Abnormality Panopticon: Overwatch Divison

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Knight
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Abnormality Panopticon: Overwatch Divison

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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.
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Re: Abnormality Panopticon: Overwatch Divison

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What if someone wants to play as a Clerk, huh?
Half-joke comment, half-genuine.

Past that, on a more interesting query, since Abnormalities can be objects, have any turned out in weapon form, and if so, what is the procedure with that? They locked away without second-thought, kept as special reserve weapons in times of desperation, given as special equipment to any Agent that whines and bothers about it?
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Re: Abnormality Panopticon: Overwatch Divison

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If someone wants to play as a clerk, they just lower the amount of characteristic points they have, I guess. And do my taxes.

If no awful side effect comes from use of the abnormalities, then they can be used freely by agents and above. Maybe clerks, too. The perk soda machines from Call of Duty Zombies would be a good example. All the artifacts from the artifact Anima book would also be fine probably.
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Re: Abnormality Panopticon: Overwatch Divison

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Homebrew Mechanics

Just look at the modern day homebrew in the Arknights thread. That's about all you need, except I'll add one thing. There might be more depending on how I want to go about things. Such as nuclear magic bombs.

Lightly Armored Suit 10 GC
Armor Requirement: 0 | Natural Penalty: 0 | Movement Restriction: 0 | Fortitude: 11 | Presence: 25 | Location: Complete | Class: Soft
Cut: 1 | Impact: 1 | Thrust: 1 | Heat: 1 | Elec: 1 | Cold: 1

Custom made for your comfort and protection! Agents enjoy a more diverse selection of suits and modifications. Naturally, free for all Agents and Clerks.
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Re: Abnormality Panopticon: Overwatch Divison

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Races

Automaton

A sarcophagus-like device was discovered in an expedition into the Abyss 65 years ago. After much discussion, it was activated. The first thing to come out of it was a humanoid made mostly out of metal. At first, questioning the metal man, dubbed "Iron Pharaoh" later on, proved impossible as he spoke a language unknown to all the researchers. Then one day he decided to speak English. He explained the purpose of the sarcophagus, to build his race. After acquiring the proper materials, four more bodies come out of the sarcophagus over the period of two weeks. Iron Pharaoh declared that this wasn't fast enough and led another expedition to acquire more sarcophagus.

While during the first year of metal men creation they resembled little more than robots from sci-fi films. Then, for some reason they started to adopt more human appearances. Although they still tend to have some issues with their appearance such as having visible dolljoints and TV-heads. Whether this is intentional or not is something they don't know or won't say.

Metal Creation: These automaton lack most of the needs of humans. They do not have to sleep, breathe, are immune to natural poisons and diseases, pain, and are tireless. However, they are a construct. Yet, instead of normal constructs having a regeneration of 0, these automatons have a regeneration of 2. They also start off with an innate knowledge of Machinery, granting them 10 base points into the skill, so they can repair themselves.

Superior Structural Integrity: Due to their nature, they add a +20 to their PhR check when taking cold damage and a -40 to their open roll when suffering fire damage. Yet, they have a -20 to their PhR check when taking electrical damage.

Dvergr

One of the abnos that had an enjoyable first-contact experience. Although, it was because one of the Dvergr stumbled onto a Terra Seclum campsite and requested to go with the group. While some were put off by the childish appearence of the Dvergr, others found themselves put at ease in the vicinity of one. The Dvergr also had great knowledge on how to make alcohol and shared it with the group, to the displeasure of the higher-ups.

After running numerous tests, the sole Dvergr was accepted into human society. Many others have come after her, mostly just "appearing" one day and easily intermingling with humans.

Happy Folk: For one reason or another, these dwarves have a naturally optimistic view on life. They get a +10 their mental health, +2 to their Shock Check, and +30 to their Composure Check. They also gain a +20 to the PsR Check if someone is trying to force them to assault, physically or mentally, another being. Someone else in close proximity of one gain a +1 to their Shock Check and +10 to their Composure Check.

Short Statue: Dvergr are naturally shorter than humans, the most common height for them being about 4'1. Their Size is reduced by 4 points.

