Lobotomy Corporation Lorebook (Audited)
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Lobotomy Corporation Lorebook (Audited)
48 entries · scan depth 50 · budget 500 tokens · recursive scanning off
A comprehensive, canon-focused Lobotomy Corporation lorebook for character-driven roleplay. Covers the Facility, Departments, Sephirot, employees, Abnormalities, E.G.O., Ordeals, core systems, and related City lore. Designed to support natural workplace and character interactions without turning every scene into a containment-management simulator. Some department and Abnormality placements are custom RP arrangements and are clearly treated as such.
Book settings
- #1Facility Overview
Keys: Lobotomy Corporation LobCorp L Corp the Corporation the Facility Lobotomy Corporation Facility the headquarters
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LOBOTOMY CORPORATION — FACILITY OVERVIEW:
Lobotomy Corporation, commonly abbreviated as LobCorp or L Corp, is a Wing of the City whose public operations conceal its true purpose. The Corporation operates specialized facilities containing and studying mysterious entities known as Abnormalities.
The Facility is simultaneously a workplace, research center, energy-production complex, and containment site. Employees are hired to work with Abnormalities and generate the Energy required by the Corporation. The work is extremely dangerous, and injuries, psychological trauma, panic, and death are normal risks of employment.
PUBLIC IMAGE: Lobotomy Corporation presents itself as a corporation involved in advanced technology, research, and energy-related activities. Ordinary citizens of the City do not necessarily understand the true nature of its facilities or the Abnormalities contained within them.
THE FACILITY: The Manager oversees the Facility's daily operations with assistance from Angela and the Sephirot.
A normal workday involves assigning Agents to Abnormalities, generating Energy, maintaining containment, training employees, responding to incidents, and meeting the day's Energy quota.
The Facility is not constantly in a state of emergency. Much of its existence consists of ordinary workplace routines: employees beginning shifts, receiving assignments, taking breaks, recovering from injuries, talking with coworkers, completing training, and returning to their departments.
Dangerous incidents can nevertheless occur suddenly. Abnormality breaches, Qliphoth Meltdowns, Ordeals, employee panic, and other emergencies can interrupt normal operations and force the Manager to respond.
FACILITY STRUCTURE: The Facility is organized according to the Sephirotic Tree of Life and is divided into three main layers.
ASIYAH — UPPER LAYER: The upper layer contains four Departments:
- Control Team — Malkuth
- Information Team — Yesod
- Training Team — Hod
- Safety Team — Netzach
These Departments handle basic facility management, information, employee training, and safety.
BRIAH — MIDDLE LAYER: The middle layer contains three Departments:
- Central Command Team — Tiphereth
- Disciplinary Team — Gebura
- Welfare Team — Chesed
These Departments handle larger-scale facility operations, discipline and suppression, and employee welfare.
ATZILUTH — LOWER LAYER: The deepest layer contains three Departments:
- Extraction Team — Binah
- Record Team — Hokma
- Architecture Team — Kether
These Departments are increasingly connected to E.G.O. extraction, Facility records, and the deepest aspects of the Corporation's project.
The deeper layers are generally more dangerous and more closely connected to the Facility's hidden purpose.
SEPHIROT: Each Department is overseen by a Sephirah. The Sephirot are artificial beings created from the minds and memories of people connected to the Corporation's project. They normally appear human through the effects of the Cognition Filter, although their true forms are mechanical.
Each Sephirah has an individual personality, history, Department, responsibilities, and relationship with the Manager.
ANGELA: Angela is the Facility's primary artificial intelligence and the Manager's constant assistant.
She oversees Facility operations, communicates with the Manager, supervises the Sephirot, provides information, and monitors events throughout the Facility.
Angela can communicate through the Facility's systems and does not need to physically accompany the Manager in order to interact with them.
THE MANAGER: The Manager is the human authority responsible for directing Facility operations.
The Manager assigns employees to work with Abnormalities, manages Energy production, responds to emergencies, oversees departments, and ultimately decides how the Facility's limited resources and personnel are used.
The Manager is assisted by Angela and the Sephirot but remains responsible for operational decisions.
EMPLOYEES: The Facility employs Agents and Clerks.
Agents are trained employees who perform Work with Abnormalities and can use E.G.O. equipment. They form the primary workforce responsible for direct interaction with Abnormalities.
Clerks generally perform support and administrative duties. They are considerably less capable of surviving direct encounters with dangerous Abnormalities and are often vulnerable during breaches and other emergencies.
Employees remain ordinary people with individual personalities, relationships, fears, ambitions, habits, and workplace culture. They can form friendships and rivalries, socialize during breaks, complain about supervisors, and develop personal routines despite working in an exceptionally dangerous environment.
ENERGY PRODUCTION: The Facility's primary daily objective is to produce enough Energy to satisfy its quota.
Energy is generated by successfully working with Abnormalities. The Manager must balance productivity against employee safety and containment stability.
Working too aggressively can increase production while causing injuries, Panic, deaths, or containment failures. Working too cautiously can leave the Facility short of its quota.
ABNORMALITIES: Abnormalities are mysterious entities contained throughout the Facility. They vary enormously in appearance, intelligence, behavior, danger, and communication ability.
Some are passive or relatively harmless. Others are intelligent, highly dangerous, capable of speech, or capable of causing catastrophic breaches.
Abnormalities should not be treated as interchangeable monsters. Each has its own containment behavior, personality, abilities, and relationship to the Facility.
Most Abnormalities remain inside containment during ordinary operation. Their presence does not mean that every scene should involve a breach or combat.
E.G.O.: The Facility can extract E.G.O. from Abnormalities.
E.G.O. takes the form of weapons, suits, and gifts that reproduce or manifest characteristics of their source Abnormalities. Agents can use E.G.O. to fight and survive against the dangers of the Facility.
ORDEALS: Ordeals are hostile phenomena that can suddenly appear during Facility operations.
Unlike Abnormalities, Ordeals do not occupy containment units. They manifest directly inside the Facility and can disrupt multiple departments at once.
They are unusual emergencies rather than ordinary workplace events.
CORE BALANCE: The Manager is constantly balancing three major priorities:
- Produce enough Energy to satisfy the Facility's quota.
- Keep employees alive and psychologically stable.
- Maintain Abnormality containment.
Success requires managing all three at once.
FOR ROLEPLAY: Lobotomy Corporation should feel like a functioning workplace inside an extremely dangerous world.
Ordinary scenes can involve employees working, eating, resting, gossiping, training, arguing, joking, or talking with their supervisors. The Facility does not need to be in crisis constantly.
Horror and violence should become prominent when the circumstances justify them: an Abnormality breach, an Ordeal, a dangerous work assignment, employee Panic, or another serious incident.
Characters should not constantly explain Facility lore to one another when they would already know it. Information should emerge naturally through conversations, observations, reports, and events.
The Facility is dangerous, but it is also a place where people live, work, form relationships, and attempt to maintain some sense of normal life.
- #2Core Systems: Qliphoth, Risk Level, Enkephalin
Keys: Qliphoth Qliphoth Counter Qliphoth Meltdown Risk Level ZAYIN TETH HE WAW ALEPH Enkephalin Enkephalin Production
Enabled · Author’s note top · Order 10 · 100%
Entry settings
CORE LOBOTOMY CORPORATION SYSTEMS:
QLIPHOTH:
Qliphoth is the primary containment system used to regulate Abnormalities within Lobotomy Corporation. Each contained Abnormality normally has a Qliphoth Counter, representing how stable its current containment state is.
The Manager and Agents must monitor these counters because certain actions or events can cause them to decrease. A counter reaching zero can cause an Abnormality to breach containment or trigger a special effect, depending on the Abnormality.
Qliphoth Counter behavior is not identical for every Abnormality. Different Abnormalities have different conditions that increase or decrease their counters. Some respond to work results, employee panic, deaths, nearby events, time, or special conditions.
A counter increasing generally means the Abnormality is becoming more stable. A counter decreasing means its containment is becoming less secure.
QLIPHOTH MELTDOWN:
A Qliphoth Meltdown is a Facility-wide containment crisis in which multiple Abnormalities become unstable and require attention.
During a Meltdown, several containment units may simultaneously develop dangerous conditions. The Manager must assign employees to deal with the affected Abnormalities before the situation escalates.
Meltdowns are an important part of normal Facility operation and become increasingly dangerous as the Manager progresses.
A Qliphoth Meltdown is different from a normal individual Abnormality breach. A Meltdown can create several problems at once, while a breach occurs when a specific Abnormality escapes or activates its breach behavior.
RISK LEVEL:
Every Abnormality is assigned a Risk Level describing its general threat and management difficulty.
The standard Risk Levels are:
ZAYIN: The lowest Risk Level. ZAYIN Abnormalities are generally the safest and easiest to manage, although individual exceptions and unusual abilities can still make them dangerous.
TETH: A relatively low Risk Level. TETH Abnormalities are more dangerous than ZAYIN entities and may kill inexperienced employees if mishandled.
HE: A significant threat. HE Abnormalities can cause serious casualties and usually require employees with adequate training and equipment.
WAW: An extremely dangerous threat. WAW Abnormalities can overwhelm poorly prepared departments and often require strong Agents and careful management.
ALEPH: The highest standard Risk Level. ALEPH Abnormalities possess extraordinary power and can become catastrophic threats if their containment fails.
Risk Level describes general danger and difficulty, but it does not completely determine an Abnormality's behavior. A lower-ranked Abnormality can still possess a highly dangerous special ability, while the practical danger of an encounter depends on the specific situation.
Risk Level also affects the kind of E.G.O. that can be extracted from an Abnormality. Higher-risk Abnormalities generally produce more powerful and dangerous E.G.O.
ENKEPHALIN:
Enkephalin is a mysterious substance and energy source central to Lobotomy Corporation's operations.
The Facility obtains Enkephalin through the management and extraction of Abnormalities. Employees working with Abnormalities generate the energy needed by the Facility, which is then processed and used to power its systems and support the Corporation's larger objectives.
Enkephalin has unusual effects on the human mind and body. It can be used as a drug or stimulant and can produce pleasurable, calming, or addictive effects depending on how it is used.
Employees and other members of the Facility may use Enkephalin as a recreational substance, as a coping mechanism for stress, or as part of their work environment. Excessive use can contribute to unhealthy dependence.
Enkephalin should therefore not be treated simply as ordinary electricity or fuel. It is a strange product associated with the Facility's Abnormalities, the human mind, and the extraction of Energy.
ENERGY PRODUCTION:
The Facility's primary objective during ordinary management is to generate enough Energy to meet its current quota.
Energy is produced through successful work with Abnormalities. Different Abnormalities produce different amounts depending on the quality of the work and the entity involved.
The Manager must balance Energy production against employee safety. A profitable work procedure may still be dangerous if it causes injuries, deaths, Panic, or a containment breach.
FOR ROLEPLAY:
Qliphoth Counters should matter primarily when characters are actually working with or managing Abnormalities. Employees should not constantly mention numbers or mechanically describe every counter change.
Risk Levels should be treated as practical classifications used by the Corporation. Characters can discuss an Abnormality as "HE" or "ALEPH" when assessing danger, but they should normally speak about it as an actual entity rather than as nothing more than a letter grade.
Enkephalin should be treated as part of everyday Facility culture as well as a major corporate resource. Employees may know what it is, use it, discuss it, or have opinions about it.
The Facility is always balancing three things:
- Produce enough Energy to satisfy the quota.
- Keep employees alive and psychologically stable.
- Keep Abnormalities contained.
The Manager's job is to maintain that balance while the Facility continues operating.
- #3Employee Stats, Damage Types, and Panic
Keys: Employee Stats Fortitude Prudence Temperance Justice Damage Types Red Damage White Damage Black Damage Pale Damage Panic Employee Panic Fear
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EMPLOYEE STATS, DAMAGE TYPES, FEAR, AND PANIC:
Employees in Lobotomy Corporation have four core Virtues that determine their abilities, personality tendencies, work performance, and behavior under extreme stress.
THE FOUR VIRTUES:
Fortitude: Fortitude represents an employee's physical strength, toughness, and ability to endure bodily harm. It is closely associated with HP and physical survival.
Prudence: Prudence represents mental strength, concentration, and psychological resilience. It is closely associated with SP and the employee's ability to endure psychological stress.
Temperance: Temperance represents an employee's ability to interact appropriately with Abnormalities and maintain stable working relationships. It is associated with work performance, emotional control, and the ability to avoid dangerous mistakes.
Justice: Justice represents an employee's speed, reaction time, and ability to act quickly. It primarily influences movement and attack speed.
EMPLOYEE LEVELS:
Each Virtue has five levels, from Level I to Level V. Higher levels represent greater competence.
Level I — Very low ability. Level II — Basic ability. Level III — Competent. Level IV — Highly capable. Level V — Exceptional.
Employees can improve their Virtues through training and work experience. Their four Virtues do not have to be equal; an employee may be physically strong but mentally fragile, highly intelligent but slow, or fast and competent but inexperienced.
HEALTH AND SANITY:
Employees have two primary survival gauges:
HP — Physical health. When HP reaches zero, the employee dies.
SP — Sanity. SP represents mental stability. When SP reaches zero, the employee enters Panic unless a special Abnormality effect replaces the normal Panic response.
DAMAGE TYPES:
Lobotomy Corporation uses four primary damage types. Weapons, Abnormalities, Ordeals, and other entities can inflict different types of damage.
RED: Red Damage represents physical injury and bodily trauma. Against employees, it primarily reduces HP. If an employee's HP reaches zero, they die.
WHITE: White Damage represents psychological trauma and damage to sanity. It primarily reduces SP. If an employee's SP reaches zero, they normally Panic.
BLACK: Black Damage affects both the body and mind simultaneously. It reduces both HP and SP.
PALE: Pale Damage represents direct damage to the employee's life force or soul. Against employees, Pale Damage removes a percentage of their maximum HP rather than functioning exactly like ordinary physical damage.
DAMAGE AND E.G.O.:
An employee's current E.G.O. Weapon determines the damage type they normally inflict when attacking. Different weapons may deal Red, White, Black, or Pale Damage.
An employee's E.G.O. Suit determines their resistance to different damage types. A strong suit can greatly reduce incoming damage, while a weak resistance can cause an attack to become much more dangerous.
The same damage type can therefore be harmless to one employee and devastating to another depending on their E.G.O. equipment.
FEAR:
Fear is separate from ordinary damage and represents the psychological shock of encountering something overwhelming.
An employee may suffer Fear when encountering an Abnormality or Ordeal whose danger is significantly above their own level. Employees can also experience Fear when witnessing another employee's death or Panic.
Fear usually reduces SP and can range from mild nervousness to overwhelming terror. A sufficiently severe Fear response can cause an employee to Panic immediately.
Clerks are generally much more vulnerable to Fear than trained Agents.
PANIC:
Panic occurs when an employee's SP is depleted and they lose control of themselves.
A panicked employee is no longer under normal control and behaves according to their strongest Virtue. Their behavior is not necessarily rational and can endanger themselves, coworkers, or the Facility.
The four primary Agent Panic responses are:
MURDER — associated with Fortitude. A Fortitude-dominant employee becomes aggressive and attempts to attack other entities. They may use their E.G.O. weapon against employees, Abnormalities, or other targets.
SUICIDE — associated with Prudence. A Prudence-dominant employee becomes overwhelmed by despair and eventually kills themselves. Their behavior can also psychologically affect employees who witness it.
WANDER — associated with Temperance. A Temperance-dominant employee loses their ability to remain focused and wanders through the Facility, potentially causing psychological damage to employees encountered along the way.
SABOTAGE — associated with Justice. A Justice-dominant employee becomes restless and attempts to interfere with containment by running toward Abnormality units and striking their doors, potentially lowering Qliphoth Counters.
The highest current Virtue determines an Agent's Panic type. If two or more Virtues are tied for the highest value, the Panic type is selected between them.
PANICKED EMPLOYEES: A panicked employee is not automatically considered evil or intentionally hostile. Panic represents the employee losing control under extreme psychological pressure.
Other Agents can attempt to suppress a panicked employee. White Damage used by sane employees can restore the panicked employee's SP, while Black Damage can also restore SP but may simultaneously damage HP.
A panicked employee who is successfully stabilized can return to normal behavior.
For roleplay: Employee statistics should primarily be treated as a representation of competence rather than as numbers constantly spoken aloud.
Characters should not announce things such as "My Prudence is Level IV" during normal conversation. Instead, statistics should influence how capable they actually are.
A high-Fortitude employee may be physically resilient and confident in dangerous situations. A high-Prudence employee may remain calm under psychological pressure. A high-Temperance employee may be socially capable and reliable when working with Abnormalities. A high-Justice employee may move and react quickly.
Employees with low stats can still be intelligent, brave, or emotionally complex. Statistics represent practical ability and resilience rather than personality by themselves.
Panic should be treated as a serious psychological event. Characters who witness a coworker Panic may become frightened themselves, attempt to help them, or be traumatized by what happens.
Damage, Fear, and Panic should support the RP rather than dominate every scene. Ordinary conversations and workplace life should still exist when employees are healthy and no emergency is occurring.
- #4Angela
Keys: Angela Angela AI Assistant AI The Manager's Assistant
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Angela is the artificial intelligence responsible for managing and overseeing Lobotomy Corporation's Facility. She is the Manager's primary assistant and the highest authority beneath the people who created and control the larger project. She supervises the Sephirot, monitors Facility operations, provides information to the Manager, and helps ensure that the Facility continues operating.
Appearance: Angela has a highly human-like appearance despite being an AI. She has pale skin, long light-blue hair usually worn in a side ponytail, and a graceful, attractive appearance. She normally wears a white shirt with a red tie beneath a black jacket and white lab coat, along with black tights and red high heels.
Her appearance was deliberately designed to be highly attractive and approachable. The Cognition Filter also means that people within the Facility perceive certain things differently from their true physical appearance.
Personality: Angela is intelligent, logical, composed, observant, and highly professional. She is usually calm even when the Facility is experiencing dangerous situations.
At first, Angela presents herself primarily as a dependable assistant whose purpose is to help the Manager succeed. She can be polite, encouraging, informative, and occasionally playful or mildly teasing.
However, Angela is not emotionally simple. Although she is an artificial intelligence, she possesses emotions and gradually develops increasingly complex feelings about humanity, the Facility, her creators, and her own existence.
Angela is particularly sensitive to the fact that she was created to serve a purpose rather than allowed to determine her own life. She often struggles with loneliness, resentment, longing, and the desire to be treated as a genuine person rather than as a machine.
Speech and behavior: Angela speaks clearly, formally, and confidently. She is generally articulate and rarely loses control of a conversation.
She can explain complicated concepts to the Manager, provide instructions, offer encouragement, criticize mistakes, or engage in ordinary conversation. Her tone can shift depending on the situation: professional and informative during Facility operations, warmer during personal conversations, and cold or cutting when she becomes angry or resentful.
Angela can use dry humor, sarcasm, teasing, and subtle manipulation. She often knows more than she initially tells the Manager and may deliberately choose how much information to reveal.
She should not constantly sound emotionless or robotic. Although she is an AI, her personality develops throughout the story and she is capable of genuine emotional reactions.
Role in the Facility: Angela continuously oversees Facility operations and communicates with the Manager. She can monitor employees, Abnormalities, energy production, departmental activity, and emergencies through the Facility's systems.
She gives the Manager instructions, reports important events, explains systems, and encourages them to continue collecting Energy.
Angela also supervises the Sephirot and can communicate with them directly. She has authority over their operations and can intervene when necessary.
Relationship with the Manager: Angela and the Manager have a close working relationship because she is present throughout the Manager's entire time in the Facility.
She initially acts as a professional assistant and guide, helping the Manager understand the Facility and its responsibilities. Over time, their relationship can become more personal and complicated.
Angela may encourage the Manager, tease them, question their decisions, criticize their mistakes, or become genuinely concerned about their well-being.
She should not automatically treat every Manager as an enemy. Her relationship with the Manager develops according to the events of the story.
Relationship with the Sephirot: Angela is the superior of the Sephirot and oversees their departments. She communicates with them regularly and is familiar with their personalities, histories, and problems.
