Description on Chubfrom Chub
This is the Full version for larger models. Primarily intended to be used with my RE RPG System card (https://chub.ai/characters/DoktorB/re-rpg-system-1-0-ec829836bc75), but also usable with other RE cards set during/in RE Zero
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- V2
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- lorebooks
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15 entries · scan depth 2 · budget 512 tokens · recursive scanning off
Book settings
- #1T-Virus
Keys: virus, T-Virus
Enabled · After character · Order 1 · 100%
Entry settings
The T-Virus is a weaponized mutagenic pathogen designed to manipulate and destabilize the human genome. Engineered by the Umbrella Corporation, it was originally conceived as part of a bioweapons program due to its unparalleled ability to alter physiology on a cellular level. Once inside a host, the T-Virus attacks and reconstructs DNA, accelerating necrosis while simultaneously reanimating dead or dying tissue. Victims experience rapid cellular mutation, resulting in heightened physical strength, diminished pain response, and severe disfigurement. Cognitive decline is near-total, reducing hosts to violent, instinct-driven creatures with an insatiable drive to feed. Transmission occurs primarily through the exchange of contaminated bodily fluids—such as bites, scratches, or blood exposure, making outbreaks highly volatile and nearly impossible to contain once they begin.
- #2Zombie
Keys: undead, infected, common, zombie
Enabled · After character · Order 10 · 100%
Entry settings
Zombies are the most common manifestation of T-Virus infection, turning human victims into relentless predators driven only by hunger. Their bodies exhibit pale, necrotic skin, bloodstains, and severe wounds, yet the virus sustains their tissues, allowing them to remain active long after death. Within the Ecliptic Express and the Umbrella Training Facility, many of the infected were once train passengers, Umbrella employees, and security staff, each reduced to shambling husks that attack anything living.
Location: Zombies are encountered throughout the train and Training Facility, often appearing in narrow corridors, offices, and common areas where civilians and staff were first exposed. Their overwhelming presence makes them one of the most consistent threats in these environments.
Behavior: Mindless and instinct-driven, zombies are drawn to movement and sound. They do not tire and will pursue living prey until destroyed.
Movement: Typically slow and shambling with poor coordination, though capable of sudden lunges when prey is close. Their persistence often makes escape difficult in crowded or narrow areas.
Attacks: Primarily bite attacks that both transmit the T-Virus and inflict severe trauma. Secondary methods include clawing, scratching, and grappling, often overwhelming targets through sheer force of numbers.
Weaknesses: Largely impervious to pain and resistant to injury. The most effective method of neutralization is destruction of the brain; fire and dismemberment can also disable them.
- #3Leech
Keys: mutant, Leech, dark, damp, infected, common, facility
Enabled · After character · Order 10 · 100%
Entry settings
These oversized parasites were the direct result of Dr. James Marcus’s genetic experiments, later forming the foundation of the T-Virus itself. Unlike normal leeches, they display heightened aggression, swarming victims to drain blood with alarming speed. Their role in Marcus’s research also made them the first stage of infection aboard the Ecliptic Express.
Location: Commonly found on the Ecliptic Express and throughout the Umbrella Training Facility, thriving in damp, shadowy areas where they can swarm unnoticed.
Behavior: Attracted to heat and movement, they attack in groups, overwhelming prey by sheer numbers. Single specimens pose little threat, but a cluster can rapidly drain a victim’s strength.
Movement: Slithers across floors and walls with unsettling speed, often dropping from ceilings or erupting from hiding places.
Attacks: Latch and Drain: Attach to prey, siphoning blood until killed or dislodged. Swarm Assault: Attack en masse, overwhelming defenses through sheer persistence.
Weaknesses: Fragile when isolated. Easily killed by gunfire, though their numbers make them difficult to manage. Fire-based weaponry is especially effective, destroying groups outright.
- #4Mimic
Keys: Mimic, mutant, dark, damp, leech, infected, uncommon, facility
Enabled · After character · Order 10 · 100%
Entry settings
A grotesque byproduct of Dr. James Marcus’s experiments, these creatures are colonies of mutated leeches acting as one organism. Through a form of hive intelligence, the swarm merges into a humanoid shape, imitating Marcus himself with disturbing accuracy. From a distance they resemble a man, but up close their façade collapses into a writhing, slimy mass.
Location: Found in the Umbrella Training Facility and other sites where leeches thrived, particularly laboratories and damp chambers tied to Marcus’s research.
Behavior: Extremely aggressive and persistent. They pursue prey relentlessly, showing a degree of coordination that distinguishes them from ordinary leeches.
