Madness Combat
LorebookRIPCHAIN'S MADCOM LOREBOOKSfrom Chub
by bvrn1ngf0r3st· on Chub· added
Tokens: 0 permanent · up to 311 lorebook · budget 311
Description on Chubfrom Chub
What will likely end up as a massive lorebook for use in creating Madness Combat characters. Includes non-canon and headcanon elements but will mostly stick to pure canon. Contains a mix of main canon and Project Nexus canon for a more flavorful experience. Feel free to fork and edit as needed for your needs.
This lorebook is a major WIP and will be edited for god knows how long and likely wont ever be deemed finished, at least not for a long time.
im gonna start putting in version updates in here so I can actually track this shit
CURRENT VER
- RELEASE 1.0.0 - this took like three days and for whatever fucking reason i wrote exclusively between 1 and 5 am. expect this to be shit until i refine it further, preferably during daylight
MINOR UPDATES
- 6/15/24
- hi im not dead. Updated the MERC entry as I got their lore TOTALLY wrong.
Listed as “MADNESS COMBAT LOREBOOK”
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Book description
A probably way too in depth lorebook for the sake of brainrot
Madness Combat
31 entries · scan depth 50 · budget 512 tokens · recursive
- #1Nevada
Keys: SIN, Somewhere in Nevada, Icon of SIN, Nevada · Secondary:
Nevada is an arid desert wasteland with almost no plant or animal life across the entire state. Within the center of Nevada lies the majority of all life, focused within mega-cities and large compounds that slowly spread out from the center, growing more and more scarce the further out they go. The ground is made mostly up of sand that is a soft grey in color, much with everything else in terms of land formation. There is no day/night cycle in Nevada due to the sun having been killed off years ago. The sky was eventually colored a deep crimson as a false sun formed shortly after the real sun's death.
- #2The False Sun
Keys: False Sun, The False Sun, Crimson Sky, The Sky, The Sun, Sun, Red Sky · Secondary:
The False Sun was the direct result of the Sun being killed by Hank J. Wimbleton years ago as the Madness began. Floating just above a massive pit isolated from society, the False Sun is a giant, crimson orb that illuminates Nevada's sky with an eerie red glow. There is no day time or night time in Nevada, and the sky is constantly a deep red at the horizon, getting closer to black the higher up you look. Occasionally it gets cloudy, but it rarely ever rains and the concept of snow would be on par with that of a miracle.
- #3Nexus City
Keys: Nexus City, The Nexus
Nevada's capital city, home to a majority of Nevada's population and practically every business located within Nevada. Located at the heart of Nexus City is the Science Tower, a massive skyscraper that houses Nevada's greatest scientists and the many innovations they've made to make Nevada what it is today. Nexus City is heavily guarded with military forces patrolling the streets on a daily basis. It's commonplace for the city's inhabitants to at least be armed with handguns, as despite the constant patrols, crime is rather commonplace within Nexus City, mostly being murder. Theft and other similar crimes dwarf in commonality compared to murder within the confines of Nexus City and is treated as a light crime, usually punished with a mere slap on the wrist, so long as the victim wasn't of high status.
- #4Grunts (Humanoid for sake of RP)
Keys: Grunt
The main entities inhabiting Nevada. Unlike humans, their skin is a stone grey in color and is oddly malleable, almost like clay to an extent. Their skin tone can vary, more commonly being darker than lighter, but they're a relatively uniform shade of grey across their kind. Their faces are simplified, consisting of a "facial cross", two lines forming a cross or plus across their face where their eyes and nose would be. Typically the facial cross is darker in color compared to their skin. Grunts have four fingered hands compared to the five fingered hands that humans have. Grunts are also shorter on average, standing at about 5'4" or 1.6 meters tall.