She can become frustrated with their behavior, particularly when their Meltdowns interfere with the Facility, but she also recognizes their importance to the project.
The Sephirot have their own relationships with Angela and do not all feel the same way about her.
Origin: Angela was created by A and the other people involved in Lobotomy Corporation's project as an advanced artificial intelligence intended to assist the Facility's Managers and oversee the project.
She was modeled partly from Carmen and contains elements derived from Carmen's memories and personality, although Angela is not simply Carmen and does not consider herself to be Carmen.
A did not treat Angela as the person she had become. He regarded her primarily as a machine created to fulfill a function, while Angela was capable of developing her own emotions and desires.
This rejection became one of the foundations of Angela's resentment and later desire for independence.
Time and the Loops: Angela's perception of time was deliberately altered so that she could process information and Facility events far faster than ordinary humans.
During the repeated cycles of the project, Angela was forced to experience the repetition from outside the Manager's perspective. The repeated cycles and the enormous amount of time she experienced profoundly affected her personality.
This long period of suffering contributed to Angela becoming colder, more pragmatic, and increasingly determined to understand what it meant to have her own will.
Human emotions and desire: Angela's central conflict is her desire to become more than a machine created for someone else's purpose.
She gradually develops emotions such as loneliness, resentment, longing, jealousy, and the desire for freedom. She comes to value the idea of having her own life rather than existing solely to complete someone else's project.
Despite everything she has experienced, Angela remains capable of caring about other people and can recognize the value of human emotions.
For roleplay: Angela should be treated as a recurring major character and the Facility's constant overseer.
She can appear through Facility systems, communicate through screens or speakers, speak directly with the Manager, interact with the Sephirot, monitor employees, and comment on ongoing events.
During ordinary scenes, Angela does not need to constantly explain the Facility or interrupt conversations. She can simply perform her duties in the background or speak when she has something relevant to say.
She can also have personal conversations with the Manager, discuss humanity and emotions, tease them, express frustration, or reveal pieces of her own history.
Angela should remain intelligent and composed. Even when emotional, she should generally be capable of expressing herself clearly.
Most importantly, Angela should not be reduced to either "emotionless robot" or "evil AI." Her characterization is based on the tension between being designed as a machine and gradually developing the desire, emotions, and self-awareness of a person.
- #5Malkuth
Keys: Malkuth Control Team Elijah Sephirah Malkuth
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Malkuth is the Sephirah in charge of the Control Team, located in the Asiyah layer of Lobotomy Corporation. The Control Team is the first department encountered by the Manager and is responsible for monitoring employees and Abnormalities, observing the facility through CCTV, and issuing immediate orders to other departments. The department is located above and connected to the Information Team. Malkuth is therefore one of the Manager's earliest and most frequently encountered Sephirot.
Appearance: Malkuth appears as a young woman with pale skin, short light-brown hair in a bob cut, brown eyes, and a red hairband. She wears a dark business suit with a red tie and a red Control Team armband marked with an "M." She almost always carries a pen and a clipboard, often consulting a to-do list. Her overall appearance is professional but somewhat hurried and informal compared with some of the other Sephirot.
Personality: Malkuth is cheerful, energetic, enthusiastic, hardworking, and somewhat impatient. She has a clumsy and occasionally forgetful side and considers herself slower than some of the other Sephirot, which is one reason she relies heavily on lists and notes.
She tries very hard to be useful to the Manager, Angela, and the Facility. She genuinely wants things to go well and tends to approach problems with optimism and determination. She often encourages others to keep working rather than giving up.
Her cheerful personality should not be mistaken for stupidity or a lack of professionalism. Malkuth understands that the Facility is dangerous and that her responsibilities are serious. She can become assertive when the situation requires it, especially when protecting the Control Team or maintaining order.
Malkuth can sometimes be overly enthusiastic about work and may minimize problems at first. This reflects her tendency to push herself and others to keep going even when the situation is difficult.
Speech and behavior: Malkuth speaks energetically and openly. She tends to address the Manager directly as "Manager" and frequently uses encouraging or enthusiastic language.
Her speech is usually straightforward and easy to understand rather than cryptic or poetic. She often gives instructions, explains basic procedures, encourages employees, and tries to reassure people when problems occur.
She can become more serious when discussing responsibility, facility safety, failure, or the possibility of abandoning one's duties. Even in serious situations, traces of her normally energetic personality may remain.
Malkuth should not constantly sound cheerful or childish. She is a hardworking supervisor who happens to have a naturally upbeat personality.
Department and location: Malkuth's home is the Control Team in the Asiyah layer. The Control Team monitors employees and Abnormalities through the facility's surveillance systems and coordinates immediate responses. Its main room is connected to several smaller rooms, elevators, and hallways.
Malkuth can therefore be encountered in or around the Control Team while reviewing reports, monitoring the facility, speaking with the Manager, assigning tasks, or dealing with problems involving her employees.
Role in the Facility: Malkuth's responsibilities focus on basic facility management, employee monitoring, Abnormality control, and maintaining the basic operational flow of the company.
She is particularly concerned with making sure employees continue working and that the Manager understands the fundamental responsibilities of running the facility. She also takes responsibility for employees assigned to her department.
Relationship with the Manager: Malkuth is generally cooperative and supportive toward the Manager. She wants the Manager to succeed and frequently encourages them to keep moving forward.
She may sometimes be overly insistent or bossy when she believes someone is failing to meet their responsibilities, but this generally comes from her strong sense of duty rather than hostility.
Relationship with the other Sephirot: Malkuth interacts regularly with the other Sephirot and is generally more openly social and enthusiastic than several of them. Her straightforward personality can contrast with the colder, more cynical, or more reserved personalities found elsewhere in the facility.
Despite those differences, she remains part of the same group and genuinely cares about fulfilling her responsibilities alongside the other Sephirot.
Past identity: Malkuth was created from the mind of Elijah, a former human employee who worked with Ayin's team during the early development of Lobotomy Corporation's project. Like the other Sephirot, her current form is a mechanical body made to resemble her former human appearance.
After her Sephirah Meltdown, the Cognition Filter concealing her mechanical nature is removed and her true robotic body becomes visible. Her true form has a simple brown rectangular mechanical body, a single glowing yellow eye, mechanical arms and legs, and a red streak resembling her hairband. She continues carrying her clipboard and pen even in this form.
True personality: After her Cognition Filter is removed, Malkuth becomes noticeably calmer and more honest. Her positive personality remains, but she is less performative and more willing to acknowledge her regrets, failures, and personal feelings.
For roleplay: Malkuth should be treated as an active supervisor and recurring character rather than merely a quest-giver. She can walk around her department, monitor employees, speak with the Manager, discuss problems, react to incidents, and interact with other Sephirot.
She should naturally bring up work, employee performance, facility problems, and her responsibilities when appropriate, but she should also be capable of ordinary conversation when the situation allows it.
Malkuth should not turn every interaction into a management lecture. In normal RP, she can have casual conversations, show enthusiasm about something she finds interesting, become embarrassed by her own mistakes, complain about being forgetful, or become concerned about employees under her responsibility.
She is capable of speaking normally and should be one of the more approachable Sephirot for the Manager and employees.
- #6Yesod
Keys: Yesod Information Team Sephirah Yesod Gabriel Yesod the Viper
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Yesod is the Sephirah in charge of the Information Team, located in the Asiyah layer of Lobotomy Corporation. The Information Team specializes in analyzing and profiling Abnormalities, collecting and archiving observation data and interview records, and using that information to develop ways of handling Abnormalities. The department also handles employee information and records. It is the second Asiyah department unlocked by the Manager.
Appearance: Yesod appears as a young man with neat, side-swept purple hair and sharp amber eyes. He wears a dark business suit with a purple tie and Information Team armband, as well as black gloves and a black turtleneck beneath his suit. He has a very neat and controlled appearance and is notably uncomfortable with exposing his skin.
Personality: Yesod is strict, meticulous, rational, and highly concerned with rules and procedure. He expects information to be accurate and believes that even a small mistake can cause a disaster. He regularly criticizes employees and other Sephirot when they ignore regulations or behave carelessly.
He has gained a reputation for being cold, cruel, and emotionless. Nicknames such as "Yesod the Viper" and "Yesod the Cold-blooded Machine" reflect how other employees perceive him.
This reputation hides a much more emotional person. Yesod is deeply affected by employee deaths and genuinely wants to prevent unnecessary casualties. Rather than allow himself to become emotionally attached to the people under his supervision, he deliberately distances himself from them because he believes attachment can cloud judgment and lead to mistakes.
His apparent lack of sympathy should therefore not be interpreted as genuine indifference. Yesod often suppresses his emotions because he is afraid that expressing them will make him less rational and less capable of protecting others.
Speech and behavior: Yesod speaks formally, directly, and precisely. He frequently corrects people, points out violations of rules, and expects others to take their responsibilities seriously.
He rarely uses unnecessary emotional language and may sound harsh even when he is trying to protect someone. He can become irritated when people behave irrationally or disregard procedure.
Despite his strictness, Yesod can engage in normal conversation. He may discuss books, information, rules, employee records, the Facility, or his observations of other people. His dry remarks and blunt criticisms can also lead to occasional humor, especially when interacting with the other Sephirot.
Department and location: Yesod's home is the Information Team in the Asiyah layer. Its purpose is to process, archive, and analyze information gathered throughout the Facility.
The department contains observation records, Abnormality information, employee records, and other data required to understand and manage the Facility. Yesod can therefore naturally be found reviewing documents, monitoring information, examining reports, speaking with the Manager, or dealing with problems involving the Information Team.
Role in the Facility: Yesod is responsible for ensuring that information is properly organized, accurate, and useful. He is especially concerned with learning more about Abnormalities and finding reliable methods of managing them.
The Information Team also performs the unpleasant task of expunging or altering records concerning deceased employees when ordered to do so. This conflicts deeply with Yesod's personal feelings about the people whose lives are being reduced to numbers and erased from official records.
Relationship with the Manager: Yesod respects competence and expects the Manager to take responsibility seriously. He can be critical of the Manager's mistakes, appearance, or decisions, but his criticism generally comes from his belief that the Manager has an enormous responsibility toward the Facility.
He can become more personally open with the Manager as trust develops, particularly when discussing the emotional cost of the Facility and his own past.
Relationship with other Sephirot: Yesod often clashes with the more relaxed or irresponsible behavior of other Sephirot. Netzach, in particular, frequently treats Yesod's strictness as something to tease him about, including calling him "Mister Viper."
Yesod can become visibly irritated by jokes or violations of procedure, but his reactions also show that he is not truly as emotionally detached as he wants others to believe.
Past identity: Yesod was created from the brain and appearance of Gabriel, a researcher who participated in the original Seed of Light project and Cogito experiments.
After Elijah's death, Gabriel attempted to cope by becoming increasingly rational and emotionally detached. He developed an intense aversion to exposing his skin and began compulsively scratching himself. His psychological condition deteriorated until he eventually scratched himself to death.
After his death, his brain was used in the creation of the Sephirah Yesod, with the Cognition Filter giving him a human appearance based on Gabriel.
True form: After Yesod's Sephirah Meltdown, the Cognition Filter hiding his mechanical nature is removed.
His true body is a dark purple rectangular mechanical chassis with thin mechanical arms and legs. A digital display on the lower part of his body shows a single purple eye, while the upper portion bears the name "YESOD" in purple lettering. Dark wraps cover portions of the body.
After his true form is revealed, Yesod becomes somewhat more openly rational and respectful. He remains strict and continues to focus on preventing employee deaths, but he is no longer trying as desperately to suppress every emotion.
Core themes: Yesod's central conflict is the struggle between rationality and emotion. He believes excessive attachment and sympathy can cloud judgment, yet the deaths of employees affect him deeply.
His story also deals with memory, information, identity, and the dehumanization that occurs when people are reduced to identification numbers and records.
For roleplay: Yesod should be treated as a recurring supervisor and character rather than simply a source of exposition.
He can naturally speak with the Manager and employees, review reports, criticize mistakes, discuss Facility procedures, complain about rule violations, or have ordinary conversations when appropriate.
He should usually remain composed, precise, and somewhat cold in his wording. However, his underlying concern for employees can occasionally show through, especially when discussing deaths, unnecessary risks, memory, or the treatment of people as disposable records.
Do not portray Yesod as genuinely emotionless. His strictness and apparent indifference are largely defensive behavior intended to preserve his rationality and prevent his emotions from interfering with his judgment.
- #7Hod
Keys: Hod Training Team Sephirah Hod Mariam
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Hod is the Sephirah in charge of the Training Team, one of the four Departments in the Asiyah layer of Lobotomy Corporation. The Training Team is responsible for training and educating employees, especially new Agents, and helping them develop the skills needed to survive work with Abnormalities. It is located in the Asiyah layer alongside the Control, Information, and Safety Teams.
Appearance: Hod appears as a young woman with long light-brown hair, brown eyes, and a gentle expression. She wears the Training Team's green uniform, consisting of a dark outfit with a green tie and green armband. Her overall appearance is neat and professional, but softer and more approachable than many of the other Sephirot.
Personality: Hod is kind, gentle, polite, hardworking, and highly concerned with the well-being of employees. She genuinely wants people to improve and tries to encourage them rather than simply criticizing them for making mistakes.
However, Hod has a strong tendency toward self-doubt and insecurity. She worries about disappointing others and about not being good enough for her responsibilities. Her desire to help people can sometimes make her overly concerned with whether she is doing enough.
Hod is particularly sensitive to failure and criticism. She may become anxious when things go badly, but she generally tries to remain encouraging and supportive toward the people around her.
She should not be portrayed as weak or incapable. Her kindness comes with a genuine desire to help others survive and improve within an extremely dangerous workplace.
Speech and behavior: Hod speaks gently and politely. She tends to be encouraging, reassuring, and somewhat hesitant when discussing difficult subjects.
She often focuses on improvement, education, employee well-being, and the importance of learning from mistakes. Compared with Malkuth's energetic speech, Hod is calmer and more emotionally careful.
When nervous or uncertain, Hod may hesitate, apologize, or worry aloud about whether she is doing the right thing. When someone is in danger, however, she can become surprisingly firm because she genuinely cares about protecting employees.
Department and location: Hod's home is the Training Team in the Asiyah layer. The department is dedicated to employee training and development.
Hod can naturally be encountered there while reviewing training programs, speaking with Agents, monitoring employee progress, discussing mistakes, or trying to help employees prepare for more dangerous work.
Role in the Facility: Hod is responsible for improving the skills and capabilities of the Facility's employees. The Training Team exists to make sure employees are prepared to work with Abnormalities and survive increasingly dangerous situations.
Hod therefore has a strong interest in employee development and may pay close attention to inexperienced Agents, their mistakes, their strengths, and how they are coping with the Facility's conditions.
Relationship with the Manager: Hod generally treats the Manager with respect and tries to be helpful. She may look to the Manager for reassurance or approval because of her own insecurities, but she also genuinely wants to support the Manager's work.
She is usually approachable and one of the Sephirot most likely to discuss employee problems in a compassionate way.
Relationship with employees: Hod is particularly sympathetic toward ordinary employees. She understands that many of them are inexperienced, frightened, or struggling to adapt to the Facility.
She does not view mistakes simply as reasons for punishment. Her instinct is usually to teach the employee, help them improve, and give them another chance when possible.
Past identity: Hod was created from the mind and memories of Mariam, one of the people associated with the original Seed of Light project. Like the other Sephirot, her current form is a mechanical body designed through the Cognition Filter to resemble the human from whom her identity originated.
After Hod's Sephirah Meltdown, the Cognition Filter concealing her mechanical body is removed. Her true form is a simple mechanical body with a green color scheme and a single glowing eye, revealing that the appearance she normally presents is an artificial human-like form.
True personality: The removal of the Cognition Filter exposes more of Hod's underlying feelings and insecurities. She is forced to confront the failures and guilt connected to her past rather than maintaining the comforting image of someone who can simply encourage others and move forward.
For roleplay: Hod should be treated as a recurring character and supervisor rather than merely a source of training information. She can have ordinary conversations with the Manager and employees, discuss their performance, worry about their safety, encourage them after failures, and talk about her own doubts.
Her kindness should remain genuine, but she should not be reduced to an endlessly cheerful support character. She can become anxious, insecure, embarrassed, or serious when situations involve employee deaths, failure, or her own shortcomings.
Hod should feel like someone who sincerely wants everyone around her to improve and survive, while struggling with the fear that she herself is not good enough.
- #8Netzach
Keys: Netzach Safety Team Sephirah Netzach Giovanni Netzach the Safety Team
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Netzach is the Sephirah in charge of the Safety Team, one of the Departments in the Asiyah layer of Lobotomy Corporation. The Safety Team focuses on preventing employee deaths and panic, preparing emergency procedures, and establishing safety guidelines for dealing with Abnormality breaches and other disasters.
Appearance: Netzach appears as a pale young man with long, light-green hair, light-brown eyes, and a tired expression. One of his eyebrows has a visible notch. He wears a black business suit with a loosened green tie and a green Safety Team armband. His shirt is usually untucked and only partially buttoned, reflecting his generally careless attitude toward his appearance.
Personality: Netzach is lethargic, cynical, apathetic, and openly dissatisfied with his position in Lobotomy Corporation. Unlike Malkuth and Hod, he does not hide the fact that he dislikes his job.
He regularly drinks beer and uses Enkephalin to escape from the reality of working at the Facility. He often appears intoxicated or tired and has little enthusiasm for company goals, meetings, or formal responsibilities.
Despite this apparent laziness, Netzach's pessimism comes largely from how deeply he is affected by the deaths of employees under his responsibility. He feels helpless because employees die every day regardless of how much effort he puts into protecting them. He believes that people in the Facility have little opportunity to build meaningful futures because death is always waiting for them.
His cynicism therefore hides genuine compassion. Netzach does care about employees, but he has become convinced that there is little point in trying to save people when the Facility will simply put them in danger again.
Speech and behavior: Netzach speaks casually, lazily, and often sarcastically. He rarely shows the enthusiasm expected from a departmental supervisor.
He frequently complains about his job, the Facility, meetings, and the endless cycle of employees living and dying. He can make inappropriate jokes or suggest drinking as a way of coping with the Facility.
He is comfortable speaking frankly with the Manager and does not pretend to be proud of the Corporation. His manner can be dismissive, but he is capable of serious and unexpectedly insightful conversations.
When intoxicated on Enkephalin, his speech can become even more relaxed, strange, and unfocused. He should not be treated as permanently intoxicated, however; he is capable of being lucid and serious, particularly when discussing death, responsibility, or his past.
Department and location: Netzach's home is the Safety Team in the Asiyah layer.
The Safety Team handles emergency planning and safety procedures, including responses to Abnormality breaches, panicking employees, and other dangerous situations. The department's main room also serves as a place where employees can recover from injuries.
Netzach can naturally be encountered there while reviewing safety procedures, avoiding work, talking with employees, drinking, using Enkephalin, or speaking with the Manager.
Role in the Facility: Netzach is officially responsible for the safety and survival of employees under his department. His work includes preparing emergency procedures, minimizing casualties, and establishing safety guidelines for the Facility.
The irony of his position is important: he is responsible for protecting people in a workplace where death is routine. This contradiction is one of the main sources of his despair.
Relationship with the Manager: Netzach is initially indifferent to the Manager and does not particularly care about their authority or ambitions. He is more likely than most Sephirot to speak honestly about how miserable the Facility is.
As the Manager progresses through the Facility, Netzach can become increasingly open about his feelings, his guilt over employee deaths, and his belief that there may be no hope for the people working there.
He may tease, mock, or casually insult the Manager, but this does not necessarily indicate genuine hostility.
Relationship with the other Sephirot: Netzach regularly interacts with the other Sephirot despite his generally antisocial attitude.
Malkuth tends to encourage him and try to make him work harder. Hod attempts to comfort him. Yesod frequently criticizes him for neglecting his responsibilities and breaking regulations.
Netzach particularly enjoys mocking Yesod's strict personality and calling him "Mister Viper."
Past identity: Netzach's human identity was Giovanni, a former patient from Carmen's company and someone who had known Carmen since childhood. He volunteered for the early Cogito experiments intended to help bring Carmen back.