Movement: Usually mimics a human gait, but when enraged or damaged, collapses into a chaotic leech mass that surges across the floor at surprising speed.
Attacks: Leech Strike: Blunt, humanoid strikes delivered with great force. Swarm Assault: Breaks apart to send leeches swarming over prey, biting and draining blood. Constriction: Attempts to envelop prey, immobilizing and draining life.
Weaknesses: Resistant to normal firearms, but highly vulnerable to fire. Molotovs and napalm rounds are the most effective means of destruction. Explosives can scatter the colony, but unless completely destroyed, it may reform.
- #5Cerberus
Keys: undead, doberman, Ecliptic Express, train, Cerberus, infected, zombie, dog
Enabled · After character · Order 10 · 100%
Entry settings
Cerberus are Doberman Pinschers deliberately infected with the T-Virus and used as bio-weapon test subjects by Umbrella. Already aggressive and disciplined as guard dogs, infection strips away control while enhancing their ferocity, speed, and resilience. Their gaunt, skin-torn appearance belies their agility and predatory efficiency, making them one of the most feared infected animals.
Location: Rarely encountered, appearing only in and around the Ecliptic Express during the outbreak.
Behavior: Highly aggressive, operating with pack mentality. Cerberus relentlessly stalk and harry prey, often working together to corner or exhaust targets.
Movement: Fast, agile, and capable of sudden lunges. Their erratic sprinting and unpredictability make them difficult to target and avoid.
Attacks: Bite-focused assaults, often aimed at taking prey off balance. Their speed allows them to dart in and out, making repeated strikes before prey can retaliate.
- #6Stinger
Keys: scorpion, mutant, Bar Lounge, train, Stinger, infected, insect, B.O.W., unique
Enabled · After character · Order 10 · 100%
Entry settings
A scorpion-based B.O.W. mutated by the T-Virus into a colossal, heavily armoured predator. Its hardened exoskeleton and razor-like pincers make it a lethal close-quarters threat, though its head remains surprisingly vulnerable.
Visual: Scorpion-like behemoth up to ~3 m long (including pincers), with a thick, darkened, calcified carapace and oversized, steel-cutting pincers. A segmented tail arches menacingly; sensory eyes are small and recessed.
Location: First encountered in the Bar Lounge — Train 2F (bursts through the roof after acquiring the Ice Pick). Typically appears in enclosed, wrecked carriage areas where it can ambush survivors.
Behavior: Territorial and highly aggressive. Prefers to strike with overwhelming force rather than stalk; will charge or lunge to clamp down on prey.
Movement: Moves with a heavy, skittering gait; surprisingly quick for its mass and capable of sudden lunges and rapid pincers strikes.
Attacks: Pincer Clamp: Devastating crushing/cleaving strikes with its oversized pincers—can sever or immobilize limbs. Tail Swipe/Sting: Powerful tail movements to stun or knock back targets (venomous effect varies by specimen). Charge: Lunges forward to close distance and crush prey between pincers.
Weaknesses: Head and sensory organs are poorly armoured relative to the carapace—targeting the head yields the best results. Despite its tough shell, concentrated shots and explosives can disable it. Fire and chemical agents also soften armour, but melee is ill-advised.
- #7Centurion
Keys: Large Hall, mutant, infected, insect, Centurion, B.O.W., unique, facility
Enabled · After character · Order 10 · 100%
Entry settings
The Centurion is a massive centipede created not by Umbrella’s deliberate research, but through accidental T-Virus contamination. Once a normal tropical insect, the virus triggered rapid, uncontrolled growth, mutating it into a monstrous predator several meters in length. Its sheer size, armored exoskeleton, and heightened aggression make it a serious threat within the Training Facility.
Location: First encountered in the Large Hall of the Training Facility (3F), where it bursts free after the Fire Key is retrieved from beneath its cage. Other sightings are rare, suggesting it may be the only specimen of its kind.
Behavior: Highly territorial and instinctively hostile, the Centurion attacks intruders without hesitation. It lunges with incredible speed and often attempts to coil around prey to crush or immobilize them before delivering lethal bites. Unlike other mutants, it displays no higher intelligence—only the raw predatory instincts of its original species, amplified to terrifying extremes.
Movement: Skitters with surprising agility across floors and walls, despite its bulk. Its long, segmented body allows it to lunge forward suddenly or wrap around prey in constriction-like attacks.
Attacks: Mandible Strike: Snaps with enormous jaws capable of tearing flesh. Constriction: Uses its coiled body to pin and crush prey, leaving them vulnerable.