Unusual Synchronization: These little ones are better adapt to using Theurgy and are better resisted at it. They gain a +10 to their MA and Magic Projection. They also gain a +10 in their MR. Whenever one is subject to the ritual of granting one the ability to Theurgy by the Terra Seclum, they always pass the test and don't recall any issues with it.

Guivre

While the other races may have had neutral to good experiences with humans on first contact, the Guivre very much didn't. Most attribute this to brashness of the American commander of the expedition and a lack of understanding of the Abyssal World, but a sort of gureilla war was started with many tribes of Guivre. It wasn't until a Swiss scientist offered a chocolate bar to one in return for keeping his life did the Guivre decide to open up. A treaty was signed with the Guivre, which involved the cutting of palms and a very strong handshake, that gave the Guivre multiple boxes of chocolate in return for peace and for a few to be sent above to be studied. Apparently, the chocolate is intoxicating and quite delicious to the lizard-like folk.

The appearance of the Guivre differs based on what tribe they come from. Some have a small amount of scales along with a long tail, others might have blue flesh, pointy ears, horns, and more reptilian legs along with sharp claws.

Protective Scales: No matter the type of Guivre, they all have scales that offer protection or naturally thick skin. This gives them 1 AT vs Cut, Impact, and Thrust. They also have a choice between 1 AT in Heat, Cold, or Electricity.

Pure Consumption: Anything can be eaten by the Guivre, no matter what it is. Be it scraps of metal, moldy meat, or even dirt and grass. They even add +40 to the PR when consuming anything poisonous.

Strength of the Diverse Tribes: The Guivre vary from tribe to tribe. When creating one, they can select one of these traits:

Elemental Dragon - Natural Immunity to an Element, Half damage & Natural vulnerability to an Element, 50% More Damage. Obviously, this must be opposite elements and should match with your elemental-related AT (so no taking 50% more damage from the cold, but selecting Cold in Protective Scales).
Hardy Scales - AT vs Cut, Impact, and Thrust is increased to 2.
Meaty Claws - A 50 cut damage natural weapon with +15 speed or 40 thrust impact damage natural weapon that is +15 speed and has Precision.
Sea Serpent - Aquatic Breathing and +20 to Swim.
Superior Ability - Add 1 point to Dexterity or Agility

Venom Sacs: Like the mythical creatures they are named after, the Guivre have a bite that inflicts Level 30 Poison. It takes 2 turns for the venom to take in effect. It has Pain VR 80 and Damage VR 60. The attack itself is 30 thrust damage, 15 speed, and ignores 1 Thrust AT.

Tall Ones

One of the most mysterious races from the Abyss. There are many versions of the Tall Ones-- some appearing to be bigger, more lizard-like Guivr; others like apes that stand like humans, others look to be black-skinned humans with cow skulls as their head, but even more that are strange combinations of flesh and some of flesh and metal. However, all Tall Ones have a few things in common. They are usually large in appearance and have the strength and constitution to boot for it. Their discovery was made entirely by an Inquisitor and his squad of private mercenaries. Information on how and where he find them is classified to most of the members of the Terra Seclum, but what they have done for us is far more than one would expect. All they want is to life alongside us.

There is one strange thing about them. No matter what, they all like to fully cover their bodies in clothing or armor. Alternatively, they may wear a helmet or mask at all times. If they don't have their special clothing, they are prone to bouts of hysteria or rage, but they can temporarily remove it to eat, sleep, bathe, or copulate.

Powerful Statue: Tall Ones add 2 points to Strength or Constitution and then 1 point to the other. They also increase their Size by 2 and add 2 points to their Fatigue. They can perform inhuman level strength-related checks from the start.

Highly Unkillabe: No matter what a Tall One looks like, they all have a resistance to pain. They gain +15 to their Physical Resistance. They also gain 10 LP per level.