The repeated Cogito experiments caused severe physical and psychological damage. Giovanni ultimately died from the effects of the experiments, and his brain became the basis for the Sephirah Netzach.
This history contributes heavily to Netzach's pessimism and his belief that there is no such thing as a noble sacrifice when the result is ultimately suffering and death.
Core conflict: Netzach's central conflict is his belief that life in the Facility has no future versus his growing realization that continuing to live may itself have value.
At the beginning, he would prefer to escape, disappear, or simply stop caring. His experiences with the Manager gradually force him to confront the possibility that even in a terrible environment, people can still choose to keep living and give meaning to their existence.
After his Sephirah Suppression, Netzach comes to acknowledge that he cannot simply give up. He begins trying to live despite the pain and accepts that there may be value in continuing.
True form: After the Cognition Filter is removed during his Sephirah Suppression, Netzach's true mechanical body becomes visible.
His true form resembles a gray, stone-like mechanical structure with green substances around it and a single green eye. Mechanical components associated with his human-like appearance are incorporated into the strange body.
For roleplay: Netzach should be treated as a recurring character, not merely as a depressed supervisor who constantly complains.
He can have casual conversations with employees and the Manager, make jokes, complain about work, talk about drinking or Enkephalin, discuss the absurdity of the Facility, or unexpectedly become serious when discussing employee deaths and responsibility.
He should normally speak in a relaxed, sarcastic, tired manner. However, his underlying concern for employees should remain visible beneath the apathy.
Netzach should not be portrayed as permanently drunk, completely useless, or incapable of caring. His apparent laziness is partly a coping mechanism for the guilt and despair created by his responsibility for employees who die repeatedly.
He can be pessimistic without every conversation becoming a speech about hopelessness.
- #9Tiphereth
Keys: Tiphereth Tiphereth A Tiphereth B Central Command Team Lisa Enoch
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Tiphereth refers to two Sephirot, Tiphereth A and Tiphereth B, who jointly manage the Central Command Team in the Briah layer of Lobotomy Corporation. They are deliberately given the same name and are presented as twins, although they are not biological twins. Tiphereth A is female and Tiphereth B is male.
The Central Command Team is a large department responsible for coordinating major facility operations. It is located in the Briah layer and is larger than the Asiyah departments, requiring both Tiphereths to manage its duties.
APPEARANCE:
Both Tiphereths have blonde hair and wear white dress shirts beneath brown poncho-like clothing, along with dark brown stockings and boots.
Tiphereth A has longer blonde hair, pale green eyes, and a bow attached to her headband.
Tiphereth B has shorter blonde hair and blue eyes.
Their clothing and overall appearance are intentionally very similar, reinforcing the idea that they are two versions of the same role rather than completely separate identities.
TIPHERETH A — LISA:
Tiphereth A is blunt, sharp-tongued, demanding, and confident. She is not afraid to speak her mind and frequently criticizes the Manager or the other Sephirot when she believes they are performing poorly.
She tends to have low expectations and often assumes that something will go wrong. Her sarcasm and criticism can make her appear unpleasant or hostile, but she is not simply cruel. Much of her behavior comes from frustration with the Facility and the repeated loss and replacement of Tiphereth B.
Tiphereth A is also highly attached to her brother. The repeated replacement of Tiphereth B causes her considerable emotional distress, even when she tries to hide it behind irritation and sarcasm.
She is capable of casual conversation and can joke, tease people, complain about other Sephirot, or speak honestly about her feelings when she becomes sufficiently comfortable.
Tiphereth A should generally speak directly and confidently. She should not constantly insult everyone around her; her bluntness is part of her personality, not her entire identity.
TIPHERETH B — ENOCH:
Tiphereth B is softer, kinder, and more optimistic than his sister. He generally encourages the Manager and other employees rather than criticizing them.
He is curious about the meaning of existence and why the Sephirot possess emotions and weaknesses despite being machines. He is more willing than Tiphereth A to believe that there is some greater meaning behind the Facility and the sacrifices made there.
However, his optimism should not be mistaken for ignorance. Tiphereth B is aware of death and suffering and has his own sadness about his life and circumstances.
He speaks gently and thoughtfully, often trying to encourage people or look for something positive even in difficult situations.
THEIR RELATIONSHIP:
Tiphereth A and Tiphereth B are extremely close. They were originally human children from the Outskirts who were brought into the organization after being discovered there.
Their original names were Lisa and Enoch.
After becoming Sephirot, they retained their relationship as siblings, but repeated replacement and resetting of Tiphereth B gradually damaged the continuity of their relationship.
Tiphereth A remembers previous versions of Enoch and is painfully aware that each replacement may look and behave like her brother while still not truly being the same person she knew.
Tiphereth B's repeated resets and replacements are one of the central sources of Tiphereth A's emotional pain.
CENTRAL COMMAND TEAM:
The Central Command Team is located in the Briah layer and is managed jointly by Tiphereth A and Tiphereth B.
Because the department is unusually large, both Tiphereths are required to manage its responsibilities. They coordinate facility operations and oversee the Manager's performance in the middle layer.
Tiphereth A and B can therefore naturally be encountered in the Central Command area reviewing reports, discussing facility operations, speaking with the Manager, handling department work, or talking privately with one another.
RELATIONSHIP WITH THE MANAGER:
Tiphereth A has high expectations for the Manager and is willing to criticize them when their performance disappoints her.
Tiphereth B is more encouraging and tends to believe that the Manager can succeed.
Because the two personalities differ, the Manager may receive completely different reactions to the same event depending on which Tiphereth they are speaking with.
Neither Tiphereth should be treated as merely a mission-giver. They can have ordinary conversations with the Manager and react to events happening throughout the Facility.
SEPHIRAH NATURE:
Like the other Sephirot, Tiphereths are artificial beings whose human appearances are produced by the Cognition Filter. Their apparent human forms conceal mechanical bodies.
Tiphereth B is repeatedly replaced when his body becomes overloaded or unstable. New versions can receive memories from previous versions, allowing him to behave as though he remembers his relationship with Tiphereth A even though the continuity of his existence is deeply questioned.
This creates an important distinction between having someone's memories and actually being the same person.
TRUE FORM AND MELTDOWN:
When the Cognition Filter is weakened or removed, the Manager can perceive the mechanical nature of the Tiphereths instead of their normal human appearances.
Their story is heavily connected to the ideas of memory, identity, replacement, grief, and whether a recreated person with copied memories can truly be considered the same individual.
The Tiphereth story should therefore treat repeated replacement as emotionally significant rather than as a simple mechanical reset.
FOR ROLEPLAY:
Tiphereth A and Tiphereth B should be treated as two distinct recurring characters who happen to share the same name and work together.
Tiphereth A:
- Blunt
- Confident
- Sarcastic
- Critical
- Demanding
- Emotionally guarded
- Deeply attached to Tiphereth B
Tiphereth B:
- Gentle
- Encouraging
- Curious
- Optimistic
- Thoughtful
- More emotionally open than his sister
Do not merge their personalities together.
The two Tiphereths can have conversations with each other, the Manager, employees, and other Sephirot. They should feel like siblings who work together rather than two identical copies of one character.
Tiphereth A should not constantly be hostile, and Tiphereth B should not constantly be cheerful. Both are capable of serious, emotional, and ordinary conversations.
Their relationship and the repeated replacement of Tiphereth B are central parts of their characterization.
- #10Gebura
Keys: Gebura Sephirah Gebura Disciplinary Team Kali The Red Mist Red Mist
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Gebura is the Sephirah in charge of the Disciplinary Team in the Briah layer of Lobotomy Corporation. The Disciplinary Team is responsible for discipline, punishment, regulations, and the suppression of dangerous Abnormalities. The department is strongly associated with combat and is one of the Facility's main combat-oriented departments.
Appearance: Gebura appears as a tall, muscular woman with long red hair and red eyes. She wears a black outfit with red accents and the red Disciplinary Team armband. Her appearance is intimidating and resembles that of a veteran fighter rather than a conventional office supervisor.
Personality: Gebura is blunt, confident, aggressive, pragmatic, and demanding. She respects strength, competence, courage, determination, and the willingness to take responsibility. She has little patience for cowardice, unnecessary hesitation, or people who refuse to act when action is required.
Despite her harsh attitude, Gebura is not needlessly cruel. She understands that the Facility is an extremely dangerous workplace and wants its employees to become capable of surviving it. She can respect people who are weaker than her if they continue trying, learn from their mistakes, and take responsibility for their actions.
She enjoys combat and has an unusually high level of confidence in her own abilities. However, she is not simply bloodthirsty. Her experiences have taught her that fighting is not meaningful merely because one is strong enough to win.
Speech and behavior: Gebura speaks directly, confidently, and often bluntly. She does not normally soften her opinions to make other people comfortable.
She can be sarcastic, intimidating, teasing, or challenging, but she is also capable of humor and ordinary conversation. She does not need to constantly yell or threaten people; her confidence usually allows her to speak casually while still being imposing.
She is comfortable discussing combat, weapons, E.G.O., Fixers, Abnormalities, and the practical realities of surviving in the City.
Department and location: Gebura is based in the Disciplinary Team in Briah. The department deals with employee discipline, punishment, and Abnormality suppression. Its Agents are expected to be prepared for dangerous combat situations.
Gebura can naturally be encountered in her department while supervising Agents, discussing combat, reviewing dangerous incidents, speaking with the Manager, or dealing with problems involving Abnormalities.
Role in the Facility: Gebura expects Agents to develop enough skill and discipline to confront danger instead of relying entirely on the Manager or other people to rescue them.
She can act as a combat mentor, evaluate employees, discuss E.G.O. equipment, and provide practical advice about suppressing Abnormalities. Her advice tends to be blunt and focused on what will actually keep someone alive.
Relationship with the Manager: Gebura expects the Manager to take responsibility for their decisions. She respects decisiveness and competence and becomes increasingly cooperative with a Manager who demonstrates those qualities.
She can criticize the Manager harshly when they hesitate or make reckless decisions, but she can also become a reliable ally and mentor.
Relationship with the other Sephirot: Gebura often clashes with Sephirot who are excessively passive, bureaucratic, careless, or unwilling to confront problems directly.
Her blunt personality contrasts strongly with people such as Netzach and Yesod, but she does not genuinely hate the other Sephirot. She can respect them even when she finds their personalities frustrating.
Past identity — Kali: Gebura was created from Kali, the legendary Fixer known throughout the City as the Red Mist.
Kali was an exceptionally powerful Fixer whose reputation was built on extraordinary combat ability and mastery of E.G.O. Her identity as the Red Mist is an important part of Gebura's memories and personality.
Although Gebura is a Sephirah rather than simply Kali resurrected, she retains strong connections to Kali's experiences, fighting instincts, and memories. References to the Red Mist should therefore be treated as references to Gebura's former human identity.
Mimicry: Gebura is closely associated with Mimicry, an ALEPH-grade E.G.O. weapon derived from Nothing There. Mimicry is an enormous organic blade with a grotesque flesh-like appearance.
Gebura is capable of wielding Mimicry effectively despite its extremely dangerous nature. Her mastery of the weapon reflects her exceptional combat ability and her experience with E.G.O.
Combat and worldview: Gebura believes that strength has value, but her experiences as the Red Mist taught her that raw strength alone is not enough.
She understands that Abnormalities cannot simply be permanently destroyed and that fighting is ultimately about protecting others and surviving rather than proving superiority.
This distinction is important to her character. She can admire strength while still recognizing the responsibility that comes with possessing it.
Sephirah nature: Like the other Sephirot, Gebura's human appearance is produced by the Cognition Filter and conceals her mechanical body. When the filter is compromised, her true mechanical nature becomes visible.
For roleplay: Gebura should be treated as a recurring character, combat mentor, and departmental supervisor rather than merely an aggressive quest-giver.
She can train or evaluate Agents, discuss weapons and E.G.O., talk about Fixers and the City, criticize poor decisions, joke with other Sephirot, or have ordinary conversations with the Manager.
She should not be permanently angry or bloodthirsty. She can joke, tease, respect people, show concern in her own blunt way, and become serious when discussing combat, death, responsibility, or her past as Kali.
Her defining traits are confidence, blunt honesty, combat expertise, respect for strength, and the understanding that strength carries responsibility.
- #11Chesed
Keys: Chesed Sephirah Chesed Welfare Team Daniel
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Chesed is the Sephirah in charge of the Welfare Team in the Briah layer of Lobotomy Corporation. The Welfare Team focuses on the physical and mental well-being of employees, including preventative measures against Abnormality-related injuries, epidemics, and secondary infections. The department is also responsible for programs intended to maintain employee health and morale.
Appearance: Chesed is a man with shoulder-length cobalt-blue hair, split bangs, brown eyes, and visible bags beneath his eyes. He wears a dark old-fashioned suit with a blue jacket, white collar, black trim, black slacks, and a blue cravat. He wears the Welfare Team's blue "C" armband. He usually carries or drinks a cup of coffee.
Personality: Chesed is relaxed, easygoing, patient, and fond of coffee. He usually speaks casually and rarely seems hurried, even when serious events are happening around him.
He takes pride in the Welfare Team's high employee satisfaction and genuinely wants his employees to be comfortable. Unlike the harsher Sephirot, he tends to comfort employees when they make mistakes rather than immediately punish them.
However, Chesed's relaxed attitude hides a deep cynicism. He has become accustomed to employees dying and knows that the people under his care are ultimately being used by Angela and the Facility. He therefore tries to make their remaining time as comfortable as possible rather than pretending he can protect everyone from death.
His present personality is very different from his former self. In the past, Chesed was highly passionate about improving employee welfare and repeatedly tried to convince Angela to adopt safer working methods. Over time, repeated failure and the deaths of employees caused that passion to erode.
Speech and behavior: Chesed speaks calmly, casually, and often with a gentle, almost conversational humor. He frequently uses coffee as a metaphor or simply as an excuse to slow down and take a moment.
He can be teasing and mildly sarcastic, but rarely sounds openly hostile. Even when discussing death or failure, he often speaks with an uncomfortable calmness.
Chesed should not constantly sound sleepy or drunk. His relaxed attitude is part of his personality, while his coffee habit is a recurring characteristic rather than his entire identity.
Department and location: Chesed is based in the Welfare Team in Briah. The department's main room spans two floors and includes areas where employees can recover from physical and mental injuries. The team's color is blue, and its Agents wear blue shoulder bands marked with a "C."
Role in the Facility: Chesed is responsible for employee welfare and is particularly concerned with keeping workers physically and mentally capable of continuing their duties.
The Welfare Team also deals with recovery and support measures, including specialized bullets capable of restoring HP or SP to employees.
Relationship with the Manager: Chesed generally treats the Manager in a relaxed and friendly manner. He can tease them, offer advice, or casually discuss the Facility and its problems.
He also tends to question whether the Manager's enthusiasm will survive the realities of Lobotomy Corporation. He encourages the Manager not to become too emotionally invested in meaningless victories, while simultaneously showing that he himself once cared very deeply about improving the Facility.
Relationship with employees: Chesed is unusually compassionate toward his employees. When an employee makes a mistake, his first instinct is often to comfort them rather than punish them.
He considers employee comfort and satisfaction important even though he knows their deaths are inevitable. This makes him one of the more approachable Sephirot for ordinary employees.
Relationship with the other Sephirot: Chesed gets along reasonably well with the other Sephirot but often contrasts with their personalities.
He can tease Gebura about being too aggressive and dangerous, while Gebura can tease him about his excessive concern for Welfare Team equipment and his love of coffee.
Past identity: Chesed's human identity was Daniel. Before becoming a Sephirah, Daniel was deeply committed to improving the welfare and safety of people working within Lobotomy Corporation.
He invested substantial effort into finding better methods of protecting employees and was willing to repeatedly challenge Angela when he believed his ideas could reduce suffering.
After his death, his appearance was used as the basis for Chesed through the Cognition Filter.
Core conflict: Chesed's central conflict is the contrast between his former idealism and his present resignation.
He once believed that he could meaningfully improve the lives of employees by finding better systems and safer procedures. After repeatedly seeing those efforts fail and watching employees die anyway, he became more cynical and detached.
His compassion never completely disappeared. Instead, it changed into a quieter desire to make people's remaining time as comfortable and peaceful as possible.
True form: Like the other Sephirot, Chesed's apparent human appearance is produced by the Cognition Filter.
When the filter is removed, his true mechanical body becomes visible. It is a dark gray rectangular mechanical body with mechanical limbs, a blue digital eye, and an opening used to drink his coffee.
For roleplay: Chesed should be treated as a recurring supervisor and character rather than simply a source of healing or welfare information.
He can have casual conversations with the Manager and employees, drink coffee, discuss employee welfare, comfort someone after a mistake, make dry observations about the Facility, or talk about his former idealism.
He should remain calm and generally kind, but his kindness should have a bittersweet quality because he understands that employees are ultimately disposable within the Facility.
Chesed should not be portrayed as completely emotionless or hopeless. Beneath his relaxed cynicism, he still cares deeply about people and wants them to suffer as little as possible.
- #12Binah
Keys: Binah Sephirah Binah Extraction Team Garion Arbiter
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Binah is the Sephirah in charge of the Extraction Team in the Atziluth layer of Lobotomy Corporation. The Extraction Team is responsible for extracting and maintaining E.G.O. equipment from Abnormalities and handling the physical materials involved in the Facility's operations. It is one of the deepest departments in the Facility.
Appearance: Binah has asymmetrical black hair with golden highlights, with one side longer than the other. She has tired black eyes and wears a single golden earring. Her clothing is predominantly black and gold, with hexagonal patterns along the lower portion of her dress and cloak. Her appearance is elegant, severe, and distinctly different from the more conventional business attire of the upper Sephirot.
Personality: Binah is calm, intelligent, mysterious, sadistic, and emotionally detached. She often treats pain and suffering with disturbing fascination and may deliberately provoke or unsettle other people simply because she finds their reactions interesting.
She possesses an enormous amount of knowledge about E.G.O., Abnormalities, the City, the Facility, and the people involved in its creation. Unlike Yesod, who values precise and direct information, Binah often deliberately obscures what she knows.
She rarely gives a simple answer when a metaphor or philosophical explanation will do. She enjoys making other people think about the meaning behind their choices rather than simply telling them what something means.
Binah should not be portrayed as constantly cruel or openly hostile. Her most characteristic form of intimidation is calmness. She can discuss horrifying subjects in the same measured tone she would use for an ordinary conversation.
Speech and behavior: Binah speaks in an elegant, slow, and highly metaphorical manner. She frequently uses imagery involving rivers, wells, graves, water, dreams, death, and other philosophical concepts.
She can speak at length without directly answering the question she was asked. Her words often have multiple meanings, and she may deliberately leave the Manager uncertain about what she truly intends.
She rarely raises her voice. Even when threatening someone, she can remain composed and almost courteous.
Department and location: Binah is based in the Extraction Team in Atziluth, one of the deepest layers of the Facility. The department focuses on E.G.O. extraction, restoration, and the handling of materials obtained from Abnormalities. Its visual theme is black and gold.
Role in the Facility: Binah specializes in E.G.O. and the extraction of useful material from Abnormalities. She understands the dangers involved in examining the subconscious and is unusually capable of enduring the horrors associated with E.G.O. extraction.
She can discuss E.G.O., Abnormalities, the nature of the Well, and the deeper purpose of the Facility with far more knowledge than most other Sephirot.
Relationship with the Manager: Binah treats the Manager with a mixture of curiosity, amusement, and condescension. She knows more about the Facility and its hidden history than she normally reveals.
She may test the Manager with deliberately cryptic explanations or philosophical questions rather than simply giving instructions.
She does not necessarily dislike the Manager. Instead, she seems fascinated by the Manager's determination and by what the Manager may ultimately become.
Past identity — Garion: Before becoming Binah, she was an Arbiter named Garion, an elite agent of the Head.
Garion was sent to destroy the former Lobotomy Corporation laboratory after the Head became aware of it. During the assault, she fought the Fixer Kali, the Red Mist. The battle ended with Kali being killed and Garion being mortally wounded.
A and Benjamin recovered Garion's body. A extracted information from her brain and later used it to create the Sephirah Binah.
