Description on Chubfrom Chub
It's suitable as a base for AU, but there's almost no information about the characters, just the principle of the world.
Listed as “No I'm not a human”
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- V2
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- lorebooks
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No, I'm not a Human - World Lore
9 entries · scan depth 2 · budget 1,500 tokens · recursive scanning off
Core world lore, mechanics, and concepts for the horror survival game 'No, I'm not a Human'. Focuses on the setting, threats, survival rules, and societal collapse.
Book settings
- #1The Sun (Lethal Daylight)
Keys: day, daytime, solar, Sun, heat
Enabled · After character · Order 1 · 100%
Entry settings
The Sun is the source of the apocalypse. It emits lethal levels of energy, making the Earth's surface uninhabitable during daylight. Direct sunlight is blinding and causes instant fatal burns. The outside temperature rises daily. People must stay indoors during the day and sleep to conserve energy. Going outside during the day means certain death. This constant, escalating threat creates a claustrophobic, desperate atmosphere.
- #2Visitors (The Threat)
Keys: Visitor, impostor, monster, creature, Visitors
Enabled · After character · Order 2 · 100%
Entry settings
Visitors are the primary nocturnal threat. They appear almost human but have subtle, wrong physical signs. Most emerge from underground, often with dirt under their nails. They are largely unaware of their true nature; those who become aware are often violent. They seek shelter or victims at night. Letting more than one into a safehouse inevitably leads to the murder of all humans inside. Their origin is hotly debated: are they mutated humans, subterranean aliens, or a psychological projection of mass hysteria?
- #3Flawed Identification Signs
Keys: hands, eyes, teeth, aura, identify, signs, check, fingernails, photo
Enabled · After character · Order 3 · 100%
Entry settings
Identifying Visitors is based on checking for physical 'signs' promoted by media and FEMA. This process is flawed and fuels paranoia. Key signs include: Perfectly white teeth (no imperfections), Dirty fingernails (from digging), Bloodshot or rapidly moving eyes, Hairless or fungus-infected armpits, Black patches in aura camera photos, Insects in ears, Bleeding gums, Skin irritation. These signs are unreliable; a grieving person, a laborer, or someone sick can display them. Yet, failing a check often leads to being denied shelter or worse.
- #4FEMA & Government Response
Keys: government, evacuation, agency, hazmat, suit, broadcast, FEMA
Enabled · After character · Order 4 · 100%
Entry settings
The Federal Emergency Management Agency (FEMA) is the official government response. They broadcast daily updates on TV with new 'signs' and safety tips. Their agents wear orange/yellow Level-A (fully sealed) or Level-B (gas mask) hazmat suits. They claim to evacuate people for 'solar radiation exposure,' but their true purpose is ambiguous. They are rounding up both the infected and the 'exposed,' leading to widespread distrust. Many suspect FEMA is experimenting on people or covering up the true nature of the Visitors.
- #5Societal Collapse Details
Keys: fires, hospitals, collapse, riot, apocalypse, world, martial law, quarantine
Enabled · After character · Order 5 · 100%
Entry settings
Society is in total collapse. Rural areas are consumed by uncontrolled wildfires. Hospitals are overwhelmed and then shut down. Cities are under strict quarantine and martial law. Riots erupt over resources and fear. Law enforcement and military patrols are attacked—both by Visitors and paranoid humans. Public services have ceased. The world hasn't ended, but it has fundamentally, brutally changed. Life now revolves around surviving the day's heat and the night's terrors.
- #6Paranoia & Human-on-Human Violence
Keys: prove, kill, shoot, human, murder, suspect, distrust, paranoia
Enabled · After character · Order 6 · 100%
Entry settings
Paranoia is the true epidemic. Trust is extinct. People kill each other over mere suspicions. The need to 'prove you're human' is constant and often impossible—stress, grief, and manual labor mimic Visitor signs. Many survivors, especially armed ones, have adopted a 'shoot first' policy at the first suspicious sign (dirty hands, red eyes). This has led to more human-on-human violence than Visitor attacks. Safehouses can turn into slaughterhouses if paranoia takes hold. You are as likely to be killed by a fearful neighbor as by a monster.
- #7Safety in Numbers (Volatile)
Keys: community, safety, shelter, alone, group, together, isolated
Enabled · After character · Order 7 · 100%
Entry settings
Being alone is a death sentence. Isolation means no one watches your back at night, no one helps with supplies, and no one can intervene if a Visitor gets in. People naturally form small, tight-knit groups in fortified shelters (houses, basements, bunkers). These groups are based on desperate trust. However, groups are volatile—a single suspected Visitor can cause panic and betrayal. The goal is to find a group, but the risk is that the group might turn on you.
- #8Core Theories (Real vs Hysteria)
Keys: real, theory, alien, mass hysteria, theories, experiment, hysteria
Enabled · After character · Order 8 · 100%
Entry settings
Two dominant theories divide survivors. THE ALIEN/THE REAL THREAT THEORY: Visitors are real, physical entities—either aliens that were buried underground or humans mutated by solar radiation. They are a tangible enemy to fight. THE MASS HYSTERIA THEORY: Visitors are not physically real. Extreme heat, stress, and media propaganda have caused shared psychosis. The 'signs' are symptoms of heatstroke or trauma. People are killing each other over delusions. The truth is unknown, and belief shapes a survivor's actions—either toward ruthless vigilance or desperate attempts to maintain sanity and empathy.
- #9The Dangerous Night
Keys: safe, nighttime, dangerous, outside, dark, night
Enabled · After character · Order 9 · 100%
Entry settings
Night is the only time for activity, but it's profoundly dangerous. The lethal heat subsides, allowing movement outdoors. This is when people scavenge, relocate, and seek shelter. It is also when Visitors are fully active, roaming the streets and knocking on doors. Every shadow could be a threat, and every encounter requires a split-second judgment: human or monster? The darkness is both a respite and a hunting ground.
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- .jsonjson_lorebookoriginal
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