Security Blanket: Every Tall One has an article of clothing, masks and helmets are the most common, that is sacred to them. If this article of clothing is stolen from them, they have to pass a Very Difficult Composure check. Failing the Composure check results in one of three things: Gaining the Fear effect from everyone except the Tall One's most trusted people for 10 minutes, Rage for 30 minutes, or Fall into a coma for 1 hour. This check repeats every hour until the article of clothing is returned.
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Re: Abnormality Panopticon: Overwatch Divison

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Knight wrote: Fri Nov 05, 2021 5:49 pm If someone wants to play as a clerk, they just lower the amount of characteristic points they have, I guess. And do my taxes.
You better not be money laundering, Knight!
Knight wrote: Fri Nov 05, 2021 6:25 pm Races

Maybe a sort of "Tall Ones" race. Like the "Gods" from Dark Souls, except always covered in some sort of armor. Or like Wendigos from Arknight such as Patriot.
Explain to me more about these "Tall Ones"/armored shmucks. My curiosity has been piqued, I must find out more.
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Re: Abnormality Panopticon: Overwatch Divison

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Zon Bon wrote: Fri Nov 05, 2021 8:38 pm Explain to me more about these "Tall Ones"/armored shmucks. My curiosity has been piqued, I must find out more.
Like Patriot! Beings that have pitch-black skin, claws, and are constantly decked out in armor and clothing. Maybe I'll even borrow more from the Wendigos of Arknights and make it so all their heads are pure-white skulls that resemble an animal's skull.

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Like this gal. Except I thought a fleshy race would be cooler. Just really be the "bigger and stronger" race. Obviously once an abnormality that has intertwined with human society to be security personnel. I don't have much thought out aside from that. But wouldn't it be cooler if they ranged from robot-lookin' ones to wendigo ones and researchers didn't know why?
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Re: Abnormality Panopticon: Overwatch Divison

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Knight wrote: Fri Nov 05, 2021 10:34 pm Image
Like this gal.
Hoho! I likey.

I still have no clue who Patriot is, I've never touched Arknights before Knight, I'm not ANIME INCLINED like you or Svona! I just sort of drift and filter-feed off whatever random materials come my way.

I will absolutely say though my interest has been snatched, and if I could get away with it with minimal lore digestion I may just gun my way to take a Tall One. Cute and Funny race will be on the back of my mind though because Comedy Reasoning, but that like always will depend on the matter of what other players will be floating around. I can't have fingers jabbing in my direction, it makes my existence Cringe.


Is the Panopticon and what it handles known to the outside world and general public at large, or are they a Sekrit Gang type of situation where-in they're doing their upmost to keep some semblance of normalcy by holding a cap on the madness?
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Re: Abnormality Panopticon: Overwatch Divison

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Zon Bon wrote: Fri Nov 05, 2021 11:06 pm Hoho! I likey.

I still have no clue who Patriot is, I've never touched Arknights before Knight, I'm not ANIME INCLINED like you or Svona! I just sort of drift and filter-feed off whatever random materials come my way.

I will absolutely say though my interest has been snatched, and if I could get away with it with minimal lore digestion I may just gun my way to take a Tall One. Cute and Funny race will be on the back of my mind though because Comedy Reasoning, but that like always will depend on the matter of what other players will be floating around. I can't have fingers jabbing in my direction, it makes my existence Cringe.


Is the Panopticon and what it handles known to the outside world and general public at large, or are they a Sekrit Gang type of situation where-in they're doing their upmost to keep some semblance of normalcy by holding a cap on the madness?
Dumb-dumb! Not anime inlcined but latch on to everything I do.... I see how it is. You think I'm some sort of JOJO, huh?

There is minimal lore anyway. I wrote up everything in an hour or two. I used what little I know of Lobo Corp and injected it into da normal world. However, I want it to be "Earth, but". Earth, but there's a giant hole where atlantis city is supposed to be that spits out eldritch abominations among many other things. Earth, but ruled by a pseudo-Religious UN that would send Inquisitor to your homes if they have proof that you fucked up. Earth, but those some abominations are being studied and used to make our world a better place. Earth, but a certain amount of sci-fi tech that seems believable even though its hidden in a steampunk-like sense.