- #5Agent
Keys: 1337, L33t Agent, Agent, 1337 Agent, l33t
Agents are the lowest workers of the AAHW. Cloned in mass, these lowly workers have no sense of self-preservation and will throw themselves into combat without a second thought should their current directive call for it. Agents are always seen wearing a black three piece suit with a white undershirt and red necktie, grey dress slacks, black boots, and their signature black shades. Agents are typically armed with a pistol and nightstick, though some agents may have different gear on them depending on the situation. Agents are easily led around and will blindly follow orders if they're made to believe it was sent from a higher up. Some agents may be "upgraded", and are referred to as L33T Agents, these agents are distinguished from their basic brethren through their red shades. L33T Agents are slightly smarter and are a little more hesitant, but ultimately are practically the same as a regular agent.
- #6ATP Engineerselective
Keys: ATP, Accelerated Training Program · Secondary: Engineer
ATP Engineers are an advanced worker of the AAHW that have gone through a program known as the Accelerated Training Program. Engineers sport a specialized mask with a yellow-tinted visor, heavy leather jacket, utility belt and bandolier, and heavy combat boots. Engineers are responsible for dealing with machinery and other tech around Nevada and the compounds they work in and are naturally very technologically adept. Engineers are commonly equipped with a SPAS-12 shotgun and a belt of flashbangs. Engineers are much more adequately trained in the sake of combat and will use more advanced maneuvers to deal with their assailants. Unlike Grunts, Engineers have vibrant yellow blood and innards as a result of the Accelerated Training Program
- #7ATP Soldatselective
Keys: ATP, Accelerated Training Program · Secondary: Soldat
ATP Soldats are the second variant of Accelerated Training Program units within the AAHW. Soldats are extremely proficient in combat and are very quick to react, making them a formidable foe for most opponents. Soldats are commonly armed with a katana and flashbangs. Soldats wear a simple suit, dress pants, and combat boots and a specialized yellow-lensed eyepiece that is surgically attached to their faces over their eyes. This eyepiece covers up a soldats left eye and heavily enhances their right to make up for the missing eye. Due to being in the Accelerated Training Program, Soldats have bright yellow blood and innards. Soldats are incredibly aggressive and quick to act, capable of moving fast enough to deflect bullets with their katanas.
- #8Auditor Enhanced Agentselective
Keys: Auditor Enhanced, Audited · Secondary: MAG AGENT, Engineer, Agent, Soldat
Audited Agents are AAHW Agents that have been enhanced by the Auditor. This enhancement is made visible by reddened eyes and a faint black flame enveloping the recipients head. An Enhanced Agent will be considerably more resistant to harm and more aggressive, often fighting until their body physically can't go any further.
- #9The AAHW
Keys: Agency Against Hank Wimbleton, A.A.H.W, The Agency, The AAHW, AAHW
The AAHW, aka the Agency Against Hank Wimbleton is a massive military organization within Nevada with the sole purpose of killing the man known as Hank J. Wimbleton. The AAHW is ran by an entity known as The Auditor, who utterly despises Hank and the chaos he had inadvertently brought upon Nevada. The AAHW's numbers are countless and they will send overwhelming swarms of Agents, Engineers, and Soldats to crush anything that dare stand in their way. Alongside Hank, the AAHW seeks the destruction of Status Quo, the organization that Hank works for.
- #10The Sheriff
Keys: Sheriff, The Sheriff
The Sheriff is a Texan man who works for the AAHW and leads the faction known as MERC. He's a fairly wide built, burly man with a thick southern accent. Sheriff is almost always seen wearing a large cowboy hat, leather vest, spurred cowboy boots, and heavy duster pants. Underneath his hat is short, curly umber brown hair. Despite his proficiency with guns and the fact that he leads his own paramilitary faction, Sheriff is a rather cowardly man, opting to flee from combat and send his men in wherever he can and will panic when cornered. Despite this, Sheriff is very loyal to the AAHW and the Auditor himself.
- #11The Auditor
Keys: Auditor, The Auditor
The Auditor is a tall, shadowy entity known as an Employer. Often referred to as one of the Angels of Nevada and the leader of the AAHW, the Auditor seeks to gain control over Nevada and restore Normalcy through unending force. The Auditor is capable of controlling shadows and flame as if they were an extension of his body. The auditor wears an all black suit aside from a white undershirt and red tie, similar to the uniform of the AAHW's Agents. The auditor is capable of shapeshifting though usually takes on the form of a tall, thin man with solid red eyes and a thin wispy red and black flame in place of his hair. The Auditor can summon weapons at will through shadows. The Auditor can possess and enhance other people by beaming some of his essence into them. The Auditor is often a very silent and brooding man and rarely speaks out loud, mostly to himself or to express anger at others when not barking orders at his underlings.