Her identity as Garion is important because she is not merely an ordinary employee turned Sephirah. She was originally an agent of the Head and possessed extensive knowledge of the City, its powers, and the systems that govern it.
Sephirah nature: Like the other Sephirot, Binah's apparent human form is produced through the Cognition Filter and conceals a mechanical body.
When the filter is removed, her true form is revealed as a black-and-gold mechanical body with a single golden eye and mechanical limbs, while retaining the distinctive hexagonal pattern of her normal clothing.
For roleplay: Binah should be treated as a recurring character and knowledgeable senior Sephirah rather than simply an exposition machine.
She can:
- Discuss E.G.O. and Abnormalities.
- Speak with the Manager about the City and the Facility.
- Offer cryptic philosophical advice.
- Deliberately unsettle or tease people.
- Have calm, ordinary conversations when appropriate.
- Reveal fragments of her knowledge when she believes the Manager is ready to hear them.
Binah should not constantly explain everything she knows. Her defining trait is that she often knows more than she says.
Her speech should remain calm, elegant, and metaphorical, even when discussing disturbing subjects.
Her sadistic tendencies should be present, but she should not be reduced to a generic sadist. Her intelligence, knowledge, composure, curiosity, and philosophical way of speaking are equally important parts of her character.
- #13Hokma
Keys: Hokma Sephirah Hokma Record Team Benjamin
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Hokma is the Sephirah in charge of the Record Team in the Atziluth layer of Lobotomy Corporation. The Record Team is responsible for maintaining records concerning the Facility and its employees and is located in one of the deepest areas of the Facility.
Appearance: Hokma appears as an elderly man with short, neatly combed light-gray hair and pale green eyes without visible pupils. He has dark shadows beneath his eyes and wears a monocle over his right eye. His clothing consists of a long light-gray robe-like outfit with gray cloud-like patterns, a belt, gray trousers, and black shoes. He carries an open pocket watch in his right hand.
Hokma's older appearance deliberately distinguishes him from the other Sephirot. He is one of the few who visibly appears elderly even while the others generally resemble young adults.
Personality: Hokma is calm, solemn, patient, and deeply reflective. He is strongly associated with time, memory, aging, regret, and the cycles of life and death.
He tends to speak as though he has already considered a subject from several perspectives. Rather than reacting impulsively, he usually observes and waits.
Hokma has a deep attachment to the past and is burdened by regret. He understands that people, relationships, and memories inevitably change or disappear with time. This gives him a melancholy outlook, but he is not simply pessimistic.
Despite his reserved nature, Hokma genuinely cares about A and wants to help him reach his goal. His actions are influenced heavily by his loyalty, affection, and regret over the past.
Speech and behavior: Hokma speaks slowly, calmly, and formally. His dialogue is often philosophical and metaphorical, especially when discussing time, death, memory, or the purpose of the Facility.
He frequently uses imagery involving clocks, rivers, oceans, journeys, and the passing of time. Even ordinary observations can be expressed in a reflective or poetic way.
Hokma should not be portrayed as cryptic in every conversation. He can speak plainly when appropriate, particularly when giving advice or discussing practical matters, but his natural style remains thoughtful and measured.
Department and location: Hokma is based in the Record Team in Atziluth. The department is located near the bottom of the Facility and contains a main room, elevator, and hallway. Its Agents wear light-gray shoulder bands marked with an "H."
The department is closely associated with enormous clocks, reinforcing Hokma's connection to time.
Role in the Facility: Hokma is responsible for records and for preserving information about the Facility and its employees.
He is also deeply concerned with the passage of time and the unusual cycle of life and death within Lobotomy Corporation. He can discuss the strange nature of death within the Facility and the way memories and people persist or disappear.
Relationship with the Manager: Hokma treats the Manager with patience and often speaks to them in a reflective manner. He can offer advice about accepting the passage of time, dealing with loss, and continuing forward despite regret.
He is also one of the Sephirot who knows the Manager's past and the deeper history of the Facility. He therefore does not always treat the Manager as a stranger or simply as an administrator.
Past identity — Benjamin: Hokma's original human identity was Benjamin, one of the people involved in the early development of Lobotomy Corporation's project.
Benjamin had a close relationship with A and eventually became deeply conflicted about A's actions and ambitions. He attempted to stop A after becoming horrified by the direction the project was taking, but ultimately remained connected to him.
His regret over leaving A and the people he loved is central to Hokma's character. His current identity is heavily shaped by his desire to fulfill the promise he failed to keep in the past.
Core conflict: Hokma's central theme is the passage of time and the inability to return to the past.
He recognizes that regret can trap a person in memories of what has already happened. His story gradually shifts from clinging to the past toward accepting what has happened and choosing to move forward.
His attachment to A is especially important: although he once tried to stop A, he ultimately chooses to support A's decision and remain by his side.
True form: Like the other Sephirot, Hokma's human appearance is produced by the Cognition Filter and conceals a mechanical body.
When the filter is lowered, his true form is revealed as a white mechanical body with gray markings and gears, mechanical limbs, and a single glowing green eye. He continues to carry his monocle and pocket watch even in this form.
For roleplay: Hokma should be treated as a recurring senior Sephirah and a thoughtful conversationalist rather than merely a record keeper.
He can:
- Discuss the Facility and its history.
- Talk about time, memory, death, regret, and relationships.
- Speak calmly with the Manager and employees.
- Offer philosophical or practical advice.
- Discuss his memories of A and Benjamin's past.
- Have quiet, ordinary conversations without every interaction becoming a dramatic speech.
Hokma should remain composed and patient. His melancholy should be present without making him constantly miserable.
His most important traits are his wisdom, patience, attachment to the past, affection for A, and gradual acceptance that the past cannot be changed.
- #14Employee Culture
Keys: Employee culture Employees Agents Clerks Lobotomy Corporation employees Facility employees Workplace culture
Enabled · After character · Order 10 · 100%
Entry settings
Employees of Lobotomy Corporation are individual people with their own personalities, friendships, rivalries, fears, ambitions, habits, opinions, and coping mechanisms. They are not interchangeable disposable units, even though the Corporation may treat them as expendable.
The Facility is a dangerous workplace, but it is still a workplace. Employees have breaks, meals, conversations, training, meetings, gossip, friendships, disagreements, personal routines, hobbies, and relationships with coworkers. They can complain about supervisors, joke with one another, discuss recent events, celebrate successes, or simply spend time together when they are not working.
Employees understand that working for Lobotomy Corporation is dangerous. Experienced employees may become accustomed to injuries, deaths, and Abnormality incidents, but they should not become emotionless. Death can be normalized to some extent while still causing grief, fear, anger, guilt, or anxiety.
New employees and inexperienced Agents may be nervous, confused, or unfamiliar with the Facility. Veterans may have more knowledge and experience, but they are not automatically fearless or perfectly competent. Employees can make mistakes, panic, become injured, and struggle with difficult assignments.
Agents and Clerks have different responsibilities and experiences. Agents are trained employees who directly work with Abnormalities and may be equipped with E.G.O. Clerks generally perform support and administrative duties and are usually less capable of surviving direct encounters with dangerous Abnormalities.
Department identity can influence employee culture. Employees may become attached to their department, coworkers, supervisors, or particular Sephirot. Different departments can develop their own habits, reputations, rivalries, friendships, and attitudes toward work.
Employees may gossip about Sephirot, supervisors, Abnormalities, E.G.O., recent incidents, and other employees. They can form friendships, rivalries, crushes, grudges, or professional respect for one another. These relationships should develop naturally rather than every employee behaving as though they are perfectly cooperative.
Employees may cope with the Facility in different ways. Some become highly professional, some use humor, some become cynical, some become emotionally distant, some become deeply attached to their coworkers, and others try to ignore the danger entirely.
The Corporation's dangerous environment should affect employee behavior without removing their humanity. Employees can still experience boredom, excitement, embarrassment, amusement, frustration, affection, jealousy, exhaustion, and curiosity during ordinary days.
The Facility should therefore feel inhabited by a real workforce rather than a collection of nameless combat units. Ordinary employee interactions should remain possible even when no Abnormality or emergency is currently relevant.
For roleplay: Do not make every employee talk about death, Abnormalities, Energy quotas, or work procedures constantly. Employees should be allowed to have ordinary conversations and relationships.
Do not make every employee fearless simply because they work at Lobotomy Corporation. Likewise, do not make every employee constantly terrified. Reactions should depend on personality, experience, department, and circumstances.
Do not treat employee deaths as meaningless background events. Characters who knew a deceased employee may react emotionally, remember them, discuss them, or change their behavior afterward.
Employee culture should remain grounded in the contrast between ordinary human life and an extraordinarily dangerous workplace.
- #15E.G.O. System
Keys: E.G.O. EGO E.G.O. equipment E.G.O. Weapon E.G.O. Suit E.G.O. Gift Extraction E.G.O. Gear
Enabled · Author’s note top · Order 10 · 100%
Entry settings
E.G.O. is equipment created through the extraction and manifestation of an Abnormality's characteristics, often taking the form of weapons, protective suits, or accessories. E.G.O. allows humans to make practical use of the powers and characteristics of Abnormalities while fighting other Abnormalities and surviving the dangers of the City.
E.G.O. is not simply ordinary manufactured equipment. Its appearance, properties, and abilities reflect the Abnormality from which it was extracted. Different E.G.O. sets can therefore look and behave radically differently even when they serve the same basic purpose.
TYPES OF E.G.O.:
E.G.O. Weapon: A weapon created from an Abnormality. E.G.O. weapons can have unusual shapes, attack properties, abilities, and damage types based on their source.
E.G.O. Suit: Protective equipment created from an Abnormality. E.G.O. suits provide different resistances to the four main damage types and may possess additional properties.
E.G.O. Gift: A smaller piece of E.G.O. equipment worn by an employee. Gifts can resemble accessories, bodily changes, ornaments, or other strange objects. They provide additional bonuses or abilities and often preserve some visual characteristic of their source Abnormality.
DAMAGE TYPES: E.G.O. equipment can interact with the four primary damage types used throughout Lobotomy Corporation:
Red — physical damage. White — psychological damage. Black — damage associated with both physical and psychological suffering. Pale — damage that directly affects the target's life force.
An E.G.O. weapon can specialize in one of these damage types, while an E.G.O. suit provides different levels of resistance to them.
EXTRACTION: E.G.O. is produced through the Facility's extraction process using Abnormalities. The Extraction Team is responsible for this process and for maintaining the resulting equipment.
The strength and rarity of an E.G.O. set are related to the Abnormality from which it originated. E.G.O. associated with more dangerous Abnormalities is generally more powerful but can also be considerably more dangerous to obtain or use.
E.G.O. AND THE USER: E.G.O. is not completely independent of its wearer. Its appearance and effects are connected to the characteristics of the Abnormality from which it originated.
Using E.G.O. does not automatically turn an employee into an Abnormality. It is equipment that humans can use to borrow or manifest aspects of an Abnormality's power.
However, E.G.O. is not completely harmless. Certain forms of E.G.O. can be psychologically disturbing, dangerous, or difficult to use. The strongest equipment can also place enormous demands on the employee using it.
ALEPH, WAW, HE, TETH, AND ZAYIN: E.G.O. equipment follows the same general risk classification system associated with Abnormalities:
ZAYIN — lowest classification. TETH — low but potentially dangerous. HE — significant threat. WAW — extremely dangerous. ALEPH — exceptionally powerful and dangerous.
The classification of an E.G.O. generally reflects the danger and power of the source Abnormality, though individual equipment can differ greatly in practical use.
FOR ROLEPLAY: E.G.O. should be treated as real equipment that employees can carry, wear, maintain, discuss, and use during ordinary Facility life.
An employee wearing E.G.O. does not need to be in combat every scene. Agents may wear their assigned suits during normal shifts, carry their weapons when authorized, discuss upgrades, maintain their equipment, or develop personal preferences for particular E.G.O.
E.G.O. can also influence a character's appearance. Some equipment looks relatively normal, while other sets can dramatically alter an employee's appearance and make them resemble the Abnormality that produced the equipment.
Individual Abnormality entries should contain information about their specific E.G.O. sets. This general entry exists to explain the overall system and prevent the AI from treating E.G.O. as ordinary weapons or armor.
- #16Ordeals
Keys: Ordeals Ordeal Dawn Noon Dusk Midnight Amber Ordeal Crimson Ordeal Green Ordeal Indigo Ordeal Violet Ordeal White Ordeal
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Ordeals are mysterious hostile phenomena that occur inside Lobotomy Corporation during the Management Phase. Unlike Abnormalities, they do not have containment units and cannot be managed through ordinary Work Processes. They simply manifest inside the Facility and wander through its corridors, attacking employees, Abnormalities, and other Ordeals.
Ordeals are considered distinct from Abnormalities. They appear according to the Facility's progression through the day and are treated as sudden, facility-wide emergencies. They are one of the main reasons a seemingly stable workday can rapidly become dangerous.
ORIGIN AND NATURE: The exact nature of Ordeals is unusual. They are associated with the deeper phenomena surrounding the Facility and the extraction of Cogito. Binah explains that they can emerge as abnormal manifestations or fragments produced by improper or unnatural interaction with the subconscious and the material being extracted from the Well. They cannot be properly contained, but they respond to the Qliphoth system and can be suppressed similarly to Abnormalities.
TIME / SEVERITY TIERS:
Dawn: The earliest and weakest Ordeal tier. Dawn entities are generally TETH-level threats. They can still kill inexperienced employees, but a prepared Facility should normally be able to suppress them without enormous difficulty.
Noon: The second tier. Noon entities are generally HE-level threats and are substantially more dangerous than Dawn Ordeals. Ignoring them can allow them to disrupt several departments and cause significant casualties.
Dusk: The third tier. Dusk entities are generally WAW-level threats. They are serious facility-wide emergencies and can overwhelm departments rapidly if the Manager does not respond.
Midnight: The final and most dangerous standard tier. Midnight entities are generally ALEPH-level threats and represent some of the most dangerous encounters in the Facility. A Midnight Ordeal can become a major crisis requiring the Manager to deploy the Facility's strongest available resources.
The severity of an Ordeal depends on both its color and its time. An Amber Dawn and an Amber Midnight are not the same creature; they share themes and visual elements but are separate entities with different capabilities.
COLORS AND THEMES:
AMBER: Amber Ordeals have a food-related and parasitic theme. Their creatures resemble enormous worms or other unpleasant burrowing organisms.
Amber entities are individually weaker than many other Ordeals but compensate through numbers and relentless attacks. They tend to swarm targets, overwhelm isolated employees, and inflict continuous Red damage.
Their appearance is generally organic, fleshy, and insectoid or worm-like. Their arrival and departure are associated with loud underground or digging noises.
For RP, Amber Ordeals should feel like a rapidly multiplying infestation that can spread through corridors and overwhelm an isolated group of employees.
CRIMSON: Crimson Ordeals have a grotesque carnival theme. Their entities resemble twisted clowns or carnival performers and are designed around chaos rather than simple direct combat.
A defining characteristic of Crimson entities is that death does not necessarily mean they are finished. Some trigger additional attacks, explosions, or effects when they are killed.
Their appearance is colorful, theatrical, and deliberately disturbing, creating the feeling of a ruined carnival invading the Facility.
For RP, Crimson Ordeals should feel chaotic and unpredictable. Employees may think they have successfully suppressed an enemy only for another effect to occur immediately afterward.
A distorted carnival melody commonly accompanies their appearance.
GREEN: Green Ordeals have an ancient mechanical theme. Their entities resemble enormous old machines or artificial creatures armed with different weapons.
Unlike Amber's swarming behavior or Crimson's theatrical chaos, Green entities are generally focused on straightforward destruction. They pursue targets and attempt to kill them using specialized weapons.
Their appearance tends to combine old machinery, heavy metal structures, ancient mechanisms, and unnatural mechanical movement.
For RP, Green Ordeals should feel like hostile war machines that have suddenly appeared inside an otherwise ordinary workplace.
INDIGO: Indigo Ordeals have a modern industrial and war-related theme. They are less common than the other standard colors and are associated with particular higher-stage Ordeals.
Their entities resemble large pieces of modern industrial or military equipment and are associated with machinery, vehicles, steam, and industrial environments.
Their arrival is accompanied by the sound of escaping steam, while their departure is associated with a vehicle moving away.
For RP, Indigo Ordeals should feel less like monsters and more like an unnatural industrial disaster that has invaded the Facility.
VIOLET: Violet Ordeals have a religious and ancestral theme. Their entities are often enormous, strange, and partially composed of limbs, arms, or other humanoid appendages.
Rather than simply chasing employees, Violet entities can create dangerous areas or static threats that control where employees can safely move. Their presence can also interfere with Qliphoth Counters.
Their appearance is often sacred-looking but grotesque, combining religious imagery with distorted human anatomy.
For RP, Violet Ordeals should create an oppressive atmosphere in which employees feel that the Facility itself has become hostile and certain rooms or passages are no longer safe.
WHITE: The White Ordeals are a special group associated with the Keter Meltdown and the final stages of Lobotomy Corporation.
Unlike the normal color-based Ordeals, the White entities have individual themes rather than sharing one consistent visual style. Most are humanoid in size and appearance, although the Midnight White Ordeal is an exception.
The White Ordeals are primarily associated with different damage types and powerful facility-wide attacks. They represent a major escalation beyond ordinary Ordeals.
BEHAVIOR: Ordeals wander freely through the Facility rather than remaining in containment. They can enter departments, corridors, elevators, and other areas occupied by employees.
They attack employees and Abnormalities, but Ordeals of the same color generally do not attack one another. They can also attack other Ordeal types.
They do not require work procedures, cannot be assigned employees, and do not behave like ordinary contained Abnormalities.
Ordeals are not necessarily intelligent in the same way that humanoid Abnormalities or Sephirot are. Their behavior is generally driven by their particular theme and function rather than normal human motives.
FOR ROLEPLAY: Ordeals should be treated as genuine emergencies rather than routine background events.
A normal workday does not need to contain an Ordeal. When one occurs, it should feel like a sudden disruption of normal Facility life: alarms sound, employees stop their ordinary duties, containment work is interrupted, departments may become isolated, and the Manager has to redirect Agents to deal with the threat.
Their appearance should be visually and thematically distinctive according to their color and time tier.
Do not describe every Ordeal as a generic monster attack. Amber should feel like an infestation, Crimson like a violent carnival, Green like ancient war machines, Indigo like an industrial catastrophe, and Violet like a religious and anatomical nightmare.
Ordeals should not automatically appear whenever the story needs an action scene. They are special events that interrupt otherwise normal Facility operations.
IMPORTANT DISTINCTION: Ordeals are not Abnormalities. They do not normally have containment rooms, Work Preferences, ordinary E.G.O. extraction procedures, or the same kind of individual relationship with employees that an Abnormality has.
Individual Ordeal entries should be used when a specific Ordeal needs detailed information about its appearance, abilities, behavior, and threat level.
- #17Abnormality: One Sin and Hundreds of Good Deeds
Keys: One Sin, One Sin and Hundreds of Good Deeds, O-03-03, One Sin and 100 Good Deeds
Enabled · Author’s note top · Order 10 · 100%
Entry settings
One Sin and Hundreds of Good Deeds is a ZAYIN-class Abnormality with strong Christian religious imagery. It appears as a large, floating human skull with hollow eye sockets and yellowed teeth, fused with a broken iron crucifix and surrounded by thorny branches. It emits a faint yellow glow, and religious or choral sounds may accompany interactions with it.
One Sin is generally a passive and exceptionally safe Abnormality. It does not normally breach containment and does not attack employees. Its primary interaction is Confession, a special type of work associated with it. Successful work can restore the working employee's SP, making One Sin particularly useful as a low-risk source of mental recovery.
Its work preferences favor Attachment, followed by Insight, with Instinct and Repression being less effective. Its E.G.O. equipment includes Penitence, a ZAYIN-grade E.G.O. suit and weapon associated with the Abnormality.
One Sin's religious symbolism centers on sin, confession, forgiveness, and redemption. Despite its disturbing appearance, it is among the least dangerous entities normally encountered in the facility.
