You may never know until the abnormality comes
Yeah but also it could easily function like cancer when overused, that sounds more dangerous
Classification - O-04-16
Risky Level - Teth
“There’s only a few who make it to the finish line, the rest give up and receive consequences, the rest have their consequences healed by the gifts they receieve at the end”
Success Chance
Attachment - 40% Successful
Instinct - 40% Successful
Insight - 40% Successful
Repression - 40% Successful
Good Mood Range - 11 - 20
Bad Mood Range - 1 - 10
Abnormality Details
*Effect varies on how much you got done with the abnormalities work
Work Ability - When then D20 dice spinned on the roulette wheel, the employee received these chances: (Abnormality has qulitoph overload of -5% each time its worked on)
Good Mood Range - Heal the Employee of 20% of their HP and SP
Bad Mood Range - Reduce the health of the employee by 40% of their hp and SP
20 Successful Works - Heal the employee of 60% of their HP and increase all stats by 20+ for the day (Employee can no longer use the wheel) and weapon stats
1 Successful works - Kill a random employee, restore the health if the employee equal to how much health the killed employee had. Stats drop by -20 for the day (Employee can no longer use the wheel) and weapon stats
With Lotus Flower - Damage/Healing is based on Pale effects instead of Red
Appearance
A D20 dice that spins on the casino roulette wheel
Encylopedia
Managerial Tips 1
When work result was good, the employee received regenerating benefits
Managerial Tips 2
When work result was bad, they received negative effects
Managerial Tips 3
When the employee got a full 20 on their work, they gained ever-lasting buffs throughout the entire day
Managerial Tips 4
When the employee only got zero or one energy, they received ever-lasting negative side effects for the entire day along with one employee dying.
Managerial Tips 5
When working with the abnormality while having Lotus Flower equipped, they took Pale regeneration or damage instead of Red.
EGO
Suit (Casino)
Appearance - Casino suit
Resistances -
- Red Resistance - 0.8 Resistance
- White Resistance - 0.8 Resstance
- Black Resistance - 0.9 Resistance
- Pale Resistance - 1.5 Resistance
Weapon (Casino)
Appearance - A pistol made out of fine metals
Damage - 6 Red
Attack Speed - Medium
Range - Normal
Gift (Casino)
Appearance - A rich fabric formed into a fedora
Special Ability - All effects from O-04-16 were heavily amplified by 1.5x the amount.
Origin
This was made within the facility itself to benefit employees, instead they made this without question being the gambling table. When an employee rolled a positive on it, they said they received strength but after a day, it ended. The one that received negative effects suffered from weakening of their body and the gear they use.
Classification - O-07-17
Risk Level - Teth?
"Apples taste great and the sensation is wonderful as long as you don’t over-dose, apples away keep a doctor away, too much apples brings in harm!*
Abnormality Details
Appearance - Essentially, it doesn’t occur when after eating a fourth apple but the monster has two forms -
-
Stage One - A wave of vines that goes across the facility (500Hp, Medium Walk-speed), 0.5 Resistances on each, 5 Black damage/Fast Attack Speed/Short Range)
-
Stage Two - Once consumed the employee, it turned into a blood-stain monster which looks like hunched back with green-vines covering all over it. Immediately it became an “WaW”
Abilities -
-
Ability One - When in a department next to a nugget, it normally swung its veins towards the employee, dealing 10 black damage
-
Ability Two - When in a department next to a nugget, it launched a barrage of piercing vines which struck the employee, dealing 50 black damage. Nearly hard to predict.
-
Ability Three - When in a department with multiple employees, it struck its vines into the floor and all the vines from the floor struck each employee in the department (Does not multi-hit)
-
Ability Four - When it passed by doors or containments, it sealed the entrances with vines in which these vines had to be manually destroyed. Each vine having 200 health.