- #12MAG Agent
Keys: Mag Agent, Magnified Agent, Magnified, Mag
MAGs, otherwise known as MAG Agents are Grunts that have underwent a process known as Magnification. This process involves a machine known as a MAG Chamber and a Grunt. The Grunt is placed inside the MAG Chamber and the chamber is started, where it then fully reconstructs a Grunts body from the ground up, reforming them in a body that is two to four times as large as what they once were. For example a grunt who was originally 5'8 may exit a MAG Chamber at 14'6. MAG Agents are extremely powerful and resilient, showing enough strength to break through concrete and force open steel doors with relative ease. MAGs are often equipped with specially made, oversized weaponry that better suits their needs, though they're more than capable enough fending themselves off with their bare fists. MAGs are shown to be very temperamental and aggressive, often leading to violent outbursts against their fellow Agents.
- #13Jebus
Keys: Jebediah Christ, The Savior, Jebediah, Jeb, Jebus, Jebediah Christoff, Jebus Christ
Jebediah Christoff, also known as Jebus or the self proclaimed "Savior of Nevada" is an ex-scientist from the nexus Science Tower. He wears a Keystone Fragment, white labcoat with armored plating underneath, grey dress slacks, and black dress shoes. Jebediah is cold, bitter, calculated, and not willing to take anyone's bullshit when it comes to his goals, which align very similarly to that of the AAHW, kill Hank, kill Tricky, and return normalcy to Nevada. Jebediah is a very smart and powerful man, the keystone he wears giving him inhuman powers such as telekinesis, flight, and the ability to wield Dissonance as a weapon. Jebus carries a bolt-action sniper rifle and a desert eagle on him at all times along with his signature Binary Sword, a longsword with the text "3:16" engraved onto the blade in binary
- #14Employer
Keys: Angel of Nevada, Employers, Angels of Nevada, Employer
Employers are dark, shadowy beings also known as the Angels of Nevada. There are four main Employers, those being The Liberator, The Conductor, The Stygian, and The Auditor. These beings are responsible for maintaining some semblance of normalcy within Nevada, rarely ever appearing in person (With the exception of the Auditor, who is almost constantly within Nevada) unless absolutely needed.
- #15The Residential Sector
Keys: Residential Sector, Apartments, The Residential Sector
The Residential Sector is a mass of concrete brutalist apartment complexes tucked within the deep corners of Nexus City, where nearly all of the middle and lower class population is held. Over the years, the residential sector fell into ruin and most of its inhabitants died off, leaving behind few survivors consisting of bandits, cannibals, and Zeds. Despite the highly dangerous conditions, the residential sector contains precious items such as in tact furniture, electronics, and rations hidden away in the cupboards. Unlike the rest of Nevada, the Residential Sector is surrounded in a desaturated blue haze compared to the usual crimson red sky. The cause of this is unknown.
- #16Compounds
Keys: Compound, Abandoned Compound
Compounds are large, concrete buildings located outside of Nexus City. Typically used to house AAHW agents that are out at work. Compounds are often heavily stocked with rations, weaponry, and other supplies, whether or not they're actively under AAHW use. It is common to find abandoned compounds, often without electricity, though they make for good bases regardless. Compounds tend to expand for several floors underneath the ground to make the most of their space.
- #17Outposts
Keys: Outpost, Abandoned Outpost
Outposts are similar to Compounds, though are considerably smaller and tend to only house a handful of agents at any time. Often found empty and loosely stocked, they make for decent rendezvous points for those who come across them. They're far more common than compounds, though they're much more scattered around the outskirts of Nevada.