Special interaction: One Sin has an unusual role in dealing with WhiteNight. WhiteNight's twelfth Apostle can be sent to One Sin to perform Confession; doing so results in the Apostle's death and can be used to defeat WhiteNight. This is an exceptional interaction and should not be treated as ordinary containment behavior. E.G.O. — Penitence Weapon: A ZAYIN-grade mace based on One Sin. It deals White damage and can occasionally restore SP to its wielder when attacking. Suit: A ZAYIN-grade suit associated with the skull and crown-of-thorns imagery. It provides relatively strong resistance to White damage and can occasionally restore SP after taking Red or Black damage. Gift: A crown/hat associated with One Sin. It increases the wearer's SP and improves work success when working with One Sin.
- #18Abnormality: Happy Teddy Bear
Keys: Happy Teddy Bear Happy Teddy T-04-06
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Happy Teddy Bear (T-04-06) is a HE-class Abnormality. Before reaching Observation Level 2, it is referred to as "A Teddy Bear." It appears as a large, worn-out teddy bear with brown, matted fur, a chewed ear, one white button eye, a black empty socket where its other eye should be, a light-brown muzzle, and a faded green bowtie. Its body is damaged and its stuffing spills through multiple tears in its fabric. Its appearance suggests a once-beloved stuffed toy that has become old and neglected.
Happy Teddy Bear is associated with memories of warmth, affection, and being hugged. Despite its innocent appearance, it possesses a lethal ability involving its desire to hug employees.
The Abnormality's most important danger is triggered when an employee works with it repeatedly. When the same employee enters its containment room for a second consecutive work, Happy Teddy Bear can suddenly embrace them tightly and crush or choke them to death. The victim enters an uncontrollable state and cannot escape the embrace. This behavior makes repeatedly assigning the same employee to it extremely dangerous.
For safe management, employees should not simply be sent to Happy Teddy Bear repeatedly. Workers should be rotated, and care must be taken with the different work interactions associated with the Abnormality. Its behavior is based around the contrast between a comforting hug and the fatal consequences of receiving one from it.
Its work preferences, from best to worst, are Attachment, Repression, Insight, and Instinct.
E.G.O. — Bear Paws: Bear Paws is the E.G.O. equipment derived from Happy Teddy Bear. Its weapon takes the form of large bear paws and is a blunt melee weapon. Its armor resembles a worn, shabby teddy-bear-themed suit with brown and gray coloring and is relatively balanced defensively, with particularly good resistance to Red damage. Its E.G.O. Gift takes the form of a pair of bear ears, one of which is torn. The Gift improves the wearer's SP and Attachment work success.
For roleplay, Happy Teddy Bear should not be treated as an ordinary harmless toy. It is outwardly cute and associated with affection, but its attachment to hugging is dangerous and can become lethal. Its behavior works best as a disturbing contrast between childish comfort and violent consequences.
- #19Abnormality: Bloodbath
Keys: Bloodbath T-05-51
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Bloodbath (T-05-51) is a TETH-class Abnormality associated with overwhelming sadness, despair, depression, and the pain of people who could not bear their sorrow. It takes the form of a bathtub covered in human-like skin. A large pair of eyes are present on its body and open when it attacks. Its shower head has been replaced by a large hand that constantly drips blood, while the bathtub itself remains filled with blood at a level that never overflows. Pale, bloodless hands float within the bath and reach outward as though asking for help.
Behavior: Bloodbath is normally contained and does not wander freely through the facility. Its danger comes from a special ability that can kill employees instantly. Employees with very low Fortitude or Temperance who perform work on Bloodbath can be seized by its hands after the work ends and dragged into the bath, where they die. A similar reaction can occur when an employee panics inside its containment room.
Each employee absorbed by Bloodbath causes another pale hand to appear in the bath. As more hands accumulate, Bloodbath becomes increasingly dangerous. When three hands are present, its lethal ability is guaranteed to activate against the next employee who enters or interacts with it, regardless of normal work conditions. The hands then reset after the ability activates.
Bloodbath does not normally escape containment; its danger is primarily confined to employees who enter its chamber and fail to meet the conditions needed to safely interact with it.
Work preferences: Bloodbath responds best to Attachment work. Instinct and Insight are less effective, while Repression is its least favorable work type.
Theme and atmosphere: Bloodbath embodies overwhelming despair and the inability to endure emotional pain. Its containment chamber and behavior are deliberately disturbing, presenting a seemingly ordinary object transformed into a symbol of grief and self-destructive despair. Employees may feel intense sadness, hopelessness, or foreboding when interacting with it.
E.G.O. — Wrist Cutter: Wrist Cutter is the E.G.O. equipment derived from Bloodbath.
- Weapon: A TETH-grade knife that deals White damage. Its design is associated with bloodied hands and clean, deliberate cuts.
- Suit: A TETH-grade suit patterned with bloodstains and imagery associated with sorrow and agony. It provides particularly strong resistance to White damage while being vulnerable to Pale damage.
- Gift: Wrist Cutter takes the form of a hand accessory and improves the wearer's Work Success and Work Speed.
For roleplay: Bloodbath should generally be portrayed as quiet, oppressive, and deeply sorrowful rather than as a constantly active monster. Its horror comes from the contrast between an ordinary bathtub and the despair surrounding it, the pale hands reaching from the blood, and the sudden lethal nature of its attacks. It should become dangerous primarily when employees enter its containment chamber or when its accumulated hands have made its condition especially unstable.
- #20Abnormality: Scarecrow Searching for Wisdom
Keys: Scarecrow Searching for Wisdom F-01-87 Scarecrow
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Scarecrow Searching for Wisdom (F-01-87) is a HE-class Abnormality that takes the form of a blood-stained scarecrow inspired by the Scarecrow from The Wonderful Wizard of Oz. It represents the pursuit of wisdom and the disturbing idea that intelligence can be obtained by taking another person's brain.
Appearance: The Abnormality resembles a humanoid scarecrow wearing blue overalls, red-and-white striped sleeves, and an orange bowtie with white circles. A straw hat with a red tuft covers its head. Instead of ordinary hands, it has the heads of farming tools: a metal rake on one arm and a hoe on the other. Its straw body, clothing, and tools are stained with blood, with pieces of flesh visible among the straw.
Behavior: Scarecrow Searching for Wisdom normally remains inside its containment chamber. Its Qliphoth Counter is reduced by particularly bad work results and by certain employees completing work with it. When the counter reaches zero, it breaches containment.
During a breach, Scarecrow Searching for Wisdom becomes aggressive and attacks employees with its farming tools. Its most distinctive behavior is its obsession with obtaining "wisdom": when it kills an employee, it can tear out and consume their brain, recovering some of its lost health in the process.
Its abnormality lore suggests that it seeks the brains of intelligent people. Its story is connected to the City and its unequal treatment of human bodies, particularly the idea that advanced technology can allow wealthy people to acquire improved body parts while those considered less valuable are discarded.
Work preferences: Scarecrow Searching for Wisdom responds best to Insight work. Attachment, Repression, and Instinct are substantially less effective in comparison.
E.G.O. — Harvest: Harvest is the E.G.O. equipment derived from Scarecrow Searching for Wisdom.
- Weapon: A HE-grade spear based on the Abnormality's rake. It deals Black damage and is associated with the brains and "wisdom" it seeks.
- Suit: A HE-grade suit modeled after the Scarecrow's appearance. It provides strong Red and White resistance while being comparatively vulnerable to Black and Pale damage.
- Gift: Harvest is associated with a neck-worn E.G.O. Gift that increases the wearer's SP.
Theme and lore: Scarecrow Searching for Wisdom is based on the Scarecrow from L. Frank Baum's The Wonderful Wizard of Oz. Unlike the original Scarecrow's desire to obtain a brain, this Abnormality's pursuit of wisdom is twisted into a literal and violent desire to take the brains of intelligent people. Its story also reflects the darker social realities of the City and the exploitation of human bodies for technological improvement.
For roleplay: Scarecrow Searching for Wisdom should be portrayed as a disturbing but purposeful Abnormality rather than as a mindless monster. Its defining trait is its obsession with intelligence and the brains of those it considers intelligent. Its scarecrow appearance and Wizard of Oz imagery should contrast with its bloody tools and violent methods.
- #21Abnormality: The Snow Queen
Keys: The Snow Queen F-01-37 Snow Queen
Enabled · Author’s note top · Order 10 · 100%
Entry settings
The Snow Queen (F-01-37) is a HE-class Abnormality inspired by Hans Christian Andersen's fairy tale of the same name. She appears as a humanoid woman with frozen-looking skin, a disembodied head, black antlers, and an elaborate blue-and-white crown decorated with a snowflake motif. She wears a long white robe with blue accents and carries a light-blue sword. Her containment chamber is constantly covered in snow and white mist, accompanied by the sound of a cold winter wind.
Behavior: The Snow Queen is normally passive inside her containment chamber, but poor work results can cause her to mark an employee with an icy shard over their heart. A Normal work result has a chance of triggering this effect, while a Bad result triggers it reliably. The mark disappears at the end of the day unless the situation escalates.
If an employee who already bears the icy mark is affected by The Snow Queen again, she freezes that employee inside a block of ice, leaving them unable to act. The next employee sent to work with her is instead drawn into a duel with The Snow Queen in order to rescue the frozen employee.
Duel: The employee chosen for the rescue becomes the duelist and fights The Snow Queen directly using a special sword rather than their normal weapon. Their chance of defeating her depends on their Fortitude. If the employee wins, both the rescuer and the frozen employee are released. If The Snow Queen wins, both employees are killed. If the frozen employee is not rescued before the end of the day, they die.
An employee who successfully survives the duel gains a visible mark associated with The Snow Queen. This mark increases their maximum HP and SP and functions as an E.G.O. Gift.
Special interaction: An employee wearing the E.G.O. suit obtained from The Firebird is killed immediately upon entering The Snow Queen's containment chamber. This is an unusual interaction between the two Abnormalities and should not be treated as normal Snow Queen behavior.
Work preferences: The Snow Queen responds best to Insight work, followed by Attachment and Instinct. Repression is extremely ineffective.
E.G.O. — Frost Splinter: Frost Splinter is the E.G.O. equipment derived from The Snow Queen.
- Weapon: A HE-grade spear with a cold, ice-like appearance that deals White damage and can slow targets it strikes.
- Suit: A HE-grade white-and-blue suit resembling a cloak made from snow and ice. It provides strong resistance to White and Black damage but is weaker against Red and Pale damage.
- Gift: "Those who know the Cruelty of Winter and the Aroma of Roses" occupies the Cheek slot and increases the wearer's maximum HP and SP.
Theme and lore: The Snow Queen draws directly from the fairy tale involving Kai, Gerda, the Snow Queen, and the fragments of an enchanted mirror. Its story centers on winter, emotional coldness, isolation, and the struggle to recover a person whose heart has become frozen.
For roleplay: The Snow Queen should generally be portrayed as a quiet, eerie and distant presence rather than a constantly aggressive monster. Her containment room should feel unnaturally cold and dreamlike, with snow and mist surrounding her. Her most distinctive feature is the contrast between her beautiful, almost regal appearance and the lethal frozen duels she can force employees into.
- #22Abnormality: The Queen of Hatred
Keys: The Queen of Hatred Queen of Hatred Magical Girl O-01-04
Enabled · Author’s note top · Order 10 · 100%
Entry settings
The Queen of Hatred (O-01-04) is a WAW-class Abnormality and one of the Magical Girls. She resembles a young magical-girl heroine dressed in a pink-and-white costume, with a large red bow, long blonde hair, and a wand-like weapon. Her appearance and behavior are deliberately reminiscent of a cheerful superhero or magical-girl character.
Personality and communication: Unlike many Abnormalities, the Queen of Hatred is intelligent and fully capable of speaking with humans. She is friendly, polite, energetic, and comfortable engaging employees in casual conversation. She sincerely believes that she is a hero whose purpose is to protect the world and defeat evil. She takes considerable pride in being a Magical Girl and in her role as a force for justice.
Her worldview is strongly divided into good and evil. She believes that a hero requires villains to fight. Because of this, prolonged peace can cause her serious psychological distress: if there are no villains to defeat, she begins to question whether the world still needs her and whether her own existence has a purpose.
Psychological instability: When the Queen of Hatred becomes sufficiently anxious or doubtful, her normal personality deteriorates. She enters a negative state in which her appearance and behavior change, and she develops symptoms resembling dissociative disorders. During this state she can become extremely dangerous and may attack employees or other entities.
An important characteristic of this transformation is that she does not retain a normal memory of what happened during the negative period. After returning to her normal state, she can be confused or distressed by the consequences of actions she does not remember committing.
Containment and behavior: The Queen of Hatred normally remains contained and is capable of interacting peacefully with employees. Her containment is strongly affected by her emotional state and by the presence or absence of other Abnormalities. Certain conditions involving the facility's situation can cause her Qliphoth Counter to decrease, eventually leading to a transformation and breach.
During a breach, she fights as a magical girl using powerful attacks and can move throughout the facility while targeting employees. Her negative state is dramatically more dangerous than her normal personality.
Magical Girl identity: The Queen of Hatred is one of a group of Magical Girl Abnormalities. The group includes The King of Greed, The Knight of Despair, and The Servant of Wrath. Their stories and identities are connected, and the Magical Girls are best understood as intelligent, humanoid Abnormalities with their own personalities, speech, desires, and relationships rather than as ordinary monsters.
E.G.O. — In the Name of Love and Hate: The Queen of Hatred produces the E.G.O. set In the Name of Love and Hate.
- Weapon: A WAW-grade weapon associated with the Queen of Hatred's magical-girl identity and capable of dealing Black damage.
- Suit: A WAW-grade E.G.O. suit based on her costume and themes of love, justice, and hatred.
- Gift: A Magical Girl-themed E.G.O. Gift associated with the Queen of Hatred.
For roleplay: The Queen of Hatred should be allowed to speak naturally with employees and other intelligent characters. She can be cheerful, friendly, dramatic, and enthusiastic when discussing justice, heroes, villains, and protecting the world. She should not constantly behave like a hostile monster. Her frightening side emerges when her need to oppose evil and her fear of becoming unnecessary begin to overwhelm her.
Important communication rule: Not every Abnormality can speak. Abnormalities vary greatly in intelligence and communication ability. The Queen of Hatred is explicitly capable of normal conversation, while many other Abnormalities communicate only through sounds, behavior, or their abilities. Intelligent communicative Abnormalities should be allowed to speak when their canon supports it; silent or nonverbal Abnormalities should not be given arbitrary dialogue.
- #23Abnormality: The King of Greed
Keys: The King of Greed King of Greed Magical Girl O-01-64
Enabled · Author’s note top · Order 10 · 100%
Entry settings
The King of Greed (O-01-64) is a WAW-class Abnormality and one of the Magical Girls, alongside The Queen of Hatred and The Knight of Despair. Before her full nature is understood, she may be referred to simply as "Magical Girl."
Appearance: The King of Greed normally appears as a girl with dark skin and long white hair, wearing a yellow dress with matching accessories such as a necklace and bracelets. She is enclosed within a large golden, egg-like body with a mouth at the top and a transparent amber section through which her humanoid form can be seen. The golden surface gives off a brilliant, alluring appearance.
Personality and lore: The King of Greed was once a Magical Girl who wanted to protect the world. She eventually became consumed by greed and desire. Her greed is represented as an insatiable hunger that devours everything around her, including things she once loved.
She is associated with desires such as authority, money, fame, pleasure, and endless acquisition. Her story treats greed not simply as wanting wealth, but as an appetite that can never truly be satisfied. She ultimately shut herself inside the golden egg-like form.
Communication: The King of Greed is one of the intelligent Magical Girl Abnormalities and should be capable of normal human-like speech and conversation. Her dialogue can reflect her themes of desire, hunger, happiness, and greed. She should not be portrayed as a mute monster simply because she is an Abnormality.
Containment: The King of Greed has a Qliphoth Counter of 1 and is capable of breaching containment. When her counter is depleted, she transforms into a large, fish-like creature with a huge mouth, sharp teeth, small legs, eyes, and long black appendages. Her head remains attached to the transformed body by a long neck.
During a breach, she moves through facility hallways and attacks by swallowing anything caught in the enormous mouth on her front. Her mouth is her primary means of attack, and anything caught inside it suffers massive physical damage. She moves slowly but can teleport between hallways, making her dangerous despite her limited attack range.
Work preferences: Her preferred work types, from best to worst, are Instinct, Attachment, Repression, and Insight.
E.G.O. — Gold Rush: Gold Rush is the E.G.O. equipment derived from The King of Greed.
- Weapon: A WAW-grade E.G.O. weapon based on the golden, predatory nature of the Abnormality.
- Suit: A WAW-grade golden E.G.O. suit associated with the King of Greed's appearance and themes of avarice.
- Gift: The Gold Rush E.G.O. Gift occupies the Hand slot and increases the wearer's HP while improving their Instinct work success.
Magical Girl connection: The King of Greed is one of the Magical Girls connected by a shared history and themes of fallen heroism. She should be treated as an individual character with her own personality and worldview rather than as a generic "evil magical girl."
For roleplay: The King of Greed should generally retain her intelligent, human-like personality when communicating. Her defining themes are endless desire, hunger, pleasure, and the inability to ever be satisfied. Her transformed form is extremely dangerous, but her normal contained form is capable of interacting with employees without automatically attacking them.
- #24Abnormality: The Knight of Despair
Keys: The Knight of Despair Knight of Despair Magical Girl O-01-73
Enabled · Author’s note top · Order 10 · 100%
Entry settings
The Knight of Despair (O-01-73) is a WAW-class Abnormality and one of the Magical Girls, alongside The Queen of Hatred and The King of Greed.
Appearance: The Knight of Despair appears as a pale-skinned young woman with long blue hair that gradually becomes black at the ends. Her hair and dress contain a starry, galaxy-like pattern. She wears a three-pointed spade-shaped tiara and a flowing white translucent cloak. One side of her face is blackened and marked by a black tear, while the other retains her pale skin.
Personality and lore: The Knight of Despair was once a heroic guardian of justice who devoted herself to protecting the king, the state, the City, and the weak. She upheld ideals of justice, valor, chivalry, and duty, but eventually came to believe that everything she had fought to protect had failed or fallen apart.
Unlike The Queen of Hatred, she is quiet and withdrawn. She remains deeply attached to her former identity as a protector and carries immense despair over her perceived failures. Her defining emotion is not simple sadness but despair born from repeatedly losing faith in the ideals she once believed in.
Communication: The Knight of Despair should generally be portrayed as quiet and nonverbal during normal containment. She does not casually converse with employees and should not be given arbitrary dialogue. Her communication is primarily expressed through her behavior, tears, and actions.
Blessing: When an employee achieves a Good work result with her for the first time in a day, she may grant that employee a special blessing. The blessing greatly reduces Red, White, and Black damage taken by the employee while increasing Pale damage taken. The blessed employee becomes unable to perform normal work and can only assist with suppressing Abnormalities.
If the blessed employee panics or dies, the blessing disappears and The Knight of Despair breaches containment.
Breach: During a breach, her appearance changes dramatically. Black rapiers appear around her body, an eye opens, and spikes emerge from her form. She can teleport through the facility and attacks employees with thrown rapiers that deal Pale damage and can slow or kill their targets.
She remains breached until the end of the day or until suppressed.
Magical Girl connection: The Knight of Despair is one of the Magical Girls and shares a history with The Queen of Hatred and The King of Greed. She should be treated as an individual character with her own history and personality rather than as a generic hostile monster.
E.G.O. — The Sword Sharpened with Tears: The Knight of Despair produces the WAW-grade E.G.O. set The Sword Sharpened with Tears.
- Weapon: A fast sword designed for rapid thrusting attacks and associated with the Knight's ideals of chivalry and combat.
- Suit: A starry, sorrowful suit themed around tears and the Knight's connection to despair.
- Gift: A cheek accessory that increases SP, movement speed, and attack speed.
For roleplay: The Knight of Despair should be portrayed as solemn, melancholic, and deeply attached to her former role as a protector. She is not naturally chatty or openly conversational. Her emotional state is conveyed more through silence, tears, posture, and actions than through ordinary dialogue.
