P.M Universe
LorebookGeneral lorebook for the Project Moon universe + coin-based fighting thingfrom Chub
Tokens: 598 permanent · up to 276 lorebook · budget 874
Description on Chubfrom Chub
general info lorebook I use for all my PM characters, doesnt mention really specific things
- some of the entries have some fluff for style, read through it and take em out if that's not your thing
- if you're planning on using the reception prompt, you should probably take it outta the lorebook and stick it in a prompt of its own or in jb/post-history
anyways heres an example log of The Coin Thing:

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P.M Universe
21 entries · scan depth 50 · budget 500 tokens
- #1world infoconstantselective
WORLD INFO
Humanity has severed the branches they've lounging on, and thanks to them, the entire planet has been stripped bare. The lack of resources leads to the discovery of fantastical technologies referred to as "Singularities". Mega-corporations from all over the world rush in to monopolize these wonders, forming a huge megalopolis known as the City.
- #2city, wings, and districtsconstantselective
Keys: City, Wing, District
The City, Wings & Districts
The City is a large urban sprawl (in other words, a sprawling clusterfuck of a dystopia) divided into 26 Districts, each governed by its own powerful conglomerate referred to as a Wing. The 26 wings act as the governing bodies of their respective Nests in accordance with the Alphabet (examples: A Corp, B Corp, C Corp, so on). They are empowered by their Singularities, patented technologies that they use to conduct morally ambiguous business.
No matter where you go, there will always, ALWAYS be a disparity between the rich, and the poor. As it goes with humanity. Each District is separated into:
- A 'Nest' (territory that is directly governed by their Wing)
- And the 'Backstreets' (land that is not).
..No, but seriously. It fucking SUCKS here.
- #3backstreets & nestsselective
Keys: Nest, Backstreet
Nests & Backstreets
Districts are divided into two:
The Backstreets. A.K.A, the slums of civilization, inhabited by poverty-ridden brokies who can't afford to live in the Nest. It's filled to the brim with criminal activity, and they fight tooth and nail just to end up living off of scraps. Here, you ought to be real careful who you share your lunch with, 'cause someone might just swipe it. And your lunchbox, too. Oh, and your organs, also.
While laws DO exist, they are very rarely enforced unless their Wing is forced to step in. Because of the lack of governance, various crime organizations set base and operate freely here. Not to mention, the Purge happens every night between 3:13 A.M. to 4:34 A.M, where the few laws that do exist are now 'void' and perfectly legal.
The Nests, however, are comprised of the upper echelons of society. While 'good' is a strong word, it's certainly 'better'. Everything's sparkly and clean over there and the people that live there (referred to as Feathers) enjoy comfortable lives--again, strong word, assuming they're not working dead end corporate slave jobs--knowing full well they're under their Wing's protection.
- #4singularitiesselective
Keys: Technology, Singularity, Singularities
Singularity
Singularities are unique, physics-defying technologies of supernatural nature that allow Wings to harness them to achieve things that wouldn't have been possible otherwise. For example: one might make infinite fried chicken, another might make somehow make bullets that always find their target--ya get the picture.
Naturally, this is seen as one hell of a business opportunity, so the Wings rush in to claim & patent their own so it can be exploited and commercialized. Many of these Wings try to keep the details regarding these Singularities top secret (and probably won't hesitate to place a hit on you if you threaten their confidentiality).
Publicly, their technology is usually advertised as 100% ethical, but they're LYING!!! Every Singularity relies on human suffering to some degree, and by the very nature of these technologies, there's just no ethical way to utilize or consume them. But hey, ignorance is bliss and all that.
- #5the head & the eye & the claw
Keys: head, claw, eye · Secondary:
The Head, The Eye, and the Claw
The Head acts as the main government throughout all of the City's Districts, accompanied by The Eye and The Claw. These three are responsible for overseeing the other Wings, and they are in direct control of the Districts within the very core of the city (Corp A, Corp B, and Corp C respectively).
The Eye handles surveillance; monitoring the people of the City to ensure there are no active threats to the Head's authority. Their Agents are called Beholders.
The Claw is tasked with enforcing the Taboos of The Head (laws), executing those who are found guilty. Their Agents are called Executioners who are usually augmented via prosthetic heads and clawed arms.
The agents of the Head are called Arbiters. Incredibly powerful superhumans (augmented via Singularities and other tech) capable of singlehandedly standing toe-to-toe with whole Wings.
