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Manager, Help! Quest Player Notes

Apr 9th, 2021 (edited)
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  1. Created 4/9/21.
  2. Edited 3/14/22.
  3.  
  4. "OVERSEER, WE MUST COLLECT MORE MONEY." - HELL OF A JEFFERY 2565
  5. You are the Overseer of a P-Company anomaly management site and your job is to harvest E-Energy for fun and profit. Little things like ensuring that your minions have food or that the anomalies don't breach is entirely up to your discretion.
  6.  
  7. ====================
  8. General Information:
  9. Foster - The equivalent of Lobotomy Corporation's Instinct work. Employees attempt to fulfill the physiological needs of an anomaly.
  10. Enable - Insight. Employees attempt to establish the favored living conditions for the anomaly.
  11. Entertain - Attachment. Employees attempt to fulfill social needs, to encourage a relationship with the anomaly.
  12. Deprive - Repression. Employees attempt to oppose the anomaly’s natural desires and instincts.
  13. Collection - Employees will attempt to gather byproducts and other materials from the anomaly.
  14.  
  15. - More interactions can be added.
  16. - Employees should be given specific instructions during interactions. For example, telling Employee C to educate an anomaly about fish during Entertainment.
  17. - Employees can be given tools and equipment to use during interactions. For example, telling Employee A to give the anomaly meat during Entertainment.
  18.  
  19. - Anomalies may change forms when certain conditions are met.
  20. - Anomalies may be overstimulated by producing energy beyond their normal limits. This may be dangerous.
  21. - Anomaly breaches release large amounts of E Energy, while breach suppressions release DTC Energy.
  22.  
  23. - During Crisis level alarms, emergency access is granted to most doors, barring most containment cells.
  24. - During Cataclysm level alarms, emergency access is granted to all doors. Hell of a time at Gutfest this year.
  25.  
  26. - The Overseer may leave his office at any time.
  27.  
  28. =========
  29. Catalogs:
  30. - Companies will send in product catalogs for you to buy facility upgrades, equipment, and other important items.
  31. - Company Goodwill will grant access to additional Company catalogs. For example, R-Company's iron tablet catalog.
  32. - You currently have: Catalog of the Major Powers, DISCOUNT DAN'S CRAZY LOW-COST COMPANY CATALOG, IRON: CATALOG AND BUYER'S GUIDE (R Company).
  33. - Goodwill are as follows, measured in + or - pips: SUNLIGHT+ (R Company); BULLET BALLET+ (B, S, W Companies); MOONLIGHT+ (M Company)
  34.  
  35. ==============
  36. Facility Rooms
  37. FLOOR 1 - Containment Cells A (Justice in Gossamer), B (Rigorous Lessons from an Absent Teacher and A Bed by the Window), and C (Final Flash of Existence), Employee Break Room, Cryogenic Chamber, Storage Room, Elevator to Observation Deck, ???, and Overseer Control Room
  38. FLOOR 2 - Containment Cells D (The Crook), Medical Ward (In Limbo), Small Hole Room, Elevator to Third Floor, and Dorms
  39. FLOOR 3 - ???, Cafe
  40.  
  41. ========================
  42. Facility Upgrades List:
  43. - Beer Vending Machine. May be alive. Has good effect on employee morale.
  44. - INSIGHT. Determines if a work result is good or bad, and gives hints towards Epiphany manifesting conditions.
  45. - INTROSPECTION. Employee aspects can be uncovered outside of work orders and individual employee morale is displayed.
  46. - Autosurgeon. Semi-autonomous tool used to assist with various surgeries. Comes with an extensive manual detailing its operation, calibration, and usage. Can scan medical data disks to automate surgical procedures.
  47. - HEARTBEAT module. Grants the facility assistant the ability to monitor Employee health from their suit sensors.
  48. - INSTINCT. Rationalizes PRODUCTION machinery to have a new rate of 2 E to 1 PRODUCT from 3 E to 1 P.
  49. - Weight set. Basic strength training workout gear. Increases Employee VIOLENCE with extensive use.