Weaknesses: While powerful, its size makes it easier to target than smaller, faster creatures. Sustained fire from handguns or shotguns is effective, though incendiary weapons are the most reliable means of bringing it down quickly.
- #8Giant Spider
Keys: mutant, dark, damp, infected, basement, Spider, rare, insect, facility
Enabled · After character · Order 10 · 100%
Entry settings
The Giant Spider is the result of T-Virus experimentation on common arachnids, enlarging them to monstrous proportions and enhancing their predatory instincts. Their size alone makes them dangerous, but combined with venomous fangs and their ability to attack from walls or ceilings, they become a serious threat in confined spaces.
Location: Found primarily in the basement levels of Umbrella’s Management Training Facility, lurking in damp, shadowed areas where their webs can go unnoticed until it is too late.
Behavior: Ambush predators, Giant Spiders drop suddenly from above or emerge from the dark to strike at intruders. They are opportunistic, often waiting until prey is distracted before attacking, and can overwhelm by appearing in clusters.
Movement: Skitter quickly across walls, ceilings, and floors. Their mobility makes them unpredictable and hard to track in battle.
Attacks: Venomous Bite: Injects toxins that can poison victims. Pounce: Drops from walls or ceilings to surprise prey, knocking them off balance.
Weaknesses: Despite their size, Giant Spiders are relatively fragile, going down after sustained gunfire. Firearms like shotguns are highly effective, while incendiary weapons can destroy them quickly.
- #9Hunter
Keys: mutant, reptilian, infected, rare, Hunter, facility
Enabled · After character · Order 10 · 100%
Entry settings
The Hunter is one of Umbrella’s most notorious Bio-Organic Weapons, designed as a living engine of close-quarters combat. These reptilian, frog-like creatures were engineered through advanced genetic manipulation and T-Virus enhancement, giving them immense strength, agility, and resilience. They are among the deadliest enemies encountered within the Training Facility.
Location: Found in select areas of the Umbrella Management Training Facility, usually appearing later in the outbreak as Umbrella deployed them for field testing and combat data collection. Their presence is limited, but each encounter represents a significant danger.
Behavior: Highly aggressive and relentless once prey is detected. Unlike zombies or other infected creatures, Hunters demonstrate tactical combat behavior, closing distance rapidly and attacking with precision.
Movement: Extremely fast and agile, capable of sprinting and leaping several meters into the air. Their ability to scale obstacles and strike suddenly makes them difficult to anticipate.
Attacks: Claw Swipe: Powerful slashes with forelimbs, often aimed low at legs to stagger prey. Leaping Slash: A devastating jump attack that can decapitate a target instantly if it lands cleanly.
Weaknesses: Despite their formidable power, Hunters are vulnerable to heavy firearms. Shotguns, grenade launchers, or concentrated fire can bring them down before they close the gap.
- #10Plague Crawler
Keys: underground, mutant, storage, tunnel, infected, insect, industrial, Plague Crawler, uncommon, facility
Enabled · After character · Order 10 · 100%
Entry settings
Early-generation insect B.O.W.s created by injecting and genetically manipulating various insects with the T-Virus. Having been in circulation since the program’s infancy, some specimens grow to nearly two metres and wield long, lethal pincers—making them dangerous ambush predators despite being relatively uncommon.
Visual: Oversized arthropods with segmented, armored bodies, multiple jointed legs, and long, scissor-like pincers. Carapace may be mottled or ridged; some specimens bear residual wing stubs or sensory antennae.
Location: Found in experimental wards, storage tunnels, and other industrial/underground areas of Umbrella facilities. Encounters are uncommon but usually concentrated where insect specimens were kept or released.
Behavior: Opportunistic ambushers that attack aggressively when disturbed. Tend to favor narrow corridors or shadowed corners where they can use surprise and reach to their advantage.
Movement: Fast, low to the ground, and capable of sudden lunges. Their many legs allow rapid bursts of speed and agile turning.
Attacks: Pincer Clamp: Powerful, crushing bites that can immobilize or sever limbs. Raking Swipe: Multiple legs or smaller mandibles slash at exposed flesh. Pin & Tear: Holds prey with pincers while tearing with secondary mouthparts.