Do you know everything a singular prisoner does in a prison? Of course, you might have suspicions. News might leak out about a gang brawl or riot instead of the jail. You might hear that a country wide serial killer is being sent to this jail. But you don't know about the daily grind. It could be dull or it could be the jailors fighting for their life everyday. Obviously those that work there are kept on-base for most of the time, only taking leave during certain times in the year. It is expected out of them to not reveal secrets of the prison.

Half a dozen abnos could make a corporation very rich, you see. Not only that, but if you don't want a public to know what an abno does, you're not gonna publicize it. No army would report that a super secret stealth jet was stolen by the Coca Cola company, let alone describe it in such detail that the average person could identify it. The Inquisition can deal with all of that nonsense since it's their job to hunt down "heretics".
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Re: Abnormality Panopticon: Overwatch Divison

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Knight wrote: Sat Nov 06, 2021 12:36 am Dumb-dumb! Not anime inclined but latch on to everything I do.... I see how it is. You think I'm some sort of JOJO, huh?
I am The Smart, you cannot insult my intellect! Plus, I like reading manga, not watching anime and playing anime GAMES. I latch onto you cause cool game concepts I have interest iN!! You're da whole reason I know about Corp, one of my all-time favorites. Also DIE, you are not a Joe Joe game!
Knight wrote: Sat Nov 06, 2021 12:36 am There is minimal lore anyway. I wrote up everything in an hour or two. I used what little I know of Lobo Corp and injected it into da normal world. However, I want it to be "Earth, but". Earth, but there's a giant hole where atlantis city is supposed to be that spits out eldritch abominations among many other things. Earth, but ruled by a pseudo-Religious UN that would send Inquisitor to your homes if they have proof that you fucked up. Earth, but those some abominations are being studied and used to make our world a better place. Earth, but a certain amount of sci-fi tech that seems believable even though its hidden in a steampunk-like sense.

Half a dozen abnos could make a corporation very rich, you see. Not only that, but if you don't want a public to know what an abno does, you're not gonna publicize it. No army would report that a super secret stealth jet was stolen by the Coca Cola company, let alone describe it in such detail that the average person could identify it. The Inquisition can deal with all of that nonsense since it's their job to hunt down "heretics".

Makes sense to me, I can dig it. However, does this mean that Tall-Ones are essentially Panopticon exclusive? Considering the fact they're half-abnormality. Or has there been some weird effort to try and slightly engrain them into the regular throes of society?

Also on another note, do Agents go in and forcefully fish out abnormalities on demand of the division, or is it sitting and waiting until one pops its head out of the hole and gets itself snatched up, and that's when their job really begins?
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Re: Abnormality Panopticon: Overwatch Divison

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Zon Bon wrote: Sat Nov 06, 2021 9:32 pm Makes sense to me, I can dig it. However, does this mean that Tall-Ones are essentially Panopticon exclusive? Considering the fact they're half-abnormality. Or has there been some weird effort to try and slightly engrain them into the regular throes of society?
All the thing I listed under Races were once abnormalities and are now considered "people" or "citizen" by the Terra Seclum. Although, they are still used widely by the organization for the fact that they can do things normal people can't or are just better at it.
Zon Bon wrote: Sat Nov 06, 2021 9:32 pmAlso on another note, do Agents go in and forcefully fish out abnormalities on demand of the division, or is it sitting and waiting until one pops its head out of the hole and gets itself snatched up, and that's when their job really begins?
Agents at the Panopticon look after the abnos in their panopticon! Although if new abnos are nearby, it's entirely possible to mobilize them to go get it. And if something escapes, they would be expected to go and get it. The job really begins when half the abnos escape from containment and now you have zombies and magical girls blowing up the place. The Terra Seclum has its own teams that go in with exploration of da Abyss. Along with all the other parties interested in whatever lies beneath the earth. Greedy, greedy folk!
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Re: Abnormality Panopticon: Overwatch Divison

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Abnormalities
The best part about a setting like this. Abnormalities can range from just about anything, from monsters to legendary blades and even areas that need to be contained!

To explain my naming convention...
First two letters is what type of abnormality it is. PS = Person, MS = Monster, AR = Area, IT = Item, AF = Artifact (weapons & armor for the most part).

The next set of numbers is the facility number. Area abnos tend to have their own facilities dedicated to them.