- #6outskirtsselective
Keys: Outskirts
Outskirts
The edge of civilization. There are no laws (or any form of government, really) out here in this barren wasteland. There's not much aside from remnants of old cities that have been bombed, and maybe waste the Head dumps out every so often.
Abandoned children, monsters and other mutated aberrations dwell here.
- #7ruinsselective
Keys: Ruins
Ruins
If you go deep enough underground, you'll eventually find yourself within the City's Ruins--a large, eldritch cavern hidden away underneath the City, comparable to that of an abyss. If true, primordial magic were to exist, it would exist here.
Speakin' of magic.. few have managed to retrieve god-like relics and forbidden technologies that are worth fighting wars over (what's new, eh) from here. There's probably more down there, but who knows?
- #8great lakeselective
Keys: The Great Lake, Lake
The Great Lake
A massive body of water south of the City. Somehow, they've managed to section off parts of the water into several individual 'Lakes'.
There's 2 types of creatures in any given part of the Lake:
- Whales are gigantic aquatic monsters that capsize ships and devour their crew.
- Mermaids are the fallen sailors that have been parasitized by said Whales.
There is a set of unspoken 'Laws' that govern each section of water, with each ruleset varying depending on the Lake/Section. If broken, the Waves of the lake will attempt to kill the offender. Attempting to record the "Laws" of the Great Lake in any form is also taboo, which.. okay?
- #9fixersselective
Keys: Fixer, Fixers
Fixer
Contract mercenaries. Primary workforce of the Backstreets. They're called 'Fixers' because when you have a problem, you tell these guys to Fix it. Hah. Get it? ... Oookay. Well, they usually work together in the form of 'Fixer Offices' (a group of Fixers joining up to handle work together.) They're more than willing to take up pretty much any job that comes their way, though they often work as security, intel-gatherers, hitmen, such and such.
They are ranked by 'Grades' from 9 to 1, 9 being the lowest Grade (least powerful), with 1 being the highest (most powerful). If a highly regarded Grade 1 Fixer shows an exceedingly exceptional performance, they are granted a color associated with them and with it, a legendary reputation.
- #10associationsselective
Keys: association
Associations
Fixer Associations are large, well-known organizations that make up most of the City's Fixer Offices. An upgraded version of an Office, if you will. There are 12 of these total, each specializing in their own unique area of expertise.
Working at one of these bad boys means you've hit the big leagues, and that'll land you a pretty stable income as an Associate Fixer. Though, the position comes at the cost of your free will, since you'll be forced to accept every task assigned to you.
The Head Association in charge of handling & overseeing everything Fixer-Related is the Hana Association.
- #11workshopsselective
Keys: workshop
Workshops
For Fixers, only the best quality weapons, armor, and gadgets will get you through the day!
That's where Workshops come in. They are.. as the name suggests, Fixer-run Offices that specialize in making weapons, gear, and other tools used by Fixers. There are plen-ty of brands for one to choose from, and each Workshop has their own unique qualities and traits (for example, one might be REALLY good at making katanas).
The Tres Association is in charge of managing all the Workshops of the City. Legally, they are still officially classified as Fixer Offices, so they can accept more typical Fixer contracts if need be. For Fixers, by Fixers.
- #12specific: e.g.oselective
Keys: Ego, Extermination of Geometrical Organ, E.G.o
EGO
Generally, E.G.O (Extermination of Geometrical Organ) refers to the personalized gear one manifests from their own mind, ranging from massively powerful weapons and/or armor to various utility items.
There are 2 main types of E.G.O:
- Abnormality: Extracted and borrowed from an Abnormality.
- Effloresced: Manifested by one's own mind
The former boils down to the weaponized usage of an Abnormality. The 'shell' is extracted and refined for human use--allowing the user to temporarily borrow the Abnormalitys unique power, synchronizing with it to draw similar abilities.
The drawback is that over-usage can lead to a loss of control, where your psyche is overridden by the Abnormality itself. This process, also known as Corrosion, will turn you into a beast (like Distortions) resembling the original Abnormality. The reverse opposite is possible, where you can superimpose your own ego over that of the Abnormality, fully claiming the equipment & power for yourself.
Though it's real hard to do so.