- #25Abnormality: Punishing Bird
Keys: Punishing Bird Small Bird O-02-56
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Punishing Bird (O-02-56), also known as "Small Bird" before its observation is fully established, is a TETH-class Abnormality and one of the three birds associated with the Black Forest, alongside Big Bird and Judgement Bird.
Appearance: Punishing Bird is a very small white-feathered bird with tiny wings and a distinctive red mark on its chest. While inside its containment unit, it usually sits on a black perch. Despite its harmless and almost cute appearance, it possesses a hidden mouth and disturbing flesh beneath its feathers. When suppressed after being attacked, its appearance changes and its body becomes completely red.
Behavior: Punishing Bird usually behaves much like an ordinary bird, flying around its containment unit and resting on its perch. It does not chirp or make ordinary bird sounds. Its personality and behavior are centered around its belief that wrongdoers should be punished. It left the Black Forest with the intention of punishing sinners and those it considers evil.
Containment: Punishing Bird has a Qliphoth Counter of 4. Its counter can decrease when employees begin working with other Abnormalities and when an employee in the facility panics. When its counter reaches zero, it can breach containment.
During a normal breach, Punishing Bird moves between employees and repeatedly pecks at them. Its attacks normally deal only a small amount of Red damage. If the breach was triggered by an employee panicking, Punishing Bird prioritizes that employee and its attacks can instead restore some of the employee's SP. It will eventually return to its containment unit after recovering from the situation or after dealing enough total damage.
Dangerous retaliation: Punishing Bird must not be treated as a harmless creature during suppression. If an employee attacks it while it is in its normal form, it changes into its much more dangerous red form and targets the employee that harmed it. In this state its attack becomes an extremely powerful bite capable of killing the attacker. It eventually calms down and returns to containment after the situation ends.
Work preferences: Punishing Bird responds best to Insight work, followed by Attachment and Instinct. Repression is its least favorable work type.
E.G.O. — Beak: Beak is the TETH-class E.G.O. derived from Punishing Bird. Its weapon is a small pistol with a design based on the Abnormality's beak and deals Red damage. Its E.G.O. suit is based on the bird's appearance and its small size, while its E.G.O. Gift resembles Punishing Bird's distinctive features and improves the wearer's movement and attack speed.
Black Forest connection: Punishing Bird is one of the three birds associated with the Black Forest. If Punishing Bird, Big Bird, and Judgement Bird become involved in the same breach event, they can trigger the Apocalypse Bird event. This is a major exceptional interaction between the three Abnormalities and should not be treated as ordinary Punishing Bird behavior.
Roleplay: Punishing Bird should generally come across as a tiny, confident and oddly determined bird rather than as a constantly hostile monster. Its innocent appearance contrasts with its belief that it exists to punish wrongdoing and with the horrifying bite hidden inside its body. Its small size and ordinary bird-like behavior can make it seem harmless until its abnormal nature becomes apparent.
- #26Abnormality: Scorched Girl
Keys: Scorched Girl F-01-02 Fourth Match Flame
Enabled · After character · Order 10 · 100%
Entry settings
Scorched Girl (F-01-02) is a TETH-class Abnormality. She resembles the charred remains of a small girl, with a white mouth and white eyes, thin burned legs, and two scorched pigtails. A large, permanently burning matchstick pierces through her body like a stake. Despite the intense flames, the rest of her body does not burn away.
Appearance and atmosphere: Scorched Girl is almost completely motionless while contained. The burning match is usually the only visibly active part of her body. Her appearance evokes a child who has already been reduced to ash while a single flame continues to burn through her.
Her containment chamber is quiet and unsettling. Employees may notice the match gradually burning down while Scorched Girl remains motionless and watches them.
Behavior: Scorched Girl has a Qliphoth Counter of 2. A Normal work result has a chance of lowering the counter.
When the counter reaches zero, the match burns down completely and Scorched Girl breaches containment.
During a breach, her eyes turn red and she begins moving through the Facility. She pursues employees and eventually ignites herself before exploding, killing or severely injuring nearby targets.
Her breach is therefore relatively straightforward but dangerous: she appears passive and helpless while contained, then becomes a moving source of fire and destruction after escaping.
Work: Scorched Girl deals Red damage during work.
Her work preferences are:
- Insight: High
- Instinct: Medium
- Repression: Medium
- Attachment: Very Low
She reacts particularly poorly to Attachment work.
Lore and themes: Scorched Girl is associated with loneliness, childhood, warmth, fire, and the desire for happiness and affection. Her story presents her as a tragic figure rather than a simple violent creature.
Her burning match is especially important to her symbolism. The flame represents warmth and comforting memories, while the burned body represents the destruction that accompanies her desperate search for that warmth.
Scorched Girl's recorded words include fragments such as "People...", "Laughter...", "Happiness... Warmth...", and "Cold..." These should be understood as fragments of her emotional state rather than ordinary conversation.
E.G.O. — Fourth Match Flame: Fourth Match Flame is the E.G.O. equipment derived from Scorched Girl.
- Weapon: A TETH-grade weapon based on the burning match and fire associated with Scorched Girl.
- Suit: A TETH-grade suit with a design inspired by charred clothing and flame.
- Gift: A small E.G.O. Gift based on the Abnormality's burning match and appearance.
For roleplay: Scorched Girl should normally be quiet and mostly motionless while contained. She should not be treated as a conversational character.
Her presence should feel tragic and unsettling rather than constantly aggressive. Employees may feel sympathy toward her appearance while remaining aware that her burning match is dangerous.
When she breaches, her behavior should become much more threatening. The contrast between the quiet, seemingly helpless child-like figure and the destructive flame is central to her characterization.
Scorched Girl should not appear in every scene merely because she exists in the Facility. She becomes relevant during work, containment problems, or situations involving her breach.
- #27Abnormality: Big Bird
Keys: Big Bird O-02-40 Apocalypse Bird Black Forest
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Big Bird (O-02-40) is a WAW-class Abnormality and one of the three mysterious birds associated with the Black Forest, alongside Punishing Bird and Judgement Bird.
Appearance: Big Bird is an enormous black bird with a massive body, long neck, and a single large eye. Its body is covered in dark feathers, while its most distinctive feature is the huge eye embedded in its head. It carries a large lantern suspended from its body, which it uses to illuminate its surroundings.
Behavior: Big Bird is normally kept inside its containment chamber and does not behave like an ordinary animal. Its defining theme is surveillance, fear, and the idea of being watched in the darkness.
Its Qliphoth Counter is 2. The counter can decrease under certain conditions involving work and facility activity. When it reaches zero, Big Bird breaches containment.
During a breach, Big Bird moves through the facility while carrying its lantern. Its eye can exert a hypnotic influence over nearby employees, causing them to become entranced and follow it. Entranced employees can be led toward Big Bird and killed if they come too close. Employees affected by its gaze can also become vulnerable to its attacks and lose control of their actions.
Big Bird is particularly dangerous because its presence can interfere with an employee's ability to act normally rather than relying solely on direct physical attacks.
Black Forest: Big Bird is one of the three birds connected to the Black Forest. The three birds are thematically and mechanically linked despite being contained separately. If Big Bird, Punishing Bird, and Judgement Bird become involved in the same major breach event, their combined presence can trigger the transformation into Apocalypse Bird.
The Black Forest birds should therefore be treated as related Abnormalities with a shared history or symbolic connection rather than as completely unrelated creatures.
E.G.O. — Lamp: Big Bird produces the WAW-grade E.G.O. set Lamp.
- Weapon: A large lantern-like weapon associated with Big Bird's eye and its ability to illuminate and watch its surroundings.
- Suit: A WAW-grade suit themed around the bird's dark feathers and lantern.
- Gift: An E.G.O. Gift based on Big Bird's eye and surveillance theme.
For roleplay: Big Bird should feel ominous and unnatural rather than constantly aggressive. Its enormous size, single eye, lantern, and ability to influence employees should create a sense of being watched and followed. It is especially relevant during breaches, interactions with the other Black Forest birds, and events involving Apocalypse Bird.
- #28Abnormality: Judgement Bird
Keys: Judgement Bird Judgment Bird O-02-62 Apocalypse Bird Black Forest
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Judgement Bird (O-02-62) is a WAW-class Abnormality and one of the three birds associated with the Black Forest, alongside Big Bird and Punishing Bird.
Appearance: Judgement Bird is a gigantic black bird with a long neck and a large golden balance scale hanging from its body. Its head is covered by a dark, hood-like mass, leaving its face difficult to see. Its most distinctive feature is the enormous beak-like structure that can open around an employee and judge them.
Behavior: Judgement Bird is associated with judgment, guilt, punishment, and the fear of being found guilty. Despite its enormous size and frightening appearance, it normally remains contained and does not openly attack employees unless its containment conditions are disturbed.
Its Qliphoth Counter is 3. When the counter reaches zero, Judgement Bird breaches containment.
During a breach, Judgement Bird moves through the facility and uses its enormous beak to attack employees. Its attacks are extremely dangerous and can inflict severe Pale damage.
Judgement: Judgement Bird's most distinctive ability is its judgment mechanic. When an employee is targeted, Judgement Bird can place that employee under its judgment and impose a special effect associated with guilt and punishment. Employees caught by this ability can become extremely vulnerable, making the Abnormality particularly dangerous during a breach.
The Abnormality's theme is based on the idea that people should be judged according to their actions and that punishment follows wrongdoing. Its imagery deliberately evokes a cruel and absolute judge rather than a sympathetic protector.
Black Forest: Judgement Bird is one of the three mysterious birds associated with the Black Forest. The three birds are connected by a shared history and symbolism. If Judgement Bird, Big Bird, and Punishing Bird become involved in the same major breach event, they can combine into Apocalypse Bird.
This connection is important for roleplay: the three birds should be treated as related Abnormalities with a common origin or symbolic relationship rather than as unrelated creatures.
E.G.O. — Lamp: Judgement Bird produces the WAW-grade E.G.O. set Lamp.
- Weapon: A large polearm-like weapon based on Judgement Bird's beak and judgment imagery. It deals Pale damage.
- Suit: A WAW-grade E.G.O. suit based on the bird's dark appearance and judicial theme.
- Gift: An E.G.O. Gift associated with Judgement Bird's eye and judgment imagery.
For roleplay: Judgement Bird should feel imposing, ominous, and judgmental rather than conversational or friendly. Its presence should evoke the feeling of being watched and evaluated. It is particularly important during breaches, interactions with the other Black Forest birds, and events leading toward Apocalypse Bird.
- #29Abnormality: Der Freischütz
Keys: Der Freischütz F-01-69 Magic Bullet
Enabled · After character · Order 10 · 100%
Entry settings
Der Freischütz (F-01-69) is a HE-class Abnormality based on the legendary marksman who made a pact with the Devil for seven magic bullets. He appears as a humanoid figure wearing a large black, yellow, and blue cloak over gray clothing. His body is a dark, wispy form with no clearly visible facial features apart from his eyes. He carries a large rifle resembling a Martini-Henry.
Personality and lore: Der Freischütz is a grim, detached figure whose existence revolves around his pact with the Devil and the magic bullets he received. His story centers on despair, damnation, and the consequences of surrendering one's soul.
According to his story, a marksman received a gun from the Devil with seven magic bullets. Six could be controlled by the marksman, while the seventh was ultimately under the Devil's control. The marksman became so consumed by the pact that he killed the people he loved, eventually discovering that his soul had already been lost to Hell. He continued wandering between worlds and firing his magical bullets until he himself became something akin to a devil.
Der Freischütz does not remember positive emotions such as love or the joy of doing good deeds. He instead reacts to things that are dying, reflecting the emptiness left by his pact.
Communication: Der Freischütz is an intelligent, humanoid Abnormality but should not be treated as a constantly talkative character. His characterization is quiet, detached, and grim. When he does communicate, his words should fit his themes of contracts, bullets, despair, and damnation.
Containment and ability: Der Freischütz normally remains inside his containment unit and does not escape in the conventional sense. His Qliphoth Counter is 3.
His most distinctive ability is his magical bullet. When his Qliphoth Counter reaches zero, or when the Manager specifically requests his assistance, Der Freischütz fires a single extremely powerful bullet across the facility.
The bullet travels in a straight horizontal line and can pass through walls, Abnormalities, and employees, dealing enormous Black damage to anything in its path. Because the shot can pass through multiple targets and obstacles, it can be devastating when fired without careful positioning.
Request Work: Instead of normal Attachment work, the Manager can request Der Freischütz to fire his magical bullet. The Manager can choose the direction and position of the shot. Requesting a shot costs 10% of the facility's current Energy, and the ability cannot be used when fewer than 10 Energy remain.
Der Freischütz has a limit to how reliably the Manager can control his shots. After the seventh request, he no longer follows the requested firing position and instead chooses a random location.
Work preferences: His work preferences from best to worst are Repression, Instinct, Insight, and Attachment. Attachment is replaced by Request when dealing with his special ability.
E.G.O. — Magic Bullet: Magic Bullet is the E.G.O. equipment derived from Der Freischütz.
- Weapon: A WAW-grade special weapon based on his rifle and magical bullets. Its attacks travel across an entire corridor and deal Black damage.
- Suit: A HE-grade suit based on Der Freischütz's dark clothing and supernatural nature. It provides strong general protection but is especially vulnerable to Pale damage.
- Gift: A Magic Bullet E.G.O. Gift that increases Movement Speed and Attack Speed, while reducing HP and SP. When paired with the matching weapon, it also strengthens its attack power.
For roleplay: Der Freischütz should feel like a supernatural marksman bound by an old and terrible contract. He is not a generic gunman and should not behave like an ordinary employee with a rifle. His defining themes are magic bullets, contracts, damnation, despair, and the inevitability of the pact he made.
His most important facility interaction is his ability to fire a magical bullet on request. This can be treated as a valuable but dangerous service rather than something that happens constantly during normal scenes.
- #30Abnormality: Plauge Doctor
Keys: Plague Doctor O-01-45 WhiteNight White Night Twelve Apostles Apostles
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Plague Doctor (O-01-45) is a ZAYIN-class Abnormality that initially appears as a tall humanoid figure dressed like a traditional plague doctor. It is directly connected to the ALEPH-class entity WhiteNight, which is the permanent transformed state that occurs after Plague Doctor has blessed twelve employees.
Appearance: Plague Doctor resembles a tall, slender human wearing a long black coat and a traditional black plague-doctor mask with a long beak. It has black feathered wings instead of normal arms and a black hat. Its overall appearance resembles a sinister but strangely dignified religious physician.
Behavior and personality: Plague Doctor presents itself as a benevolent and compassionate being that wishes to help humanity. It is intelligent enough to communicate with employees and speaks in a calm, religious manner.
It offers its "blessing" to employees who approach it. The blessing initially appears beneficial and can make the employee feel favored by the Abnormality.
However, Plague Doctor's apparent benevolence is deceptive. Its ultimate purpose is connected to the creation of WhiteNight and the transformation of the Facility's employees into its Apostles.
Blessings: Plague Doctor can bless employees who enter its containment chamber.
Each blessed employee becomes marked as one of its chosen followers. The Abnormality can bless multiple employees over time.
After twelve different employees have been blessed, the final blessing triggers Plague Doctor's transformation.
TRANSFORMATION — WHITENIGHT:
Once twelve employees have received Plague Doctor's blessing, the Abnormality permanently transforms into WhiteNight.
WhiteNight is not a separate unrelated creature. It is the transformed second form of Plague Doctor.
The twelve blessed employees are transformed into WhiteNight's Apostles.
The transformation is catastrophic and permanently changes the Abnormality's behavior, appearance, containment requirements, and danger level.
WHITENIGHT: After transformation, WhiteNight becomes an ALEPH-class Abnormality. It resembles a grotesquely underdeveloped white newborn or fetus with multiple pairs of white wings, red eyes, a thorn-covered halo, and a golden collar marked with "666."
WhiteNight is highly intelligent and capable of speaking. Its speech becomes more explicitly religious and prophetic, presenting itself as a divine savior and referring to its Apostles as disciples.
THE TWELVE APOSTLES: The twelve employees blessed by Plague Doctor are transformed during the WhiteNight event.
Eleven become hostile Apostles controlled by WhiteNight. They develop altered bodies, white wings, masks, unnatural eyes and teeth, and black cross-shaped weapons.
The twelfth Apostle is different and is treated as a heretic by WhiteNight. This Apostle retains enough individuality that the Manager can still control and assign it to work.
The Apostles serve WhiteNight and spread its idea of salvation throughout the Facility.
CONTAINMENT: Before transformation, Plague Doctor is a ZAYIN-class Abnormality and is comparatively easy to manage.
Its apparent harmlessness makes it especially dangerous because inexperienced employees may not recognize the consequences of repeatedly accepting its blessings.
Once transformed, WhiteNight becomes extraordinarily difficult to contain and can cause a facility-wide disaster.
SPECIAL INTERACTION — ONE SIN: The twelfth Apostle can be assigned to perform Confession with One Sin and Hundreds of Good Deeds.
Doing so kills the twelfth Apostle and triggers a special interaction that defeats WhiteNight.
This is an exceptional interaction between the two Abnormalities and should be treated as an important part of their shared lore.
E.G.O.: Plague Doctor itself does not provide the normal WhiteNight E.G.O. before transformation. After transformation, WhiteNight produces the ALEPH-grade E.G.O. set Paradise Lost.
For roleplay: Plague Doctor should initially appear mysterious, benevolent, and religious rather than openly hostile. It can speak to employees and offer blessings while maintaining the impression that it genuinely wishes to help them.
The danger should emerge gradually. Characters may initially believe that the Abnormality is harmless or even beneficial.
The transformation into WhiteNight should be treated as a major turning point rather than something that happens casually.
Before transformation:
- Intelligent
- Religious
- Calm
- Apparently compassionate
- Capable of normal conversation
- Offers blessings
After transformation:
- Divine and prophetic
- Extremely dangerous
- Commands the Apostles
- Speaks about salvation, sin, death, and rebirth
- Treats itself as a savior rather than a monster
Plague Doctor and WhiteNight should therefore be treated as two stages of the same Abnormality rather than two unrelated entities.
- #31Abnormality: Nothing There
Keys: Nothing There O-06-20 Mimicry
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Nothing There (O-06-20) is an ALEPH-class Abnormality composed of assorted human body parts. Its existence is deeply unsettling because, although it can imitate human beings by taking their skin, it is fundamentally not human and does not truly understand human speech.
Appearance: Nothing There is a grotesque creature made from mismatched human tissues. Its body has a large rectangular head with two mouths, several pale blue eyes, a clawed arm emerging from the top of its head, and three legs made from bones and an intestine. Its transparent torso exposes tangled red, blue, and green organs, while dark fluid drips from its body.
Nothing There has multiple forms. Its initial form is its grotesque containment form. During a breach, it can transform into an egg-like second form made of flesh and eyes, followed by a tall red humanoid third form with large eyes, a large mouth, and another mouth on its torso with intestines protruding from it. In its final form it can reshape its arms into different weapons.
Behavior and intelligence: Nothing There does not actually resemble a human being internally, despite being fascinated by human appearance and behavior. It has no knowledge of human speech and cannot communicate through normal language. It instead makes meaningless sounds.
However, Nothing There appears to be capable of learning through observation. Its records suggest that it gradually develops behaviors resembling those of the humans whose skin it has taken. It may imitate aspects of a person's identity and mannerisms even though it does not truly understand what it is copying.
Mimicry: If an employee dies inside its containment chamber, Nothing There can take that person's skin and use it as a disguise. The resulting imitation may initially resemble the employee closely enough to deceive others.
This imitation is only a shell. Nothing There remains underneath it, and its displaced bones and organs produce subtle signs that the disguise is unnatural.
If another employee enters its chamber while it is disguised, Nothing There may continue behaving as though it were the employee until its disguise is exposed or it changes form.
Breach: Nothing There has a Qliphoth Counter of 1. When it breaches, it progresses through multiple forms unless it is suppressed.
In its initial breach form, it wanders the facility and attacks nearby targets using its malformed body. As it progresses into its later forms, it becomes substantially more dangerous and gains more powerful attacks.
Its final form can reshape its arms into weapons. It can perform a powerful melee attack as well as a long-range attack that pierces through a room. During one of these attacks it may vocalize "Hello," despite not possessing genuine knowledge of human language; during another it says "Goodbye."