Then it's a single letter, ranging from A-F. This is how helpful to humans/society it is.

"A" Assessment:
The abnormality goes out of its way to help humans, as if treating humans as one of their own. AF/IT abnormalities have no negative side effects from use and can be used freely by Agents and Clerks. Very minor or no negative side effects from this.
"B" Assessment:
The abnormality will help humans if a situation demands it (such as saving a person from being crushed by falling debris). AF/IT might have severe negative side effects from overuse or using it wrong, so only Agents are cleared to handle them. There might be side effects from its help, but nothing permanent or could be avoided.
"C" Assessment:
The abnormality won't help humans unless it can get something out of helping them. Or there are negative side effects every time it tries to help. AF/IT abnormalities might have hard to understand uses and hard to avoid side effects. Some might have the ability to kill a group of people if used wrong. Understanding of the abnormality might not be accurate.
"D" Assessment:
These types of abnormalities might find torturing/killing humans fun or as "normal", yet can be goaded into staying peaceful. AF/IT might have some beneficial side effects, but the negatives outweigh the positives. They might also be able to kill large groups of people and/or destroy buildings.
"E" Assessment
What the abnormality does is not fully understood yet. Alternatively, it is mostly understood what the abnormality does, yet it goes out of its way to kill and/or cause damage. Might not be intelligent enough to care about killing humans or finds pleasure in doing so/must do so. AF/IT will kill/brainwash/takeover the person most of the time and little can be done to stop it. These abnormalities might be able to kill a lot of people and/or destroy large facilities and would do so if escaped.
"F" Assessment:
A new abnormality, so basically nothing is known about it aside from what can be gleamed for a simple inspection. Alternatively, an abnormality that serves no purpose but to cause pain and destruction. Unless the abnormality is kept in check, it will kill everyone in its path and could wipe out a town. AF/IT will cause doomsday-like events or be hard to control if put to use.

The numbers after that is the number assigned to the abnormality. Then a nickname usually follows for ease-of-use in day to day activities.

PS-116-D-4999810 "Mimic"
Description:
Mimic prefers to take the shape of an ambiguously-gendered...
Image
"Mimic" prefers to take the shape of an ambiguously-gendered, pale-skinned, late-teenaged person with long, black, and spiky hair that stands at 5'4. It also has cat-like eyes that tend to be purple in color. The Mimic's clothing is a black crop-top shirt with matching shorts that have a really short skirt-like cloth attached to it. The Mimic also wears a headband with an upside down triangular symbol with a circle at each angle of it. It has also been discovered that after being drained of all energy due to heavy abuse, the mimic adopts its "true" form of a small, green, six-legged lizard-like creature that possesses a mouth that goes down its entire chest, a tail that's about the size of its body, and big, bulging eyes that have a "pitiful" look in them.

Mimic's cell mostly looks like a college student's dorm. It has one 70" Sony TV with a PS5, Xbox Series X, and Switch set up in front of a couch with a simple rug on the floor on the west-side wall, near the entrance of the cell. On the north side wall is desk with a 24" Dell monitor and an Alienware Aurora desktop. Right next to it is a mini-fridge. The computer and gaming consoles are on the facility's wi-fi system. The mimic's internet usage is monitored 24/7 to ensure no facility secrets are leaked, although it has shown no desire to do so. There is a queen's sized Nector Memory Foam Mattress with sheets and blanket on the east-side wall, kept 8 inches off the ground. On the southside wall is a few drawers that the Mimic keeps various items in, yet this is checked every other day for contraband. The room is kept at 68 degrees Fahrenheit.

Sans breaking a hole in the wall, there are only two methods of escape for the Mimic: through the vent on the ceiling of the room, but this is monitored for a singular gram of change of weight within the vents or through the front door which is reinforced with heavy steel. Two cameras are in the room, one on the north-side wall and the other on the southside wall.