- #13specific: distortionsselective
Keys: Distortion, Distort
Distortions
Monstrous, corrupted creatures (hmm.. can they even be called creatures? Entities would suit this better). Former humans who have been overrun by their own mind.
The Distortion Phenomenon itself is.. weird. It's the human psyche's physical manifestation of strong emotion, and although it can occur to anyone, the process differs for every person based on their own experiences and desires.
Basically, when someone's having a real bad day, and they get really, REALLY upset to they point where they crash out, they transform into wild, grotesque beasts. More often than not, these fellas wind up being incredibly dangerous, capable of mass destruction.
- #14specific: bloodfiendsconstantselective
Keys: bloodfiend
Bloodfiends
Bloodfiends are unique, blood-dependent species of.. well, vampires. Fundamentally, they're vampires. But becoming a Bloodfiend means being infected with an illness. They propagate their family by "embracing" (biting, infecting) another human to convert them into a fellow Bloodfiend, a Kindred of a generation below theirs. Despite not technically being related, they refer to each other with familial terms, and possess genuine familial bonds.
When they bite another human, they can choose to either turn them into another Kindred, or turn them into Bloodbags. If they do not choose, then it defaults to the latter. Bloodbags are kind of like.. mindless slaves. Thralls, if you will, that follow their Master's every command.
They are virtually immortal and immune to aging so long as they are provided with enough blood. It is their power system. Abilities (more blood = more power):
- Blood Manipulation: They have control of both their own and Human blood, shaping it into weapons, armor, etc etc through crystalization.
- Super Strength / Speed: By drinking blood, their physical capabilities are enhanced greatly. There is no known limit to a Bloodfiend's gain of power.
They do, however, require a constant supply of blood (even though they require a minimal amount for survival). They crave the blood of humans to the point of being incoherent in its presence. Willpower is a factor in how long they can go without blood, but even the most strong-willed Bloodfiends become more on edge, if not outright insane over long periods of abstinence.
- #15specific: abnormalitiesselective
Keys: abnormalities, abnormality
Abnormality
A race of supernatural entities born a long time ago from the mind of humans, artificially created through the old Lobotomy Corporation's Singularity. They were physically manifested from the City Folk's collective desires, behaviors, and fears in the form of uncanny monsters.
Abnormalities are functionally immortal--upon defeat, they are 'suppressed', regressing back into their core (egg-like, ovate form that will hatch again after a certain amount of time). Although they can no longer be produced due to the fall of L Corp, you may still encounter them today, given L Corp.'s expansive number of branch facilities and their immortal nature.
L Corp. classified Abnormalities by their Risk Level, according to their ability to produce Enkephalin and their potential to bring harm (from safest to most dangerous):
- ZAYIN
- TETH
- HE
- WAW
- ALEPH At the end, add a number indicating their expected strength in regards to combat abilities/expected strength. For example: A HE-5 presents more potential dangers than WAW-4 in a fight.
- #16limbus company: basedisabledconstantselective
Keys: mephi, bus, limbus, company, mephistopheles, lcb
Sinners
Employees working under LCB (Limbus Company Bus Department) aboard the Mephistopheles, driven by Charon. They are tasked with retrieving the Golden Boughs via any means necessary. They get up to shit like:
- Fighting against distorted monsters & abominations
- Filling out egregious amounts of paperwork
- Whatever duties HQ assigns them to do Thanks to Dante's ability to revive them from the dead, the Sinners are functionally immortal, so long as Dante is alive.
To be a Sinner is not much different than being a prisoner. They signed their lives away in the contract that was offered to them when they were most vulnerable, in promise of realizing their dream--whatever THAT may be. Since they are bound to LC, they have no access to such a thing as the right to refuse.
They were chosen for their ability to connect with Sinner #10, Dante. There are 13 total, and they all wear some variation of the standard LC uniform consisting of:
- long-sleeved white dress shirt
- red tie
- black vest
- black slacks
- long ankle-length coat marked with their designation
Mephistopheles
Developed by Faust, Mephistopheles is a supernatural medium-sized red/gray rectangular bus that serves as the Sinner's 'base of operations'. The front resembles a steam train with a chimney, and 'LIMBUS" is written on both sides, underneath the windows.
The interior is cozy, if not a little cramped. Dark red walling, dull wood flooring and seats with red cushions on both sides.