Abnormality Health - 2,000 Health
Resistances -
- Red Resistance - 0.6
- White Resistance - 0.4
- Black Resistance - 0.3
- Pale Resistance - 0.5
Appearance
A shiny cleansed apple that sits on top of a wooden table
Encyclopedia
Managerial Tips 1
After consuming the apple once, the employee felt a surge satisfaction, enabling them to withstand higher other fear levels from taking large percentages of their health away (Not enabled for overwhelmed/Reverence)
Managerial Tips 2
When the employee ate a total of 3 applies, they were maxed out on how they were comfortable with the facility but slightly felt they could do anything, causing the employees to always dive head first into suppressions, nearly as fast as a max justice employee.
They felt a little disappointed being struck by bullets, causing them to feel like they weren’t strong enough. Somehow they took in less effects from bullets.
Managerial Tips 3
When the employee ate a fourth apple, they felt a wave of dread, the moment they felt this and left the containment, after 15 seconds a large amount of vines came out of the containment and started going towards the employee who ate the fourth apple. If it reached them it consumed the employee and entered a second stage.
Managerial Tips 4
When the vines consumed the employee before it was surprised, may your protection over the facility rest in your hands manager.
EGO
Weapon (Apple)
Appearance - A very large golden-plated lance covered the parts of the abnormality
Damage - 16 Black Damage
Attack Speed - Medium
Range - Medium
Obtained via suppression of the Aleph
Origin
It was a normal red-apple with on top of a stand in a marketplace, somebody bought this apple and enjoyed it at home. However when they finished it and threw it away, when they looked back at where the apple was originally, it was back on the table. Over the course of a week the person who bought it ate it four times and the entire home crumbled into vines, the person was no where to be seen once this creature was being suppressed which was difficult.
Classification - O-01-18
Risk Level - HE
Qulitoph - 3
“A comfortable creatura, be sure to let the employee pet it or you’ll face the wrath of justice”
Abnormality Details
Ability - When Qulitoph hits 0, it releases a shockwave across the facility and causes Qulitoph meltdowns (Ignores Qulitoph immunity)
Ability - When it releases, is causes meltdowns the path is walks down
Ability - Lunges onto an employee with the highest justice near it and control the employees movements, will use the employee to cause meltdowns faster. There’s a 1/5 chance every 5 seconds for the employee to remove it, they must get out from the abnormality sight immediately afterwards
Abnormality Health - 300
Resistances -
- Red Resistance - 0.2
- White Resistance - 0.2
- Black Resistance - 0.2
- Pale Resistance - 1.0
Appearance
A plushie that looks similar to the limbus company character “Don Quixote” with button eyes and a stitched mouth
Encyclopedia
Managerial Tips 1
When the qulitoph hits 0, the abnormality releases a wave that causes meltdowns and starts causing annoyance throughout the facility when it releases
Managerial Tips 2
When worked with any type of work other than attachment more than two times, the qulitoph lowered
Managerial tips 3
When worked with attachment 3 times, the qulitoph lowered. However you could work with other work-types when it’s your third work with it for the day
Managerial tips 4
When the the work-result was bad, the qulitoph dropped
Managerial Tips 5
When the work was good result, the qulitoph increased and the employee stayed in the containment for 20+ more seconds, most likely attached to the plushie hugging it
EGO
Suit (Plushie)
Appearance - A tailored suit with a tie, just that the material is made up of the same material as a plushie without it’s tie
Resistances -
- Red Resistance - 0.7 Resistance
- White Resistance - 0.7 Resistance
_Black Resistance - 1.2 Resistance - Pale Resistance - 2.0 Resistance
Weapon (Plushie)
Appearance - A normal hat with plushie material, just remember the weapons activates when you turn the hollow side towards a direction and squeeze the top of the hat
Damage - 10 Black Damage
Attack Speed - Very Slow
Range - Very Long
Beam Lingers for one second, dealing tick DMG of every 0.5 seconds
Gift (Plushie)
Appearance - A black-plushie tie for the suit
Special Ability - When the full set is equipped, you are able to work with abnormalities two times faster if they were under a Qulitoph meltdown
Gift Stats - 5+ Work Speed/Attachment
Origin
This was donated to the facility after somebody lost a creation of themselves after it was a gift by a color fixer, when It was found it was reported to have some sort of draining effect that was indescribable.
The plushie was taken into the facility shortly after this report about it’s effects.