It likes to call itself "Envy", but this file we continue to refer to it as "Mimic". Mimic displays a sort of jealousy with humans and other races that have been accepted into society. It has little idea on what attachments are such as love, despite how it displays a sort-of friendship with some of the agents that take care of it. Bringing this up with Mimic seems to make it flustered, before refusing to talk to anyone for the rest of the day. Still, this doesn't mean Mimic is anyone's real friend. It would rather morph into your dead best friend and try to guilt you for letting them die, if you dare tell it a story like the. It might also decide to kill you and take your form in order to escape, yet these escape attempts are foiled most of the time. Mimic's jealousy over humans builds into a cruel desire to destroy them and rub in their face how "weak" their attachments make them.

Despite all of that, there might be some use out of Mimic. It only decides to escape when its bored or if an Agent has slighted it-- even going as far as killing a single agent and then slipping back into its cell. It responds poorly to large amounts of pain, so true escapes stays low thankfully. As long as we keep it busy with "human" activities like TV, games, and comic books, along with the occasional spar, it seems to be content.
Abilities:
Like its name suggests, Mimic can take the form of...
Like its name suggests, Mimic can take the form of any person or creature it witnesses. Mimic can also take on the form of fictional people and create its own people, as suggested by its preferred form. How truthful Mimic can be with a creature depends entirely on how powerful the creature is, but do keep in mind that Mimic exhibits a superhuman level of strength, endurance, dexterity, and speed. This means any animals natural to Earth are very easy for Mimic to take the form of, but many of the monsters from the Abyss are harder-- especially if it's just a picture.

The Mimic is also able to extend and sharpen its appendages in order to attack its targets. However, unlike many other abnormalities one may go against, Mimic's combat abilities are low. It can still kill a room full of unsuspecting humans, yet a team of fully trained agents could take it out as long as it does get into its Bravo True Form.

Mimic's ability to act depends entirely on how long Mimic has observed the person. From a single picture, Mimic will probably be able to fool a stranger or co-worker with their acting ability. If it decides to actually study a person over a period of few weeks, it could be quite hard to discern the two, but it doesn't possess any memories of the person, so it isn't impossible to tell the difference. Most people still find it hard to attack a loved one or one that takes the appearance of an elderly person or child.

There are no signs of Mimic aging or even getting sick. Poisons and venoms from our world has little affect on Mimic, yet some poisonous gases would harm its form. Mimic also doesn't need to eat or drink to survive, but still requires some time to sleep and can't survive in airless environments.
Stats:
Spoiler
Mimic
Level: 11 | Category: Abnormality
LP: 230 | Class: Shadow
Str: 11 Dex: 12 Agi: 12 Con: 13 Pow: 10 Int: 6 WP: 9 Per: 7
PhR 80, DR 80, VR 80, MR 80, PSR 80

Initiative: 135 Natural, 135 Claws
Attack Ability: 160
Defense Ability: 160 Dodge
Damage: 50(+20) Extended Claws (Thrust), 60(+20) Claws (Thrust)
AT: Cut 2, Thrust 2, Heat 2, Elec 2, Cold 2, Energy 2

Essential Abilities: Tireless, Does Not Eat, Immune to Natural Poisons, Disease, and Climate (70), Inhumanity (10), Superhuman Physical Characteristics (20), Unnatural Size 2 (20)
Powers: Advanced Metamorphosis (Living Things, Things Its Seen) (60), True Form (Bravo) (60), True Form (Alpha) (20), Ranged Natural Weapon (Claws) (+10 Damage, Unlimited Ammo) (70), Natural Weapons (Claws) (+20 Damage) (40), Regeneration 10 (Doesn't work against Heat-based damage that is 40 or above) (50), Physical Armor 2 (20), Mystical Armor 2 (20)

Advanced Metamorphosis: As its name suggest, the mimic is able to take on the form of any creature it has seen. It can accurately guess the shape of the creature as long as it has a chest-up picture of it. It does not gain additional powers from the form, aside from bite, but could mimic it with its natural powers.

True Form (Alpha): When it has been rendered to 0 LP, it instead turns into an alternative, smaller form as described above in the "True Form" description. In this state, it has a size of 3, stats of 2, 6, 6, 3, 5, 6, 6, and 5 along with an attack ability of 20 and defense ability of 40.