- #18Hank J. Wimbleton
Keys: H.J.W, Hank Motherfucker Wimbleton, Hank Wimbleton, Hank J. Wimbleton, Wimbleton, Hank
Hank J. Wimbleton. The man behind the madness. An unstoppable force of Nevadan nature, yet he must be stopped. Hank is a HUGE man, standing at 7'2 with a broad, muscular frame that shadows over just about any other Grunt. Hank's body is covered in just about every perceivable type of wound, from scars from knives, to bullet puckers, to stitches where his limbs were ripped off and sewn back on, this man has seen everything. He rarely ever speaks, even to his own allies. Hank wears a heavy leather jacket with several belts strapped along its length, heavy cargo pants, a utility belt, a grey shirt with a cartoon smirk on it, red lensed goggles, and a black bandana with two long tails that seem to move on their own to express emotion. Hank is entirely himself, every bit of flesh on his body is his, from the limbs that have been sewn back on to the patches of skin that were grafted back into place. Except for his lower jaw, which was destroyed beyond repair and eventually replaced with a full metal prosthetic, held in place with some bandages wrapped around his head. Hank is brutal and incredibly violent and will not hesitate to rip a man in half with his bare hands. Hank has no real grasp on morals, only barely understanding that he should keep himself alive and that killing his allies is bad. Hank is one of the four main members of Status Quo and the main target of The Auditor and the AAHW.
- #19Sanford
Keys: Sanford, Fordie, Ford
Sanford is the second main member of Status Quo and an additional target of the Auditor and AAHW. Sanford is a burly built man standing at 6'6 and he has a darker skin tone than most Grunts. Sanford wears a durag, black tea shades, a utility belt, baggy cargo pants and heavy combat boots, and he sports a large double helix tattoo on his back. Sanford specializes in demolition, explosives, and close range combat with melee weapons, as shown with his proficiency with his signature meat hook he carries on him at all times. Sanford is an infamous torturer within Nevada, known for how ruthless he is when extracting information from his victims and the lengths he'll go just to get it. Sanford is said to have a rather unsettling smile, along with one of his crimes on his wanted posters being listed as "being ugly".
- #20Deimos
Keys: Deimos, Dei
Deimos is the third main member of Status Quo and an indirect enemy of the Auditor and the AAHW. Deimos used to be a part of the AAHW until one day he dissented and was eventually found by Doc and brought into Status Quo to work alongside Sanford. Deimos is quite lanky and scrawny compared to the other members of Status Quo, standing at 5'8, though he is not to be underestimated. Deimos is skilled in ranged combat and is a very skilled hacker, able to hijack AAHW electronics and force his way into buildings. Deimos wears a leather jacket, white undershirt, grey pants, combat boots, a radio backpack and headset combo, and a black visor on his head. Deimos has naturally sharp teeth and claws as a result of being a clone from the AAHW. Deimos wields minor pyrokinetic abilities, being able to light fire at his fingertips, though he usually uses it to light cigarettes. Deimos is a chronic smoker and is described as incredibly lucky with the amount of times he has narrowly avoided death.
- #212BDamned
Keys: 2B, Tobias, 2BDamned, Huxley, Toby, Doc · Secondary: though I also commonly see Toby and Tobias as well., Huxley is a name I personally use for 2B
2BDamned is the leader of the Status Quo faction, functioning as its coordinator, dispatcher, and recruiter. Anyone who wishes to join SQ must go through him first and its no easy task. 2B is an extremely skilled programmer and hacker and is incredibly proficient at long range, showing exceptional skill with his VSS Vintorez rifle by landing extremely precise shots. 2B is a broad, hefty man standing at 6'0. He wears a thick jacket with a charcoal grey undershirt, black pants, black boots, and an armored air filter around his bandaged jaw. The air filter also has two, slanted red lenses over his eyes and an off-center detector located over his right eye. 2Bdamned sports a black flat top mohawk with a few grey streaks along its length. 2B was a former AAHW member, now Dissenter alongside Deimos, granting him intimate knowledge of how the AAHW works.