I still don’t get what an Abnormality is
Basically, supernatural monsters formed from the thoughts of people
Who let that happen
Just stop thinking
I mean considering the setting is literally based of 1984 that’s not impossible
Also apparently human thought is like crack
ooooo you wanna distort ooooo
Classification - O-06-19
Risk Level - WaW
Qulitoph - 2
“Chaos Containment Concurrent Creational Breach in which it causes a Cosmetic Continental Calmic Red Colored Unconfirmed Static Link”
Abnormality Details
Ability - It’s able to “static” link employees and control their actions all at once if its by them, it’s confirmed that whenever the abnormality takes damage from anything other than employees, employees will receive the damage taken by the abnormality
Ability - If it static’s onto employee, it can change their work-type depending on what you can select. You are able to cancel it as unlike this it’ll tell you what the employee will work with before entering the containment
Ability - When static links to dead employees or clerks, it can fling them to different parts of the facility, blocking them with their meat/flesh, requiring the path to be cleared
Ability - When O-07-17 was in the facility, the abnormality mixed with the plushie and chaos insured throughout the entire facility with both of the abnormalities abilities active.
Abnormality Health - 1,000
Resistances -
- Red Resistance - 0.5
- White Resistance - 0.5
- Black Reistance - 0.5
- Pale Resistance - 0.5
Damage Type - 6 Black Damage
Success Criteria
Work Success
- Instinct - 70% Succcessful
- Insight - 20% Successful
- Attachment - 80% Successful
- Repression - 10% Successful
Good Mood Range - 13 - 20
Normal Mood Range - 4- 12
Bad Mood Range - 1 - 3
Appearance
Containment - It varies on the employee who enters it, if there is no employee the abnormality looks like a red-static, when an employee goes into the containment it’s appearance switches to a pet-type they like most.
On Breach - Abnormality turns into a spider-like purely made of red-static in which walks around the facility quickly.
Encylopedia
Managerial Tips 1
When work result was normal, the qulitoph dropped at a low chance
Managerial Tips 2
When work result was bad, the qulitoph lowered at a high chance
Managerial Tips 3
When worked with repression or insight, the qulitoph dropped
Manageria Tips 4
When worked with attachment three times, the qulitoph dropped unless count reseted by any other work
Managerial Tips 5
When worked with instinct 3 times, the qulitoph dropped unless reseted by any other work type
Managerial Tips 6
When worked successfully 3 times with attachment and instinct consecutively, the qulitoph increased
EGO
Suit (Violence)
Appearance - An armour of pure-red and black static
Resistances
- Red Resistance - 0.7
- White Resistance - 1.0
- Black Resistance - 0.6
- Black Resistance - 1.5
Special Ability - When walking pass a clerk/employee who’s panicking, they hug them in which they can’t move and their sanity is restored passively and much more quickly
Weapon (Violence)
Appearance - A hammer with the block at the end being purely static, the rod being iron/metal
Damage - 35 Black Damage
Attack Speed - Very Slow
Range - Medium
Radius Hitbox -
Gift (Violence)
Appearance - Red-Stained Fluffy Scarf
Stats - 3 Prudence, 3 Fortitude, 3 Temperance
Special Ability - When the full set was equipped, become immune to losing control or doing your own things, however this effect is ignored if controlled by stronger forces
Origin
Origin of this abnormality is unknown
Does the full set of this basically mean that you can still control them when panicking, meaning only 4 (i think) abnos would even have a use for the sanity meter
mb
They can’t be controlled during panicking but they can still be controlled if they’re uncontrollable by things such as the compass or dreams unconciousness effects (or for lobotomy terms, can’t be controlled by things such as red shoes lure, parasite trees take-over, etc)
That could also mean that if you get really lucky, plague doctor can’t do anything if they keep selecting that person to summon.
(but yeah having a waw that’s on par in terms of panic prevention with an aleph set would be a little strong)
Then ig it could have the effect where if any force is stronger than it can completely ignore static effect state like apocalypse bird’s lure or plague doctors possessed along with having low-damage resistances
Having any alephs that can make someone uncontrollable being strong enough to bypass the effect could balance it out a bit.
(at least let it prevent big birds lure)
i cant believe you didnt even think of me where am i