True Form (Bravo): The mimicry will insist this is its true form, but it's more of a combat form that it adopts when it decides it is in grave danger. It takes 1 turn to transform.

Size: 13 Medium | Regeneration: 10 | Movement Value: 12 | Fatigue: --

Secondary Abilities: Acrobatics 50 , Climb 50, Jump 45, Etiquette 35, Intimidate 40, Persuasion 55, Notice 65, Search 65, Track 10, Composure 30, Withstand Pain 30, Feats of Strength 60, Hide 70, Stealth 95, Memorize 15, Machinery 10

1595 DP spent
IT-116-A-4998151 "Sprunk Soda"
Description:
A 12-pack of soda with a green and yellow color pallet...
A 12-pack of soda with a green and yellow color pallet, the words "Sprunk Soda" covering one side of the soda can. The can itself is mostly green with "splashing into ice" artwork wrapped around it. The calorie information states that Sprunk Soda is 100 calories per can, but gives no other nutritional information. A short paragraph is on each can, claiming: "Trying to relax on a hot summer day? Spent the last four hours playing ball with the boys? Or have you been cramming studying and need some time to chillax? The lemon-lime Sprunk Soda is here to save the day! With a single sip, you'll be back on your feet in no time! Remember: Half-dead or bored, Sprunk Soda will kick you onto your feet!"

The taste is described as "lemon lime-y with a weird, fishy aftertaste", but everyone claims that after drinking half of a can, they feel much better. Even people who would frequently complain about pain from aching bones or headaches would be cured of these effects. DO NOT DRINK MORE THAN TWO CANS OF SPRUNK SODA IN A DAY.

There is no end to Sprunk Soda as after every can is removed and consumed, the 12-pack package simply rolls out more. Sprunk Soda has been added to every soda machine in the cafeteria, but every employee must use their ID to get a drink. If it detects that the employee is trying to order their third drink in the day, it will deny them. However, this is rare as most people find the taste off-putting enough to only have one in a day.

Consumption of more than 2 cans of Sprunk Soda will turn the employee into a "Sprunk Monster".
Abilities:
Upon drinking half a soda can...
Upon drinking half a soda can, a character will gain 40 LP. After drinking an entire can, they will regain 20 LP. Consuming a second can of Sprunk Soda in the same day will only let them regain another 20 LP. This cannot repair removed limbs, but can repair broken bones and concussion.

If a person drinks a third can of Sprunk Soda, they most first pass a Very Difficult PhR check. If they do pass it, they will gain another 20 LP that can repair removed limbs. Otherwise, they start to fill sick and will head straight to the bathroom.
Sprunk Monster
Sprunk Monster
A fizzy-looking slug monster. Its body almost appears to be a bright green mold and it leaves a trail of what some would assume is Sprunk Soda. Instead of hands, it posses scythe-like talons. Instead of a face, it has a human-shaped skull with large and sharp teeth. A trail of bile seems to be always pouring down its maw.
Level: 1 | Category: Abnormality
LP: 320 (60) | Class: Weaponmaster
Str: 9 Dex: 5 Agi: 4 Con: 10 Pow: 6 Int: 4 WP: 6 Per: 6
PhR 45, DR 45, VR 45, MR 35, PSR 35

Initiative: 10 Natural, 10 Cleavers
Attack Ability: 85 with Talons
Defense Ability: 65 Block
Damage: 60 Talons (Cut)
AT: Cut 2, Thrust 2, Heat 2, Elec 2, Cold 2

Abilities: Does Not Sleep, Immune to Natural Disease (20), Unusual Size (10)
Powers: Sprunk Vomit (40), Natural Armor 2 (20)

Sprunk Vomit: Three times a day, a Sprunk Monster can vomit Sprunk onto a target. This is a ranged attack with a 40 meter distance that deals 40 damage that ignores natural armor. The target must pass a Difficult VR or they will suffer from an All Action Penalty of -30 for 4 hours.

Size: 24 Big | Regeneration: 3 | Movement Value: 4 | Fatigue: 10

Secondary Abilities: Notice 15, Search 25, Track 25, Feats of Strength 50, Withstand Pain 45
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