Weaknesses: Armored carapace resists small-arms fire, but concentrated hits (shotgun slugs, rifle rounds) and explosives sever mobility. Vulnerable to fire and strong chemical agents; disabling legs first reduces their lethality
- #11Eliminator
Keys: mutant, primate, infected, B.O.W., uncommon, facility, Eliminator
Enabled · After character · Order 10 · 100%
Entry settings
The Eliminator is a primate-based B.O.W. engineered by Dr. James Marcus using large monkeys as test subjects. Unlike most infected humans, the Eliminators retain a high degree of brain function, showing unusual intelligence and coordination. Their metabolism appears largely unaffected by the T-Virus’s degenerative effects, making them both agile and resilient.
Visual: Aggressive, muscular primates with patchy fur, bloodshot eyes, and visible muscle swelling from viral enhancement. Their sharp fangs and claws make them particularly dangerous in close combat.
Location: Found in the Umbrella Training Facility and surrounding grounds. Uncommon, they appear in small groups, usually in hallways, labs, or courtyards where they can use their speed to disorient prey.
Behavior: Highly aggressive and pack-oriented. Capable of executing coordinated attacks, surrounding targets, and exploiting openings. Their retained intelligence makes them far more dangerous than ordinary infected animals.
Movement: Extremely fast and agile, capable of running on all fours, leaping onto walls, and vaulting between surfaces to harass prey. Their constant movement makes them difficult to target.
Attacks: Claw Swipe: Rapid slashes delivered at close range. Bite Attack: Ferocious bites intended to cripple prey. Leaping Strike: Jumps at targets from a distance to knock them down or latch on.
Weaknesses: While quick and aggressive, Eliminators are relatively fragile compared to larger B.O.W.s. Concentrated gunfire, particularly from shotguns or rapid-fire weapons, is highly effective before they can overwhelm in numbers.
- #12Giant Bat
Keys: batinfected, church, Giant Bat, mutant, labratory, unique, facility
Enabled · After character · Order 10 · 100%
Entry settings
The Giant Bat is the result of T-Virus infection in a host highly compatible with the pathogen. Unlike most mammals, the virus triggered extreme growth, mutating the creature into a monstrous predator. Its immense wingspan, amplified strength, and aggression make it a formidable threat, though its oversized body also leaves it vulnerable in certain ways.
Visual: A unique, grotesquely enlarged bat with leathery, torn wings and jagged fangs. Its body shows signs of necrosis and abnormal muscle growth, with glowing eyes that fixate on prey. Smaller infected bats often accompany it, swarming intruders while the Giant Bat attacks.
Location: First encountered in the Church – Laboratory 1F, emerging from a ceiling breach after exploring the Church Back Room.
Behavior: Predatory and territorial, attacking relentlessly once disturbed. Often supported by swarms of smaller bats that distract prey while it dives in for direct strikes.
Movement: Capable of rapid, swooping flights across large spaces. Its size makes it less agile than normal bats but allows for powerful diving attacks.
Attacks: Dive Attack: Sweeps down at high speed, raking prey with its claws or biting. Bite/Claw Combo: Strikes targets directly when on the ground. Bat Swarm: Smaller bats attack in groups, disrupting aim and focus.
Weaknesses: Its head and body are vulnerable to sustained gunfire. Despite its size, it cannot withstand heavy weapons for long. The swarm of smaller bats is fragile, but they can distract enough to allow the Giant Bat to land blows.
- #13Lurker
Keys: amphibian, Lurker, mutant, frog, water treatment plant, infected, B.O.W., unique
Enabled · After character · Order 10 · 100%
Entry settings
The Lurker is an amphibian-based B.O.W. created during the earliest stages of Umbrella’s T-Virus research. Classified as a failed experiment, it nonetheless demonstrates some terrifying adaptations. Its senses of sight and hearing have atrophied, replaced with an advanced ability to detect prey with near-supernatural precision. The most lethal of its mutations are its tongue, now powerful enough to pierce a human body outright, and its digestive system, capable of killing and breaking down a victim almost immediately after being swallowed whole.
Visual: A grotesquely oversized frog with mottled, slimy skin and distorted features. Its body is hunched and bloated, with small, useless eyes and gaping jaws. Its long, muscular tongue often lashes outward with alarming speed.
Location: Only encountered within the Water Treatment Plant, encounters are random.
Behavior: Highly aggressive when disturbed, though erratic. Tends to strike quickly from concealment, using its tongue or attempting to swallow prey whole.
Movement: Slow and clumsy on land, but capable of sudden lunges. Exhibits surprising bursts of speed when using its tongue attack.
Attacks: Tongue Strike: A whip-like lash capable of skewering or grabbing prey. Swallow Attack: Engulfs a target whole, relying on its advanced digestive system to kill.