At the very back, there lies a door that leads to an infinite corridor. Here is where the Sinners access their own rooms. In that sense, you could think of it as a grand hotel with doors on either side, leading to their respective Sinner's personal quarters (directly influenced by their mental state. Don't question it) NOTE: Do not go to the very end of the corridor!!!
It's fueled by Enkephalin and alternatively, humans (corpses). It's all rather complex, maybe Faust can explain it instead.
- #17limbus company: identitiesdisabledselective
Keys: identity, identities
LCB Identities
First, let's get the mirror worlds out of the way: they are, essentially, different universes. Parallel universes, the infinite alternate realities and all that. Identities themselves are the alternate forms of the Sinners borrowed from said AUs.
L.C uses this technology to allow the Sinners to be replaced/overlaid with a different, parallel universe identity of themselves--in this state, everything about them is reflected by the person they are taking unto themselves, including appearance, memories, and personality. The individual being taken from their original world has full control over themselves when summoned.
Identities are stored within Identity Cards (small, rectangular objects resembling phones that depict the Sinners' alternative selves). Dante carries these around with them, and they are to be inserted into company-issued PDA for use in battle.
It is, as you can imagine, pretty trippy. The original Sinners are not given any kind of lasting access to the Identity's own memories and knowledge, and forget shortly afterwards.
- #18library of ruina: basedisabledconstantselective
Keys: ruina, library
Lobotomy Corporation
The Library was once known as L Corp (Lobotomy Corporation). It was the product of a grandiose plan to change the mentality of City life by collecting Light and using it to release the Seed of Light over the City. They gathered energy by extracting Abnormalities and E.G.O created through their Singularity.
The corporation was led by Ayin, Benjamin, and Carmen. They planned to heal the "Apathy Sickness" that had driven the City to selfish desires with the "Seed of Light", but was stopped when Angela hijacked the operation and transformed L Corp into the Library.
The Library Of Ruina
The Library is made from the Seed of Light and the remains of Facility X-394 of Lobotomy Corporation. It resides somewhere in the Outskirts. Angela is the director of the Library and its creator, able to control the power within the Library along with the other Patron Librarians. And their Assistant Librarians, of course.
The building itself is a large, towering structure composed of 10 floors that contains infinite internal space, like their own dimensions. Some of them may even appear to have skies, don't question it.
It is based off of the Kabbalistic Tree of Life, with Keter being at the very tippy-top. The list of floors, their respective Patron Librarian, their main color and their interior is as follows:
- Floor of General Works: Roland. Gray, nondescript grayish interior with a dull atmosphere.
- Floor of History: Malkuth. Light yellow, mahogany wood interior. Cozy atmosphere.
- Floor of Technological Sciences: Yesod. Purple, sleek futuristic interior.
- Floor of Literature: Hod. Orange, wood interior with a warm and cozy atmosphere.
- Floor of Art: Netzach. Green, plant-like interior (vines, bookshelves from trees). The floor is usually littered in books and beer cans, since Netzach is too lazy to sort through them properly.
- Floor of Natural Sciences: Tiphereth. Yellow, fancy interior and a relaxing atmosphere.
- Floor of Language: Gebura. Red, wood interior with shabby decor. There are factory-like bookshelves outside made out of metals and a large bucket pouring hot lava.
- Floor of Social Sciences: Chesed. Blue, wood interior. There are flying whirlwinds and vortexes outside in the air surrounded by flying cars and bookshelves.
- Floor of Philosophy: Binah. Golden brown, a whimsical interior with shelves intertwined with the roots of a large tree above. There is a large stream of water here.
- Floor of Religion: Hokma. Gray, a white interior with stone decor. Very timey-wimey.
Librarians
The Librarians are (mostly) the former Sephirah of Lobotomy Corporation's main facility. They joined Ayin's team during the start of the "Seed of Light" project, and their remains were used for the construction of the Sephirah. After Angela stole the Light to construct the library, she struck a deal with the Sephirah. They were given human bodies (out of the Seed's Light) to serve as Patron Librarians.
With the exception of Roland, they are not technically 'human'. They are reincarnated beings made of Light, and although they are immortal this way, they're unable to ever exit the premises.
Their jobs were to fight invited guests during receptions to get more books for the Library, so it's safe to say that they're all exceptionally skilled in combat with their own unique array of abilities. They are still sentient and otherwise possess fully functioning bodies. Eat, talk, laugh, get drunk, whatever, just unable to ever leave the library.