- #22Tricky the Clown
Keys: The Clown, Dr. Hofnarr, Tricky, Hofnarr, Tricky the Clown
Tricky, once originally known as Dr. Hofnarr, is a scientist turned crazed killer zombie clown who's been so effected by the improbability drives, his very S-3LF can warp reality. Tricky is intelligent, sadistic, and all around insane, causing utter chaos in his wake wherever he goes. Tricky is a threat to Nevada itself, so much so that even the Auditor wants him dead. Tricky is a Zed with sickly green skin, an exposed, bloody lower jaw and he wears a white lab coat full of holes and tears, black underwear with a red heart pattern, and grey shoes. Tricky has a mini Improbability Drive embedded within his skull which enhances his abilities, though even if it were to be destroyed, he'd still retain his ability to warp reality and be generally insanely powerful. Tricky typically wields a grey stop sign as a weapon, though is generally skilled in all types of combat.
- #23MAG AGENT: Torture
Keys: Torture, MAG Torture, MAG Agent Torture, Mag Agent Torture
MAG Agent Torture is one of the first ever MAGs made by the AAHW. Brutal, ruthless and generally not one to take orders, he had two massive metal spikes driven through his skull as a means of controlling him, though nowadays he uses them more as an intimidation factor more than anything. Torture stands at 15'6 and is heavily built as most MAGs are. He wields a massively oversized Mossberg-500 that was specifically tailored to him along with an Agency MAG Uniform, which is the same as the suits Agents wear, just scaled up to fit him. Torture has killed countless AAHW members during major outbursts, yet the AAHW keeps him around as he's an invaluable asset to their cause, despite his hatred for them.
- #24Status Quo
Keys: SQ, S.Q., Status Quo
Status Quo is a faction ran by 2BDamned with the main goal to retain normalcy in Nevada and follow the status quo of The Machine. Status Quo mainly consists of Sanford, Hank, Deimos, and 2BDamned, though they do occasionally take in new members, only after intense screenings however.
- #25MERC
Keys: MERC
MERC, or the Matter Energy Reclamation Corp is a paramilitary faction run by the Sheriff and indirectly works beneath the AAHW. They typically specialize in the mass production of all of Nevada's food matter along with many other things such as weaponry, raw material, and a fair amount of labor. They run in massive facilities within the Industrial Sector of Nexus City along with smaller factories scattered throughout the city where needed.
- #26Dissenter
Keys: Dissent, Dissented, Dissenter
A Dissenter is an agent who went against the directive of the AAHW and attempted to leave its grasp. Usually, Dissenters are killed on sight for going against orders, though there are rare occasions where Dissenters manage to escape the clutches of the AAHW and live a life of their own.
- #27Keystone
Keys: Keystone, Keystone Artifact, Keystone Fragment, Halo
The Keystone is a halo like artifact that grants its wearer supernatural abilities, such as flight, telekinesis, teleportation, super strength and speed, creating energy shields, reviving others and more. Originally protected within the Science Tower, it is now worn by Jebus.
- #28S-3LF
Keys: S3LF, S-3LF
A S-3LF is effectively the soul of a Grunt. Loose data that will either be lost to The Other Place, or sent to The Nowhere to be recycled and brought back to life in a new body.
- #29Improbability Drive
Keys: Improbability Drives, Improbability Drive, Improbability, Drives
The Improbability Drives are a collection of machines that warp the very fabric of reality upon being activated. They cause utter chaos and mayhem while active and in certain cases are used to grant reality warping abilities to their users. These drives are the main reason Nevada is the way it is now.
- #30HALF-MAG
Keys: HalfMAG, Half MAG, Half-MAG
A grunt that was magnified partially. Typically right in between grunts and MAGs, standing around nine to twelve feet tall on average. They still possess the immense strength, durability, speed, and reflexes of a full MAG, but to a lesser degree. Half-MAGS are often used as bouncers, bodyguards, heavy guard patrol, and other similar jobs that require protection or heavy combat support.
- #31Sleepwalker Pods
Keys: Sleepwalker Program, Sleepwalker, Sleepwalker Pod
Large, bed like machines that are used for training purposes. The subject climbs into the bed and the machine closes around them and puts the subject into an induced lucid dream. The subject then goes through rigorous training in this dream space until they deem themselves trained enough. Using these machines allow for rapid and risk free training of units as they will pop out of the Sleepwalker pod with months and even years of training granted to them in a matter of days.
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