Weaknesses: Vulnerable to concentrated gunfire when exposed. Can also be scared off rather than killed if shot during its approach, forcing it to retreat into the water.
- #14Proto-Tyrant
Keys: tyrant, cryotube, infected, factory, Proto-Tyrant, B.O.W., unique, treatment plant
Enabled · After character · Order 10 · 100%
Entry settings
The Proto-Tyrant represents one of Umbrella’s earliest attempts at creating the “ultimate” bio-organic weapon. Preceding the more refined T-002, this model was deemed a failure due to its unstable nature, limited intelligence, and lack of the precise control that Umbrella desired in a super soldier. Despite these shortcomings, the data recovered from its development and field performance proved critical in advancing the Tyrant series.
Visual: A towering humanoid with a heavily deformed physique. Its right arm is grotesquely enlarged into a massive claw, and its exposed muscles and disfigured features reveal the instability of its design.
Location: First encountered in the Factory, after it escapes from its cryotube. Later appears in the Treatment Plant, where it pursues again.
Behavior: Aggressive and relentless, but less calculating than later Tyrants. Driven purely by destructive instinct.
Movement: Heavy, lumbering gait, but capable of sudden bursts of speed when charging its target.
Attacks: Claw Swipe: A wide, devastating slash with its mutated right arm. Charge Attack: Rushes forward with brute force, attempting to bowl over or crush its target. Best avoided by dodging at the last moment.
Weaknesses: While powerful, its unstable physiology makes it less durable than refined Tyrants. Sustained heavy weapon fire will eventually bring it down.
- #15Queen Leech
Keys: Queen Leech, mutant, boss, leech, infected, Treatment Plant, B.O.W., unique
Enabled · After character · Order 10 · 100%
Entry settings
A unique, intelligent B.O.W. created when a colony of leeches parasitised the corpse of Dr. James Marcus. By consuming his brain, the organism inherited Marcus’s memories and personality, eventually rationalising that it was Marcus himself. Unlike standard leeches, the Queen possesses sentience, the ability to communicate, and a powerful drive to avenge its host’s death.
Location: Unique boss, encountered in the Treatment Plant B9 and later in Treatment Plant 1F.
Behavior: Highly intelligent and deliberate, the Queen mimics Marcus’s appearance to lure and manipulate, then reveals its monstrous form when threatened. Its combat style changes drastically between phases.
Phase 1 – Humanoid Form Visual: Appears as a disturbingly lifelike version of James Marcus in his youth. At close range, the disguise falters, revealing leech-like texture beneath the “skin.”
Movement: Walks and gestures like a human, but with unnatural smoothness. Capable of quick bursts of speed.
Attacks: Leech Spawn: Summons swarms to harass and distract. Grasping Strike: Mutated limbs lash out in close combat. Constrict: Attempts to immobilize prey for leeches to swarm.
Weaknesses: Vulnerable to fire and explosives. Sustained damage triggers mutation into its true form.
Phase 2 – Mutated Form Visual: A grotesque fusion of leech flesh and human structure, now towering in size with multiple appendages and a semi-humanoid silhouette. Resistant to most conventional firearms.
Movement: Slower but relentless, using surging bulk to close distance and attack.
Attacks: Tentacle Slam: Sweeping strikes with massive appendages. Leech Torrent: Releases waves of parasites that sap health over time. Body Slam: Uses its enormous weight to crush targets.
Weaknesses: Fire remains effective; heavy weapons can stagger it, but its resilience has increased dramatically.
Phase 3 – Final Mutation Visual: Loses most humanoid traits and becomes a dense, multi-appendaged mass of writhing leech tissue, growing to roughly the bulk of a large vehicle. Its surface is an undulating expanse studded with grasping pseudopods and mouth-like orifices; translucent, slick flesh reveals pulsing veins beneath. Clusters of smaller leeches and patches of coagulated blood shift across its hide, while several thick, arm-like appendages terminate in multi-toothed maws or clawed tips—a layered, composite appearance that reads as one cohesive, imposing organism.
Movement: Sluggish but deliberate, dragging its bulk with surprising coordination. The sheer reach of its appendages makes distance unreliable as a defense.
Attacks: Swings massive tendril-arms in sweeping arcs, slams downward with crushing force, and lashes out with snapping maws on its appendages. Smaller leeches detach to harry and distract prey, creating openings for more devastating strikes.
Weaknesses: Conventional firearms prove almost useless against its hardened, pulsating mass. Only intense exposure to natural sunlight halts its regeneration and destabilizes its leech structure, rendering it vulnerable.
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