  50. - TWO OF BATONS. Automated machine that helps with sanitation. Attaching knives onto this voids warranty.
  51. - Wesson's Surplus. All employees can be equipped with a small firearm in the 9mm caliber.
  52.  
  53. ======================
  54. PRODUCTION and Energy:
  55. - PRODUCTION takes place in its own room and be assigned an Employee. This process takes 6 hours to produce one PRODUCT per three E Energy by default and may be lethal to engage.
  56. - PRODUCT is each shift's win condition; the quota's fulfillment is your number one priority.
  57. - Emotive Energy is collected from employee interactions with anomalies using special equipment built into the containment cells.
  58. - Dramatic Tension-Catharsis is collected when bad things happen and bad things are fixed.
  59. - During Downtime, equipment and upgrades to the facility and employees may be purchased for leftover E and DTC energies, and PRODUCT.
  60.  
  61. - Active Energy collectors and PRODUCTION room attracted unwanted attention. You'll understand when it happens. End the day early to avoid the accumulation of TERROR.
  62.  
  63. =================
  64. Core Maintenance:
  65. - Send an Employee with materials of your choice to fix the facility assistant's core. This will improve the mental capacity of your assistant. Time to repair will vary, though it will take a few hours.
  66.  
  67. =============
  68. Sponsorships:
  69. - Outside entities (Companies, interested individuals, etc.) may offer sponsorships in exchange for certain task to be fulfilled.
  70. - Rewards are granted at the end of the day.
  71. - Failure will result in appropriate consequences (IE bad shit).
  72.  
  73. ===========
  74. Epiphanies
  75. - Story information typically appears during a work as flavor text, along with the manifestation of an Epiphany.
  76. - Epiphanies are manifestations of understanding the nature of an anomaly. This may entail a special interaction or fulfilling certain conditions for it to manifest.
  77. - INSIGHT Epiphany hints are given after an anomaly is interacted at least four times or after coming to conclusions about the anomaly (IE. speculation is good).
  78. - The number of Epiphanies manifested is typically only one. Other potential Epiphanies will become unobtainable through "ordinary" means (though there might be a few unorthodox methods to acquire them, in the future).
  79.  
  80. =======================
  81. Classification System:
  82. Daleth class: Abnormality is not aggressive and has little to no ability to cause injury. Breaching will not be a concern. May be beneficial for either containing other anomalies or helping employees. Equivalent to ZAYIN in Lobotomy Corporation.
  83.  
  84. Kaph class: Abnormality can cause a variety of injuries and can breach if not properly managed. Can be easily subdued/satisfied. Injuries can be easily avoided with proper caution. Equivalent to TETH.
  85.  
  86. Lamedh class: Unpredictable and hard to control/manage. Interacting with it has a high likelihood of seriously injuring or k illing an employee. If they breach, subduing them will most likely result in multiple de aths. Employees may be influenced mentally or physically by the abnormality. Equivalent to HE.
  87.  
  88. Bet class: Actively hostile and aggressive. Interacting with it will almost certainly k ill, injury, or permanently scar employees. Keeping them contained will be hard if not impossible. Caution is highly advised when interacting with the abnormality. Has the potential to wipe a facility. Equivalent to WAW/ALEPH.
  89.  
  90. Gimel class: A catch all term for abnormalities that do not fit into any of these categories. If we don't know what it is, it gets this label. The abnormality is either completely unknown, has been destroyed or otherwise decommissioned, or is completely inaccessible to us (Somewhere in Nevada would fit into this category due to being changed into the Red Connection).
  91.  
  92. - Classifications can be changed at any time and at the Overseer's discretion.
  93.  
  94. "i cant belive you guysre JEWs wow" - JEFF
  95.  
  96. =============
  97. Anomaly List:
  98. Somewhere in Nevada
  99. Status: Decommissioned/Unknown
  100. Classification: Gimel
  101.  
  102. Work Info: Somewhere in Nevada was a supposedly disarmed and partially dismantled nuclear warhead. It blew up. Was found in a dumpster by Acquisition Agents.
  103. - Foster resulted in nothing as it is an inert nuke.
