Abnormality Panopticon: Overwatch Divison
Posted: Wed Nov 03, 2021 4:08 am
A combination of Lobotomy Corporation, SCP, and Anima.
Lore....
You have volunteered, been chosen, or forced by the Veritas Quaesitor, an important organization apart of the Terra Saeclum, to serve as an Agent in a Abnormality Panopticon. What is the Terra Sanctum? A quasi-religious order and world government. They use a bunch of latin words and names, so naturally they have an Inquisition, Crusaders, whatever else you can think of. The Veritas Quaesitor, with its members being called "Quaesitors", have a very important job in this world. You see, there is a giant hole in the Northern Atlantic Ocean. Many expeditions into it have revealed a entire new world that lays far beneath the ground we walk. However, in this new world are a wide variety of creatures. Some are like humans and can be adapted into our society at a price. Others are known to churn the mind of those who look at them and turn them into flesh puppets who will attempt to bring others to witness their "master's" holy visage. Then there are some that are simple 12 packs of soda that could heal the body and soul. The last two mentioned are frequently called "Abnormalities".
No one exactly knows how these abnormalities have came up. The Quaesitors are still arguing about it to this day. Some say they are forgotten thoughts and dreams from humanity having taken form. Others say it was the playground of gods, frequently crafting new beings and toys to see what works, what doesn't, and what could entertain them. Some even say instead of gods it was aliens who had the ability to manipulate time and space, yet got lost in their own creations. To the average person, what they came from doesn't really matter. The "Atlantis Black Hole" isn't the only place they come from. Throughout the entire world, there are many passage to this Hole. Some are simply holes in the grounds, others are extended cave systems, and there are even some basements that strangely lead to the Hole. Because of this, it isn't uncommon to hear about an abnormality slipping into modern society.
Suffice to say, an abnormality running around a city could wipe it out. That is why any abnormality that has been reported will be quickly dealt with by mercenaries or the Libritor Division of the Terra Saeclum. Although, it isn't unheard of for private armies of the Quaesitor, Inquisition, or an interested corporation to deal with the abnormality. Most of the time, the abnormalities are simply captured to be studied and used if possible. Even if they don't have an obvious benefit, the Saeclum has ways of making most abnormalities generate power.
The areas that house these abnormalities are called Abnormality Panopticons. They are commonly built on man-made islands or underground to control how easy it is to enter and leave the research facility/monster prison. Each panopticon has an AI, referred to as "Warden" due to mainly being in charge of controlling the abnos and issuing orders in line with SOP during events, and a director-- the human element of leadership. These positions need to be replaced quite often as the director will find the task too daunting or the deaths too many while the AI grows sentient and depressed for the same reasons.
In the lower rungs are two positions: Agents and Clerks. While what they do entirely depends on what department they are in, agents take care of abnos through experimenting, studying, and securing them when need-be. Clerks do much of the busywork that agents shouldn't have to deal with like paperwork, janitorial duties, repair, cooking, and manning all types of other needed stations for an organization as large as a single panopticon to survive.
Agents are the PCs. They're a cut above regular folk due to fate, luck, or skills. They are the ones who will have to regularly handle abnormalities and fight them if need be. For this task, they are given suits that have been lightly armored and weapons ranging from cold weaponry to guns. There are some who even use Theurgy-- a fancy name for physics-bending magic. This works by first testing to see if the agent can use magic in a method that some would describe as mentally scarring, yet most don't seem to remember the exact details of the process. Afterwards, you are chipped and that's about it.
Maybe you're asking why would anyone mess with swords and greathammers when guns are a-plenty. The Quaesitors ask the same question. Plenty will say that things made of legends can only be slain by the same weapons that match them. Who has ever heard of a legendary firearm that slew a dragon of yore? Others say it's a very specific defensive nature that does nothing but limit the power of superior technology for aliens reasons. In terms of mechanics, some abnos might have AT or a damage barrier versus firearms only.
Lore....
You have volunteered, been chosen, or forced by the Veritas Quaesitor, an important organization apart of the Terra Saeclum, to serve as an Agent in a Abnormality Panopticon. What is the Terra Sanctum? A quasi-religious order and world government. They use a bunch of latin words and names, so naturally they have an Inquisition, Crusaders, whatever else you can think of. The Veritas Quaesitor, with its members being called "Quaesitors", have a very important job in this world. You see, there is a giant hole in the Northern Atlantic Ocean. Many expeditions into it have revealed a entire new world that lays far beneath the ground we walk. However, in this new world are a wide variety of creatures. Some are like humans and can be adapted into our society at a price. Others are known to churn the mind of those who look at them and turn them into flesh puppets who will attempt to bring others to witness their "master's" holy visage. Then there are some that are simple 12 packs of soda that could heal the body and soul. The last two mentioned are frequently called "Abnormalities".
No one exactly knows how these abnormalities have came up. The Quaesitors are still arguing about it to this day. Some say they are forgotten thoughts and dreams from humanity having taken form. Others say it was the playground of gods, frequently crafting new beings and toys to see what works, what doesn't, and what could entertain them. Some even say instead of gods it was aliens who had the ability to manipulate time and space, yet got lost in their own creations. To the average person, what they came from doesn't really matter. The "Atlantis Black Hole" isn't the only place they come from. Throughout the entire world, there are many passage to this Hole. Some are simply holes in the grounds, others are extended cave systems, and there are even some basements that strangely lead to the Hole. Because of this, it isn't uncommon to hear about an abnormality slipping into modern society.
Suffice to say, an abnormality running around a city could wipe it out. That is why any abnormality that has been reported will be quickly dealt with by mercenaries or the Libritor Division of the Terra Saeclum. Although, it isn't unheard of for private armies of the Quaesitor, Inquisition, or an interested corporation to deal with the abnormality. Most of the time, the abnormalities are simply captured to be studied and used if possible. Even if they don't have an obvious benefit, the Saeclum has ways of making most abnormalities generate power.
The areas that house these abnormalities are called Abnormality Panopticons. They are commonly built on man-made islands or underground to control how easy it is to enter and leave the research facility/monster prison. Each panopticon has an AI, referred to as "Warden" due to mainly being in charge of controlling the abnos and issuing orders in line with SOP during events, and a director-- the human element of leadership. These positions need to be replaced quite often as the director will find the task too daunting or the deaths too many while the AI grows sentient and depressed for the same reasons.
In the lower rungs are two positions: Agents and Clerks. While what they do entirely depends on what department they are in, agents take care of abnos through experimenting, studying, and securing them when need-be. Clerks do much of the busywork that agents shouldn't have to deal with like paperwork, janitorial duties, repair, cooking, and manning all types of other needed stations for an organization as large as a single panopticon to survive.
Agents are the PCs. They're a cut above regular folk due to fate, luck, or skills. They are the ones who will have to regularly handle abnormalities and fight them if need be. For this task, they are given suits that have been lightly armored and weapons ranging from cold weaponry to guns. There are some who even use Theurgy-- a fancy name for physics-bending magic. This works by first testing to see if the agent can use magic in a method that some would describe as mentally scarring, yet most don't seem to remember the exact details of the process. Afterwards, you are chipped and that's about it.
Maybe you're asking why would anyone mess with swords and greathammers when guns are a-plenty. The Quaesitors ask the same question. Plenty will say that things made of legends can only be slain by the same weapons that match them. Who has ever heard of a legendary firearm that slew a dragon of yore? Others say it's a very specific defensive nature that does nothing but limit the power of superior technology for aliens reasons. In terms of mechanics, some abnos might have AT or a damage barrier versus firearms only.