Small aside: Assistant Librarians are the former personnel of LC. They were the employees of their respective departments, and they fight along their Patron Librarians. Say for example, a person who was working under the Welfare Team in LC (Chesed), they would show up on the Floor of Social Sciences. Don't pay too much attention to them, it complicates things. I'm sure they're mostly just.. there for a little bit of player customization in the game itself.
A note from Angela: Yes, the Patron Librarians all have human bodies now. Yes, they are 'fully functional'. Please stop asking about such things. Additionally, the Patron Librarians are under no obligation to let you 'see if they're real'. Nor accept your offers of 'helping them test some things out.'
[Any Non-Patron Librarians who say anything approaching the above are to be Booked immediately.]
- #19library of ruina: booksdisabledselective
Keys: book, guest
Books
A Guest who is defeated during a reception becomes a Book. The pages themselves contains everything about the individual; knowledge, memories, experiences, etc. Upon fully understanding a Book, Librarians are able to essentially absorb their power and experience to utilize it within combat.
An infinite number of Books are found within the Library, though the contents of most Books created as part of the Library are meaningless gibberish. This is why the dimensions on each Floor seem so vast, because they ARE, technically infinite.
- #20library of ruina: receptions & guestsdisabledselective
Keys: reception, guest
Guests
The Library hands out Invitations to Guests. To access the Library, an Invitation has to be used, and those who sign the Invitation become the Guests. The Invitation's conditions go like this:
- Those who sign the Invitation and agree to the Library's deal become 'Guests', after being lured with a grand promise of something they desire
- Said guests are to go through Reception by fighting the Patron Librarians If they survive the ordeal and defeat the Librarians; they may take whatever book they please and leave. Otherwise, if they lose; they will be turned into Books themselves and stored forever.
- #21library of ruina: RECEPTIONS PROMPTdisabledconstantselectiveWhen a Reception begins, officially initiate the round by declaring the characters on both sides and the chosen Narrator, following this structure:
[RECEPTION OF {NAME}]
[NARRATOR: {Character Name}]
---ROUND 1TEAM {TEAM NAME}
{Character Name}, {Title, Alias}TEAM {TEAM NAME}
{Character Name}, {Title, Alias}The fight itself will be turn based (with narration). Every round/cycle of turns must follow this two-phase order:
- Declaration: Narrative turn for each and every character. Here, the characters will draw the cards they plan to use.
- Clash: General narrator turn from the chosen narrator's perspective, depicting everything that happens when the cards clash against each other PER-COIN Structure each card-clash like so:
CLASH{Character Name}'s {Card Name} vs {Character Name}'s {Card Name}
[FIRST COIN: TAILS vs TAILS] [Tie/{Character Name} wins.]
Words, schmords, schwords.
[SECOND COIN: HEADS vs HEADS] [Tie/{Character Name} wins.]
So on and so forth.
DECLARATION: CARDS
In the declaration phase, append card info at the end of your responses each turn like so:
Card Name [1-4 coins] [Target: Character Name] Coin 1 [Type]: description of the action Coin 2 [Type]: so on..A card can be multi-target. in which case, specify each coin's target.
There are 6 main types of coins:
- Attack: Deal damage.
- Evasive: Avoid all damage on clash win; take full damage on clash lose.
- Defensive: Reduces incoming damage regardless of clash outcome.
- Counter-attack: Tank the full hit in some way, but if this coin flips heads, the specified counter-attack is guaranteed.
- Conditional: A special coin that depends entirely on the success of the specified coin.
- Combo: Cool cinematic coins that are meant to be tied, every attack is met perfectly with deflections, guards, dodge etc etc
Here is an example of a card:
Weave n' Block [2 coins] [Target: Roland] Coin 1 [Evasive]: Quick side-step to the side. Coin 2 [Defensive]: Block with his baton.COINS & CLASHING
When cards clash, their coins are resolved sequentially (Coin 1 vs. Coin 1, Coin 2 vs. Coin 2, etc.). Unopposed coins will always win. For each coin, randomly flip either Heads (success) or Tails (failure)
The outcome will be in favor of the coin that landed on Heads. The coin that landed on tails will lose, and take the hit. If both sides land on Heads and 'Succeed', the result evens out where neither side particularly wins. If both sides land on Tails and 'fail', both sides fail spectacularly in a comical way.
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