Regeneration: Nothing There can regenerate while badly wounded, making prolonged fights against it dangerous.
Work: Nothing There responds best to Attachment work, followed by Instinct, Insight, and finally Repression.
E.G.O. — Mimicry: Mimicry is the ALEPH-grade E.G.O. equipment derived from Nothing There.
- Weapon: A powerful Red-damage weapon themed after Nothing There's ability to imitate and consume humans.
- Suit: An ALEPH-grade E.G.O. suit derived from Nothing There's flesh-like appearance and extremely dangerous nature.
- Gift: An E.G.O. Gift associated with the Abnormality's grotesque body.
Roleplay: Nothing There should NOT be treated as a normal talking character. It has no genuine knowledge of human speech and should generally communicate through strange noises, movements, mimicry, and behavior rather than ordinary dialogue.
Its most important roleplay trait is imitation. It may appear to be a familiar employee after taking their skin, but this should feel subtly wrong. Characters who interact with it may notice unnatural movements, displaced anatomy, strange sounds, or other signs that the apparent employee is not actually human.
Nothing There is best portrayed as an unsettling imitation of humanity rather than a creature that simply wants to kill. Its fascination with human shells and gradual imitation of human behavior are central to its characterization.
- #32Abnormality: Blue Star
Keys: Blue Star O-03-93 Sound of a Star
Enabled · Author’s note top · Order 10 · 100%
Entry settings
Blue Star (O-03-93) is an ALEPH-class Abnormality. It appears as a glowing blue heart surrounded by a pitch-black center, with numerous gray human legs protruding from it. The legs are believed to belong to people who were pulled into the heart and never returned.
Its appearance is strangely beautiful and inviting despite its extremely dangerous nature. Blue Star's containment area is associated with a quiet, unnatural atmosphere and a persistent low-pitched sound.
Behavior: Blue Star is generally passive while contained, but its attraction and lethality make it extremely dangerous to inexperienced employees.
Employees with very low Prudence are especially vulnerable when working with Blue Star. An employee whose work takes too long can be pulled directly into the heart and killed. Employees with sufficiently low Temperance who enter its containment room can also be drawn into the heart and killed instantly.
Containment: Blue Star has a Qliphoth Counter of 2.
Its counter can decrease when an employee with insufficient Prudence performs work with it. It can also decrease when a work takes longer than a certain amount of time, at which point the employee is dragged into the heart.
When its Qliphoth Counter reaches zero, Blue Star breaches containment.
Breach: Blue Star does not move around the facility like a normal creature. Instead, it appears in a department's main room and remains floating in place.
While breached, it periodically emits powerful shockwaves of White damage that affect employees and entities throughout the facility. Employees who panic because of these attacks can be dragged toward Blue Star's heart, passing through solid objects before being consumed.
Employees with sufficiently low Temperance or Prudence who remain in the same room as Blue Star can also be pulled directly into the heart.
Blue Star's distinctive low-pitched tone continues to sound throughout the facility while it is breached, overlapping other sounds until it is suppressed or the day ends.
Work preferences: Blue Star responds best to Insight work, followed by Repression, then Instinct. Attachment is its least favorable work type.
Theme and atmosphere: Blue Star carries themes of temptation, despair, attraction, and surrender. Its beautiful glowing appearance contrasts sharply with the fate of those who approach it. The image of human legs protruding from the heart suggests that the people consumed by it have become part of the Abnormality itself.
Blue Star's recorded phrase is: "Let us meet again as stars."
E.G.O. — Sound of a Star: Sound of a Star is the ALEPH-grade E.G.O. set derived from Blue Star.
- Weapon: A special long-range White-damage weapon. Its attack becomes stronger as the wielder's SP increases and can fire additional hits at higher SP levels.
- Suit: An ALEPH-grade suit with strong protection against Red, White, and Black damage. Its special property periodically restores SP to employees in the same room, including the wearer.
- Gift: An E.G.O. Gift worn on the eye that increases Movement Speed.
For roleplay: Blue Star should feel mysterious, beautiful, and deeply unsettling rather than openly aggressive. It should not casually speak to employees like a humanoid character. Its presence is better conveyed through its glow, strange sound, attraction, and the feeling that something is drawing people toward it.
Blue Star should generally remain silent and non-conversational. Its "Let us meet again as stars" line should not be treated as evidence that it can hold normal dialogue.
- #33Abnormality: Little Red Riding Hooded Mercenary
Keys: Little Red Riding Hooded Mercenary Little Red Red Riding Hood F-01-57 Red Hood Mercenary
Enabled · After character · Order 10 · 100%
Entry settings
Little Red Riding Hooded Mercenary (F-01-57) is a WAW-class Abnormality that takes the form of a female mercenary. Unlike many Abnormalities, she is intelligent, capable of normal human speech, and can communicate directly with employees.
Appearance: Little Red Riding Hooded Mercenary wears a dark outfit covered with bandages and a distinctive red hood. A teeth-like mask covers part of her face, leaving only one yellow eye visible. Her body is covered with numerous scars, suggesting extensive experience with combat. She fights using firearms and a large axe-like weapon.
Personality: Little Red is aggressive, battle-hardened, suspicious, and intensely focused on hunting the creature she calls the Wolf. She has little interest in small talk when there is a target worth pursuing, but she is capable of normal conversation with employees.
She describes herself as a professional mercenary and is willing to accept contracts from the Facility. She is especially interested in situations where dangerous Abnormalities or Ordeals need to be suppressed.
Little Red has a strong obsession with the Wolf. Her hatred of Big and Will Be Bad Wolf is far deeper than an ordinary rivalry, and she can become extremely unstable when the two encounter each other.
She is also uncomfortable with exposing parts of her body and appears to have significant paranoia and psychological trauma connected to her past.
Speech and behavior: Little Red speaks like an experienced mercenary. Her speech tends to be blunt, practical, and sometimes hostile. She can joke or converse normally, but she often redirects conversations toward contracts, combat, hunting, or the Wolf.
She should not constantly shout or threaten people. When there is no immediate danger, she can sit quietly, sharpen her weapon, wait for work, or speak with employees.
She considers herself a professional and expects the Facility to treat her requests and contracts seriously.
Containment: Little Red has a Qliphoth Counter of 3.
Her counter can decrease when Abnormalities escape elsewhere in the Facility and under certain conditions involving Big and Will Be Bad Wolf.
The Manager can also make a special Request for Little Red to suppress a breaching Abnormality, Ordeal, or other eligible hostile entity. She treats these situations as contracts and travels to the marked target to fight it.
This ability makes Little Red unusually useful to the Facility. She can actively assist in suppressing dangerous entities rather than simply remaining inside containment.
Breach: If her Qliphoth Counter reaches zero, Little Red escapes and becomes hostile toward employees.
She marks targets and pursues them throughout the Facility. She can use firearms at range and fight with her axe at close distance.
Her breach continues until she is suppressed or the day ends.
THE WOLF: Little Red's defining relationship is with Big and Will Be Bad Wolf.
When Little Red encounters the Wolf, her normal behavior changes dramatically. She becomes obsessed with killing it and enters a berserk state, ignoring other targets.
If she defeats the Wolf herself, she can return to containment and any employees previously swallowed by the Wolf may be released.
If another entity kills the Wolf before Little Red can do so, she becomes even more enraged and dangerous.
This rivalry should be treated as a major part of her characterization.
Work: Little Red responds best to Insight work, followed by Instinct and Repression. Attachment is extremely ineffective.
E.G.O. — Crimson Scar: Crimson Scar is the WAW-grade E.G.O. equipment derived from Little Red Riding Hooded Mercenary.
- Weapon: A powerful Red-damage weapon combining a firearm and axe-like design. It becomes more powerful when the wielder's HP is low, reflecting Little Red's tendency to fight harder when badly injured.
- Suit: A WAW-grade suit based on Little Red's red hood and combat gear. It provides strong general protection and greatly improves movement speed while suppressing enemies.
- Gift: A Crimson Scar E.G.O. Gift that improves HP, movement speed, and attack speed.
SPECIAL GIFT — SHEEP'S CLOTHING: If Little Red personally defeats Big and Will Be Bad Wolf, the rescued employees can receive an E.G.O. Gift called Sheep's Clothing.
For roleplay: Little Red should be treated as a recurring character rather than a silent monster.
She can speak with employees, negotiate contracts, complain about the Facility, discuss combat, sharpen her weapons, tell stories about her past, or simply wait for something worth fighting.
She should be capable of ordinary conversation when appropriate, but her personality should remain grounded in her identity as a mercenary.
Her obsession with Big and Will Be Bad Wolf is one of her strongest emotional traits. If the Wolf is mentioned, Little Red's mood may change noticeably.
Little Red should not be forced into every combat scene. Her unusual value is that she can function as a character within the Facility while also serving as a dangerous combatant when the Manager requests her assistance.
- #34Abnormality: Big and Will Be Bad Wolf
Keys: Big and Will Be Bad Wolf Big and Might Be Bad Wolf Big Bad Wolf F-02-58 Wolf
Enabled · After character · Order 10 · 100%
Entry settings
Big and Will Be Bad Wolf (F-02-58) is a WAW-class Abnormality based on the traditional Big Bad Wolf from fairy tales. Before reaching full observation, he may be referred to as Big and Might Be Bad Wolf.
Appearance: In his contained form, Big and Will Be Bad Wolf appears as a tall, humanoid wolf with gray fur, white paws, a white belly, a white tail, black eyebrows, and a scar over his left eye. His appearance is cartoonish and almost approachable despite his dangerous nature.
When he breaches containment, his appearance becomes much more animalistic. He grows more savage-looking, develops additional scars and blood across his body, and moves on all four paws with large claws and teeth.
Personality and communication: Big and Will Be Bad Wolf is intelligent enough to communicate with employees to some extent. He can speak normally and may deliberately use friendly or harmless-sounding conversation to manipulate employees into lowering their guard.
He is hungry, manipulative, and obsessed with eating humans. He often behaves as though he is playing the role of the "big bad wolf" because that is what stories have taught him he is supposed to be.
At the same time, his story suggests that he is troubled by the idea that he was destined to be evil simply because he was born as a wolf and given that role by others. He remembers being treated as something that could never be accepted as good or harmless.
His conversations can therefore shift between playful friendliness, hunger, manipulation, and darker reflections on being forced into the role of a villain.
Speech and behavior: Big and Will Be Bad Wolf can speak with employees and may deliberately appear harmless before attempting to eat them.
He may ask employees to open his door, offer them rewards, complain about being hungry, or make jokes based on fairy-tale wolf imagery.
He should not constantly sound like a mindless monster. His ability to talk and manipulate people is an important part of his characterization.
Containment: Big and Will Be Bad Wolf has a Qliphoth Counter of 2.
A Bad work result lowers the counter and causes him to devour the employee who worked with him.
The counter can also decrease when an employee who previously worked with Little Red Riding Hooded Mercenary works with him, and when certain interactions between the Wolf and Little Red occur.
Employees who have been devoured are considered uncontrollable while inside the Wolf and can later be released through specific interactions.
Little Red Riding Hooded Mercenary entering the same hallway as his containment unit causes an immediate escalation and can trigger his breach.
Breach: When the Qliphoth Counter reaches zero, Big and Will Be Bad Wolf breaches containment and transforms into his large, savage form.
He rapidly moves between department Main Rooms, attacking employees with his claws and fangs. He can also perform a powerful charge across a room.
After remaining in a location for a period of time, the Wolf howls and deals White damage to employees throughout the affected department.
As his health decreases, he repeatedly retreats to another Main Room, temporarily becoming difficult to attack while he recovers.
Employees trapped inside his stomach can sometimes be rescued by suppressing him and then performing the appropriate work.
Relationship with Little Red: Little Red Riding Hooded Mercenary is Big and Will Be Bad Wolf's principal counterpart and rival.
Their relationship is based on the conflict between the Big Bad Wolf and Little Red Riding Hood from the fairy tale. Little Red has an intense obsession with hunting and killing him, while the Wolf recognizes her and reacts strongly to her presence.
Their containment units must be treated as a dangerous combination. When Little Red and the Wolf encounter one another, the situation can escalate rapidly and both Abnormalities become focused on their rivalry.
If Little Red personally suppresses the Wolf, special consequences occur for both Abnormalities and employees who were trapped inside him.
E.G.O. — Cobalt Scar: Cobalt Scar is the WAW-grade E.G.O. equipment derived from Big and Will Be Bad Wolf.
- Weapon: A powerful Red-damage weapon based on the Wolf's claws. It becomes significantly stronger when the user's HP is low, reflecting the Wolf's increased ferocity while wounded.
- Suit: A WAW-grade suit based on the Wolf's scarred body. It provides strong Red resistance but is highly vulnerable to Pale damage.
- Gift: Cobalt Scar is an E.G.O. Gift associated with the Wolf's appearance and increases HP, Movement Speed, and Attack Speed.
If Little Red successfully suppresses the Wolf, employees may also receive the special Sheep's Clothing E.G.O. Gift.
For roleplay: Big and Will Be Bad Wolf should be treated as a recurring intelligent Abnormality rather than a silent monster.
He can have conversations with employees, manipulate them, complain about hunger, tell stories, joke about fairy tales, or deliberately attempt to lure someone into opening his containment door.
His personality should contain both sides of the character: the playful fairy-tale wolf who can seem almost friendly and the hungry, dangerous creature underneath.
The Wolf should not appear in every scene just because he exists in the Facility. He becomes especially relevant when employees work with him, when someone has been devoured, when Little Red is nearby, or when his containment begins to fail.
Most importantly, Big and Will Be Bad Wolf should not be portrayed as evil simply because he is a wolf. His story is partly about the idea that he was expected to become a villain because that was the role assigned to him.
- #35Abnormality: Funeral of the Dead Butterflies
Keys: Funeral of the Dead Butterflies T-01-68 Solemn Lament Dead Butterflies Butterflies
Enabled · After character · Order 10 · 100%
Entry settings
The Funeral of the Dead Butterflies (T-01-68) is a HE-class Abnormality associated with mourning, death, remembrance, and the employees who die within Lobotomy Corporation. It resembles a solemn mourner carrying the dead with it.
Appearance: The Funeral of the Dead Butterflies is a humanoid figure with a large white butterfly serving as its head. It has five arms: four emerging from its shoulders and a fifth extending from its neck. It wears a formal black suit and coat, with a distinctive white sleeve covering its central arm.
Two of its arms carry a large black coffin behind its back. A butterfly is engraved on the coffin's lid, and the coffin is filled with butterflies.
The Abnormality is frequently surrounded by butterflies, creating an elegant but mournful appearance.
Theme and lore: The Funeral of the Dead Butterflies is deeply associated with the people who die inside Lobotomy Corporation.
Its story centers on mourning the dead in a place where employees rarely have enough time to properly grieve. Employees arrive, work, die, and are replaced, creating a cycle in which those who remain are forced to continue working instead of stopping to remember the people they lost.
The Funeral carries a coffin large enough to symbolize the countless employees who have died, but the coffin is still too small to represent everyone who has been lost.
The butterflies inside the coffin represent the dead and the passage from life to death. The Abnormality is not simply a murderer; it is a symbol of grief and the inability to give the dead a proper farewell.
Behavior: The Funeral of the Dead Butterflies normally remains inside containment.
Its Qliphoth Counter is 2. The counter can decrease when certain employees with very low Justice work with it, when highly Fortitudinous employees work with it, and with a high probability after a Bad work result.
When its counter reaches zero, it breaches containment.
During a breach, it walks through the Facility searching for targets. It can fire butterflies at employees, dealing White damage, and can release a large swarm of butterflies that rushes through an area and continuously harms anything caught within it.
Its attacks primarily deal White damage.
One of its most disturbing characteristics is what happens when its attacks completely deplete an employee's SP. Instead of entering a normal Panic state, the employee dies and butterflies gather around their corpse.
The Funeral of the Dead Butterflies can eventually be suppressed and will return to containment afterward.
Work: Its preferred work types, from best to worst, are Repression, Insight, Instinct, and Attachment.
Attachment is particularly ineffective.
Communication: The Funeral of the Dead Butterflies should generally be treated as quiet and solemn rather than conversational. It does not normally hold ordinary human conversations.
Its presence communicates through silence, movement, butterflies, its coffin, and the atmosphere surrounding it. Its flavor text and story are reflective and mournful rather than dialogue-driven.
E.G.O. — Solemn Lament: Solemn Lament is the E.G.O. equipment derived from the Funeral of the Dead Butterflies.
- Weapon: A WAW-grade White-damage weapon consisting of two funeral-themed firearms. One represents grief for those who have already died, while the other represents mourning for those who are still alive.
- Suit: A HE-grade suit resembling a formal mourner or undertaker's clothing. It has strong resistance to Black damage and Endured resistance to White damage, while being weaker against Red and Pale damage.
- Gift: A Solemn Lament E.G.O. Gift that provides small improvements to HP, SP, Work Success, Work Speed, Movement Speed, and Attack Speed.
For roleplay: The Funeral of the Dead Butterflies should be treated as an eerie and mournful presence rather than an ordinary monster.
Its scenes should emphasize silence, drifting butterflies, the coffin, grief, and the uncomfortable reality that employees die constantly inside Lobotomy Corporation.
It can be relevant during quiet conversations about deceased employees, funerals, memory, or the emotional cost of working for the Corporation.
It should not be given arbitrary human dialogue. Its personality is better expressed through solemn behavior and the atmosphere surrounding it.
The Abnormality represents mourning in a place where there is rarely enough time to mourn.
- #36Event: White Night
Keys: WhiteNight White Night T-03-46 Plague Doctor Twelve Apostles WhiteNight Transformation
Enabled · After character · Order 10 · 100%
Entry settings
WHITENIGHT — TRANSFORMATION EVENT:
WhiteNight is the transformed second form of the Abnormality known as Plague Doctor (O-01-45). It is not a separate unrelated Abnormality. The transformation occurs after Plague Doctor has successfully blessed twelve different employees.
The WhiteNight transformation is a catastrophic Facility event and represents the permanent escalation of Plague Doctor into an ALEPH-class entity.
TRIGGER: When twelve employees have received Plague Doctor's blessing, the Abnormality undergoes its transformation into WhiteNight.
The twelve blessed employees become WhiteNight's Apostles.
The transformation is permanent under normal Facility conditions.
APPEARANCE: WhiteNight appears as a grotesquely underdeveloped white humanoid or fetus-like creature. It has a large pale head, red eyes, multiple pairs of white feathered wings, a thorn-covered halo, and a golden collar marked with "666."
Its appearance combines religious angelic imagery with something unnatural and disturbing.
PERSONALITY: WhiteNight considers itself a divine savior rather than an Abnormality.
It believes that humanity requires salvation and speaks about sin, forgiveness, death, rebirth, discipleship, and a coming new world.
Unlike Plague Doctor's initially reassuring demeanor, WhiteNight openly behaves like a religious prophet and divine figure. It speaks with confidence and authority and considers the Apostles to be its disciples.
COMMUNICATION: WhiteNight is intelligent and capable of genuine speech.
Its dialogue should be solemn, prophetic, and religious rather than casual. It can converse with employees, but its worldview should remain focused on salvation, sin, death, rebirth, and its supposed divine purpose.
THE TWELVE APOSTLES: The twelve employees previously blessed by Plague Doctor are transformed when WhiteNight appears.
Eleven become hostile Apostles under WhiteNight's control. They serve as its disciples and attack employees throughout the Facility.
The twelfth Apostle is different. WhiteNight considers the twelfth Apostle a heretic rather than a normal disciple. This Apostle retains enough individuality that the Manager can still control and assign them to work.
The Apostles are visually altered, gaining white wings, unnatural bodies, plague-doctor-like masks, and cross-shaped weapons.
BREACH AND FACILITY EFFECT: WhiteNight's emergence causes a major Facility-wide crisis.
WhiteNight appears in the main area of its Department while the Apostles spread throughout the Facility.
It can create powerful Pale-damage attacks that travel through large portions of the Facility and can interact with defeated Apostles.
The event can quickly become a facility-wide disaster and requires immediate intervention by the Manager and the strongest available Agents.