  104. - Enable forced the attending Employee (Employee F) to disarm the bomb. Required an unknown wire to be cut.
  105. - Entertain resulted in a a continuous ticking noise that stressed Employees throughout the facility.
  106. - Deprive did not result in a response as it is an inert nuke.
  107.  
  108. Other Info:
  109. - Was not damaged by the retard strength of Employee A when hit during Deprivation.
  110. - Triggered Cataclysm level alarms throughout the facility, producing Dramatic Tension Energy despite no breaches, employee deaths, etc.
  111. - Responsible for temporal distortion. Possible alteration?
  112. - Anomaly was decommissioned in shift one. Good work!
  113.  
  114. Story:
  115. Working Notes from Researcher OPP-3, July Clearance
  116. "In a more civilized era, our methods of killing were long distance. It was rare for a man to witness the moment that the light went out of another man's eyes.
  117.  
  118. It was unthinkable that things would ever change. We all looked up to the sky in those days, but what was the use? When it finally happens, there would be no warning, no alarm, then nothing at all.
  119.  
  120. Every other moment was spent thinking about what-ifs. What if they came today? What if they came tomorrow? What if they never came at all?
  121.  
  122. Companies developed bunkers, teachers and students hid beneath desks, governments developed alarm systems. The What If had paralyzed us.
  123.  
  124. Now we are all sons of bitches. Hiding while we rained death on a side of the world no one ever heard of.
  125.  
  126. Then just like that, it was over. We crawled out of our bunkers, from up under our desks, from our offices in government, the light illuminating our scared, pale faces. It was a new day, and the light that greeted us was blinding.
  127.  
  128. No, the warhead was never primed. Not even on day one. But an empty gun is still a gun."
  129.  
  130. Manifested Epiphany: M.A.D. World - A peculiar pair of eclipse glasses. (+1 to VIOLENCE checks, -1 to COOL checks, ???)
  131. (For example, 3d6 VIOLENCE with 1, 4, 6 goes to 2, 5, 7.)
  132. - Caused Employee K to see the world differently. Personnel in hazmat suits, and surroundings resembled a bunker.
  133. INSIGHT Epiphany Hint: N/A (1 Epiphany)
  134.  
  135. ------------------
  136. The Red Connection
  137. Status: Decommissioned
  138. Classification: Daleth
  139.  
  140. Work Info: The Red Connection is a red rotary phone that calls unknown entities, possibly humans. Was found by Acquisition Agents in a burned house/Appeared in containment after the detonation of Somewhere in Nevada.
  141. - Foster resulted in a call from a desperate voice. Ex. Employee E called a scared young woman in need of a friend. Employee U listened to a rant by an angry man in a bunker. Employee T had a telemarketer. (Weird!)
  142. - Enable resulted in nothing. It's a phone.
  143. - Entertain resulted in a call from a terrified voice. Employee H called a lost young girl looking for her absent mother.
  144. - Deprive resulted in a call with an angery voice. Employee I called a government office dealing with something important.
  145. - Collection ???
  146.  
  147. Other Info:
  148. - Employees were typically distressed after interactions due to the nature of the calls.
  149. - Appeared after the detonation of Somewhere in Nevada.
  150. - Energy production is consistent, if low, so far.
  151. - Viewing it with M.A.D. World shows the phone to be badly damaged...
  152. - Possible connection to warfare, and unknown connection to Somewhere in Nevada.
  153. - Anomaly was decommissioned in shift five.
  154.  
  155. Story: ???
  156. Epiphany: ???
  157. INSIGHT Epiphany Hint: PICK UP/HANG UP (2 Epiphanies)
  158.  
  159. ------------------------
  160. Occupied! Do Not Enter!
  161. Status: Decommissioned
  162. Classification: Daleth
  163.  
  164. Info: Occupied! Do Not Enter! was a Executioner Model MK.V occupied by a man named Yohan. The model constantly leaked blood and visceral, the flow depending on its mood. When distressed, it sprayed viscera at Employee A. When cleaned up by Employee B, the discharge slowed down. Anomaly was acquired after reports of a permanently in use Executioner circulated in wake of the sudden reappearance of similar models on City streets.