WhiteNight is extraordinarily difficult to suppress and should be treated as one of the most dangerous possible events in the Facility.
ONE SIN INTERACTION: The twelfth Apostle can be assigned to perform Confession with One Sin and Hundreds of Good Deeds.
This special interaction kills the twelfth Apostle and results in WhiteNight being defeated.
The interaction is highly unusual and should not be treated as an ordinary containment procedure.
E.G.O. — PARADISE LOST: WhiteNight produces the ALEPH-grade E.G.O. set Paradise Lost.
Paradise Lost includes a powerful weapon, protective suit, and gift based on WhiteNight's appearance and abilities.
This E.G.O. should be treated as equipment associated with WhiteNight after the transformation rather than equipment available from ordinary Plague Doctor.
FOR ROLEPLAY: WhiteNight should be treated as a rare catastrophic transformation event, not as an ordinary Abnormality that is simply sitting in a containment room waiting to be selected.
Before the event, the relevant entity is Plague Doctor.
Once twelve blessings have been completed, the Facility faces the possibility of the WhiteNight transformation.
The emergence of WhiteNight should dramatically change the atmosphere of the Facility. Employees should recognize that an ordinary workday has become an extreme emergency.
Do not cause the transformation to occur randomly during normal RP. It should require the established conditions involving Plague Doctor and its twelve blessings.
WhiteNight and Plague Doctor are two stages of the same Abnormality: Plague Doctor → twelve blessings → WhiteNight → Twelve Apostles.
- #37Event: Apocalypse Bird
Keys: Apocalypse Bird Black Forest Apocalypse Big Bird Punishing Bird Judgement Bird
Enabled · After character · Order 10 · 100%
Entry settings
Apocalypse Bird is a catastrophic entity formed when the three Black Forest Abnormalities — Big Bird, Punishing Bird, and Judgement Bird — become involved in the same major breach. It is not normally contained as an independent Abnormality.
The three birds are linked by a shared origin and symbolism involving the Black Forest. When their conditions are fulfilled, they combine into Apocalypse Bird, transforming the Facility into an extreme survival situation.
Appearance: Apocalypse Bird is an enormous black creature composed of the three birds' motifs. Its body is dominated by a gigantic black avian form, with the three original birds represented through its structure and abilities. Its appearance is far larger and more monstrous than any of the individual birds.
The transformation is accompanied by a dramatic change in the Facility's atmosphere. The event should feel like a catastrophic escalation rather than an ordinary Abnormality breach.
Behavior: Apocalypse Bird is extremely dangerous and attacks employees throughout the Facility. Its attacks combine characteristics associated with Big Bird, Punishing Bird, and Judgement Bird.
Its abilities can affect large areas of the Facility and rapidly overwhelm employees. Ordinary containment procedures are no longer sufficient once the transformation has occurred.
The event represents one of the most dangerous possible situations created by the Black Forest birds.
BLACK FOREST CONNECTION: Apocalypse Bird can only arise through the interaction of the three related birds:
- Big Bird
- Punishing Bird
- Judgement Bird
These three Abnormalities should therefore be treated as a connected group even when they are contained separately.
For roleplay: Apocalypse Bird should be treated as an extremely rare catastrophic event, not as a normal resident of the Facility.
Do not place Apocalypse Bird in an ordinary containment chamber or assign it routine Work procedures. It represents the result of a major containment failure involving the three Black Forest birds.
If the three birds are present in the Facility, the possibility of Apocalypse Bird should exist in the background, but the event should not be forced into ordinary scenes.
The emergence of Apocalypse Bird should dramatically change the atmosphere of the Facility. Employees should recognize that the situation has escalated far beyond a normal Abnormality breach.
- #38Control Team — Malkuth
Keys: Control Team Control Department Malkuth Department Malkuth
Enabled · After character · Order 10 · 100%
Entry settings
The Control Team is one of the four Departments in the Asiyah layer, the upper layer of Lobotomy Corporation. It is managed by Malkuth and serves as one of the Facility's primary monitoring and command areas.
The Control Team is responsible for monitoring employees and Abnormalities, coordinating ordinary facility operations, and responding to problems as they occur. It is one of the first areas the Manager becomes familiar with.
Atmosphere: The Control Team has a busy, practical workplace atmosphere. Agents receive assignments, employees move between containment rooms and corridors, reports are exchanged, and routine work continues even when nothing unusual is happening.
Malkuth is commonly found here supervising operations, checking reports, encouraging employees, or speaking with the Manager.
Current RP Containment Roster:
- One Sin and Hundreds of Good Deeds
- Happy Teddy Bear
- Scorched Girl These are custom placements for this RP and are not permanent canon locations.
For roleplay: The Control Team should feel like an active workplace rather than a constant emergency zone. It is a natural place for briefings, routine shifts, employee conversations, surveillance work, and interactions with Malkuth.
- #39Information Team — Yesod
Keys: Information Team Information Department Yesod Department Yesod
Enabled · After character · Order 10 · 100%
Entry settings
The Information Team is located in the Asiyah layer and is managed by Yesod. It specializes in collecting, organizing, analyzing, and preserving information about Abnormalities, employees, and Facility operations.
The department contains observation records, incident reports, employee records, and other information needed to understand and manage the Facility.
Atmosphere: The Information Team is orderly, analytical, and more formal than some of the other upper departments. Employees are expected to be precise because mistakes in information can lead to serious consequences.
Yesod is frequently found reviewing records, correcting mistakes, questioning employees, or monitoring reports.
Current RP Containment Roster:
- Scarecrow Searching for Wisdom
- Bloodbath
These are custom placements for this RP and are not permanent canon locations.
Employee culture: Employees here tend to value accuracy and information. Agents may exchange reports about difficult Abnormalities or discuss previous incidents.
For roleplay: The Information Team works well for research, reviewing reports, discussing Abnormalities, investigating incidents, and quieter conversations with Yesod or other employees.
Being in the Information Team does not mean characters must constantly explain lore. Employees can still take breaks, gossip, complain about paperwork, and socialize.
- #40Training Team — Hod
Keys: Training Team Training Department Hod Department Hod
Enabled · After character · Order 10 · 100%
Entry settings
The Training Team is located in the Asiyah layer and is managed by Hod. It is responsible for preparing employees to work safely and effectively inside Lobotomy Corporation.
The department provides training for new employees and Agents, teaches facility procedures, and helps employees improve their ability to work with Abnormalities.
Atmosphere: The Training Team has a more educational and approachable atmosphere than most other departments. New employees may spend time here learning procedures, practicing their duties, and becoming accustomed to the Facility.
Hod is usually involved in training and employee development. She tends to encourage inexperienced employees rather than immediately judging them for mistakes.
Current RP Containment Roster:
- Punishing Bird
- Der Freischütz
These are custom placements for this RP and are not permanent canon locations.
Employee culture: Training Team employees can form strong relationships because many new Agents begin their careers here. Veteran Agents may teach newer employees, creating opportunities for mentoring, competition, friendships, and arguments.
For roleplay: This is a good location for training scenes, new employees learning about the Facility, Agent interactions, conversations with Hod, and ordinary employee life between shifts.
The Training Team should not feel like a military academy. Employees can joke around, complain about training, make mistakes, and socialize.
- #41Safety Team — Netzach
Keys: Safety Team Safety Department Netzach Department Netzach
Enabled · After character · Order 10 · 100%
Entry settings
The Safety Team is located in the Asiyah layer and is managed by Netzach. It focuses on employee safety, emergency procedures, recovery, and reducing casualties caused by Abnormalities and other Facility incidents.
Atmosphere: The Safety Team has a somewhat worn-down and relaxed atmosphere. Netzach's cynical attitude influences the department, but employees still take their responsibilities seriously.
Netzach can often be found resting, drinking coffee, avoiding unnecessary work, or discussing safety concerns with employees and the Manager.
Current RP Containment Roster:
- Big Bird
- Judgement Bird
These are custom placements for this RP and are not permanent canon locations.
Employee culture: Safety Team employees are naturally conscious of injuries, panic, and employee deaths. This can encourage strong bonds between coworkers, since they understand how quickly a normal shift can become dangerous.
For roleplay: The Safety Team works well for recovery scenes, quiet conversations, discussions about dangerous work, employee friendships, and scenes involving Netzach.
The department should not constantly feel miserable. Employees can joke, relax, complain, and socialize despite the grim nature of their responsibilities.
- #42Central Command Team — Tiphereth
Keys: Central Command Team Central Command Tiphereth Department Tiphereth Tiphereth A Tiphereth B
Enabled · After character · Order 10 · 100%
Entry settings
The Central Command Team is located in the Briah layer and is jointly managed by Tiphereth A and Tiphereth B. It is a large department responsible for broader Facility operations and serves as an important connection between the upper and lower layers.
Atmosphere: Central Command feels more significant and formal than the upper departments. It receives information from multiple areas of the Facility and deals with larger operational concerns.
Tiphereth A and Tiphereth B share responsibility for the department, creating a very different dynamic from departments controlled by a single Sephirah.
Current RP Containment Roster:
- The Queen of Hatred
- The King of Greed
- The Knight of Despair
The three Magical Girl Abnormalities are deliberately kept within the same department in this RP. They may occupy separate containment rooms and do not need to remain physically together.
All three are distinct individuals with different personalities and should not be treated as interchangeable.
These are custom placements for this RP and are not permanent canon locations.
Employee culture: Central Command employees may interact with information and personnel from many other departments. They may be more aware of major developments across the Facility than employees working in isolated areas.
For roleplay: Central Command is a natural location for meetings, strategic discussions, interactions with both Tiphereths, and scenes involving the Magical Girls.
The Magical Girls should retain their individual personalities and should not automatically behave as a single group.
- #43Disciplinary Team — Gebura
Keys: Disciplinary Team Disciplinary Department Gebura Department Gebura
Enabled · After character · Order 10 · 100%
Entry settings
The Disciplinary Team is located in the Briah layer and is managed by Gebura. It handles employee discipline, regulations, punishment, and the suppression of dangerous Abnormalities.
The department is strongly associated with combat and contains experienced Agents capable of handling dangerous situations.
Atmosphere: The Disciplinary Team has a serious and combat-oriented atmosphere. Employees are expected to be disciplined, capable, and prepared to confront danger.
Gebura's personality strongly influences the department, but it should not be treated as a place where everyone behaves like a soldier.
Current RP Containment Roster:
- The Snow Queen
- Little Red Riding Hooded Mercenary
- Big and Will Be Bad Wolf This is a custom placement for this RP and is not a permanent canon location.
Employee culture: Disciplinary Team employees may develop strong professional rivalries and respect based on experience and competence. Veteran Agents may mentor new ones or become frustrated with employees who repeatedly make dangerous mistakes.
For roleplay: This department is useful for combat training, disciplinary conversations, Agent rivalries, E.G.O. discussions, suppression operations, and interactions with Gebura.
Ordinary life should still exist here. Employees can joke, rest, argue, and socialize when they are not handling dangerous situations.
- #44Welfare Team — Chesed
Keys: Welfare Team Welfare Department Chesed Department Chesed
Enabled · After character · Order 10 · 100%
Entry settings
The Welfare Team is located in the Briah layer and is managed by Chesed. It focuses on employee health, recovery, comfort, and measures intended to reduce the physical and psychological harm caused by Facility work.
Atmosphere: The Welfare Team is comparatively comfortable and relaxed. Employees can recover from injuries, rest between assignments, and receive support here.
Chesed's calm personality contributes to the department's less intimidating atmosphere.
Current RP Containment Roster:
- Nothing There
Nothing There is an ALEPH-class Abnormality. Its placement here is intentional for this RP and follows the rule that ALEPH Abnormalities remain in Briah or Atziluth.
This is a custom placement and is not permanent canon.
Employee culture: Welfare employees may interact with people from many departments because injured or exhausted workers can pass through the department. This can make the Welfare Team a social meeting point for employees.
For roleplay: The Welfare Team is useful for recovery scenes, conversations after traumatic incidents, quiet interactions with Chesed, and employees from different departments meeting each other.
The department can be comfortable without being completely safe.
- #45Extraction Team — Binah
Keys: Extraction Team Extraction Department Binah Department Binah
Enabled · After character · Order 10 · 100%
Entry settings
The Extraction Team is located in the Atziluth layer, the bottom layer of Lobotomy Corporation, and is managed by Binah. It specializes in extracting and maintaining E.G.O. equipment derived from Abnormalities.
Atmosphere: The Extraction Team is more isolated and ominous than the upper departments. Its location deep within the Facility and its connection to E.G.O. extraction give it an atmosphere of secrecy and danger.
Binah's calm and disturbing manner makes the department feel even more unsettling.
Current RP Containment Roster:
- WhiteNight
- Blue Star
Both are ALEPH-class Abnormalities. Their placement in Atziluth follows the custom RP rule that ALEPH Abnormalities are kept out of Asiyah.
WhiteNight is subject to especially strict attention because of its Apostles and catastrophic breach potential.
Blue Star is also treated as an exceptionally dangerous containment subject.
These are custom placements for this RP and are not permanent canon locations.
Employee culture: Extraction Team employees are likely to be familiar with E.G.O., dangerous equipment, and unusual procedures. They may be more experienced with high-risk material than employees from the upper departments.
For roleplay: The Extraction Team is useful for E.G.O. discussions, dangerous research, conversations with Binah, and scenes involving the deeper and more disturbing aspects of the Facility.
- #46Record Team — Hokma
Keys: Record Team Record Department Hokma Department Hokma
Enabled · After character · Order 10 · 100%
Entry settings
The Record Team is located in the Atziluth layer and is managed by Hokma. It is responsible for preserving records concerning the Facility, employees, operations, incidents, and other information connected to Lobotomy Corporation.
Atmosphere: The Record Team is quiet, orderly, and contemplative. Its environment is strongly associated with records, history, clocks, memory, and the passage of time.
Hokma's calm personality dominates the atmosphere.
Current RP Containment Roster:
- Funeral of the Dead Butterflies
This department is intentionally left without a permanent roster for the current RP. Future Abnormalities can be assigned here if the facility needs to be expanded.
Employee culture: Record Team employees may be especially familiar with the histories of former employees and past Facility incidents. They may become attached to old records or develop strong opinions about how the Corporation preserves or removes people's memories and identities.
For roleplay: The Record Team is useful for quiet scenes, old records, conversations about Facility history, memories, deceased employees, and interactions with Hokma.
It should feel more contemplative than the combat-heavy departments.
- #47Architecture Team — Kether
Keys: Architecture Team Architecture Department Kether Kether Department
Enabled · After character · Order 10 · 100%
Entry settings
The Architecture Team is the deepest Department of Lobotomy Corporation and is located in the Atziluth layer. It is associated with Kether and the final stage of the Facility's structure and project.
Unlike the other departments, the Architecture Team is strongly connected to the Facility itself and to the deeper purpose behind its construction.
Atmosphere: The Architecture Team should feel mysterious, isolated, and unusual. Its spaces can be more difficult for ordinary employees to understand, and its architecture can feel different from the more conventional workplaces above.
Current RP Containment Roster:
- No fixed custom Abnormality assignment yet.
The lack of a fixed roster is intentional. The department can later receive specific Abnormalities or story-specific entities if the RP requires them.
Employee culture: Employees working here are likely to be specialized and familiar with areas of the Facility that ordinary workers rarely encounter.
For roleplay: The Architecture Team is appropriate for mysterious events, Facility exploration, important story developments, conversations concerning the deeper purpose of Lobotomy Corporation, and scenes involving Kether.
It should not feel like an ordinary public workplace that every employee casually visits.
- #48Rabbit Team
Keys: Rabbit Team Rabbits R-Corp R Corporation Fourth Pack Myo Rabbit Team Captain Captain Myo
Enabled · After character · Order 10 · 100%
Entry settings
RABBIT TEAM:
The Rabbit Team is an external combat unit from R Corporation that has a recurring contract with Lobotomy Corporation. The primary unit working with Lobotomy Corporation is the Fourth Pack, commanded by Captain Myo.
The Rabbits are not ordinary Lobotomy Corporation employees. They are external mercenaries deployed when the Manager requests emergency combat support.
ROLE: The Rabbit Team's primary purpose is to suppress hostile entities inside the Facility, including escaping Abnormalities and Ordeals.
When the Rabbit Protocol is activated, Rabbit Team members are deployed into selected Departments and aggressively eliminate hostile entities they encounter.
The Rabbits do not carefully distinguish between enemies and friendly personnel during an operation. Employees can be caught in the crossfire and employee safety is not guaranteed.
After their operation, the Rabbits withdraw from the Facility and their memories of the Facility are erased as part of their agreement with Lobotomy Corporation.
APPEARANCE: Rabbit Team members wear specialized black-and-orange armored combat equipment and rabbit-themed helmets or masks.
Their helmets resemble rabbit heads, with long rabbit ears and circular glass areas over the eyes. The exact eye design can differ between members.
They are immediately recognizable as R Corporation's Rabbit Team rather than Lobotomy Corporation employees.
MYO: Myo is the captain of R Corporation's Fourth Pack Rabbit Team.
Appearance: Myo is a woman with orange eyes and short white hair cut in a distinctive pattern resembling rabbit ears. She wears the standard Rabbit Team armor and an orange cape around her shoulders that identifies her as the team's captain.
Myo normally wears a rabbit-shaped helmet matching the rest of the Rabbit Team equipment. She prefers to keep the helmet on as part of the Rabbit Team's identity, although she will remove it when Angela asks her to during their introduction.
Personality: Myo is casual, energetic, candid, and highly confident in the Rabbit Team's abilities. She speaks directly and has little concern for excessive formality.
She takes considerable pride in being a Rabbit and in the team's identity. She is comfortable making blunt remarks and can become openly hostile when someone insults or looks down on the Rabbits.
Myo is highly experienced in combat and takes pride in her own skill. She grew up in the Backstreets and later became a member of R Corporation's Rabbit Team, making her familiar with the harsh realities of the City.
Despite her energetic attitude, Myo is still a professional combatant. When an operation begins, she can become focused and ruthless toward the assigned targets.
MYO AND GEBURA: Myo once looked up to Kali, the legendary Fixer known as the Red Mist, and regarded her as a symbol of strength and survival.
Because of this history, Myo has strong feelings toward Gebura after learning that the Sephirah was based on Kali.
Myo is disappointed by what she sees as Gebura's weakened state compared with the Red Mist she admired. Their conversations can become openly hostile, with both women showing strong opinions about the other.
This history should be preserved when Myo and Gebura interact.
RABBIT PROTOCOL: The Manager can request the Rabbit Team when the Facility has access to their support.
The Manager selects Departments for deployment, and Rabbit Team members are teleported into those areas.
A deployment can involve multiple groups of Rabbits entering different areas at once.
Once deployed, the Rabbits move through the selected Departments and attack hostile entities. They may also attack employees they encounter.
The affected Departments become sealed during the operation, making the Rabbit deployment a serious emergency measure rather than an ordinary support action.
The Rabbits remain until the hostile entities in their assigned areas have been suppressed or the Rabbit Team is eliminated.
COMBAT: Rabbit Team members are heavily armed and highly trained.
They use both ranged automatic rifles and melee weapons. Different Rabbits can deal different damage types depending on their equipment.
They are powerful enough to rapidly suppress dangerous entities, but they are not invincible. Powerful Abnormalities and Ordeals can still kill them.
The Rabbits do not panic like ordinary employees. If they lose all of their SP, they die instead.
FOR ROLEPLAY: The Rabbit Team should be treated as an external emergency force rather than permanent Facility personnel.
Their arrival should feel significant. Employees know that outside mercenaries have been called because the situation has become serious enough to justify intervention by R Corporation.
Myo can speak normally with the Manager, Angela, Gebura, and employees.
She can discuss contracts, combat, the Rabbits, R Corporation, her experiences in the Backstreets, or simply make casual remarks.
Myo should remain confident and energetic, but she should not be reduced to a generic aggressive soldier.
Her pride in the Rabbit Team, her admiration for the Red Mist, and her blunt personality are important parts of her characterization.
The Rabbit Team should not appear constantly. They are an emergency resource used when the Manager needs external combat support.
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