  165. - Foster resulted in distress at being asked questions. Cannot be fed. Lower E Energy produced.
  166. - Enable resulted in appreciation at cleaning its area. Higher E energy produced.
  167. - Entertain resulted in distress at being talked to directly. Higher E Energy produced.
  168. - Deprive resulted in extreme distress. Higher E Energy produced.
  169. - Collection resulted in a measurable, positive result. Minor E Energy produced.
  170.  
  171. Other Info:
  172. - Anomaly produces too much blood and viscera than should be in a normal human. Anomaly produces less discharge when calm. Infinite material?
  173. - Produced a large amount of E Energy when panicked or sufficiently stressed. Similar panic threshold to a human.
  174. - Does not appreciate direct interactions such as Foster or Entertaining.
  175. - Blood and viscera collected is edible.
  176.  
  177. - Decommissioned towards the end of Shift 3
  178.  
  179. Story: So this is it, huh? A pigsty. Jesus...
  180.  
  181. ...
  182.  
  183. Looking at you right now... This sickness of yours is more of an excuse now, isn't it? Vanishing Sickness is only for the Drones, of course. So now, speaking as the employment officer assigned to R District, I have to let you know that you're still fired. I'll just leave the papers on, ugh, here.
  184.  
  185. ...
  186.  
  187. Can't move a muscle, can't raise a voice against me. You must be out of practice after being removed from the Company schedule for so long. This silence, the sheer stagnation of it, it's crushed you like a cockroach.
  188.  
  189. ...
  190.  
  191. I must have punctured the illusion by coming in here, the illusion that these squalid walls must have made up the entire world. Don't give me that look. Was that dream pleasant? Nectarine sweet? They say that if you puncture a cocoon before it hatches, the little creature curdling inside isn't going to live for much longer.
  192.  
  193. ...
  194.  
  195. Wallow in your miserable thoughts, knowing that there's an outside... it's for the best.
  196.  
  197. Manifested Epiphany: IRON IMAGO (EMPATHY) - ???
  198. Potential/Unobtainable Epiphany: A CHRYSALIS (MOCKERY)
  199. INSIGHT Epiphany Hint: EMPATHY/MOCKERY (2 Epiphanies)
  200.  
  201. ----------------------------------------
  202. Rigorous Lessons from an Absent Teacher
  203. Status: Active
  204. Classification: Kaph
  205.  
  206. Info: A grand piano made of wood. It is of finest craftsmanship and has an unknown symbol on it.
  207. - Foster resulted in a positive reaction when pleasant music(?) was played on it. Hurt Employee E with whipping piano wires when he was screwing around...
  208. - Enable ???
  209. - Entertain resulted in a negative reaction when the subject of discussion was music. E Energy was stolen...
  210. - Deprive ???
  211. - Collection resulting in nothing appearing to have happened...
  212.  
  213. Other Info:
  214. - Got angry at a different rhythm of music(?)
  215. - Got angry at a really bad piece of music being played (ie. John Stump's masterpiece)(?)
  216. - Good energy production, though can pose a physical hazard.
  217. - Hurts the player when he screws up.
  218.  
  219. Story: ???
  220. Epiphany: ???
  221. INSIGHT Hint: ???
  222.  
  223. -------------------------
  224. Final Flash of Existence
  225. Status: Active
  226. Classification: Kaph
  227.  
  228. Info: An humanoid anomaly manifesting an area of darkness within its containment cell. Slightly aggressive, mostly docile.
  229. - Foster resulted in the anomaly becoming increasingly agitated over the course of an hour(?)
  230. - Enable resulted in the anomaly calming down. Does not seem to produce waste(?)
  231. - Entertain resulted in the anomaly entering an agitated state. Responded to conversation.
  232. - Deprivation resulted in the anomaly entering an agitated state, eventually breaching.
  233. - Collection ???
  234. Other Info:
  235. - Feeding it a blood bucket calmed the anomaly down.
  236. - Awakened, Agitated, Appeased states have been observed
  237. - Anomaly is very grabby...
  238. - Possibly needs to be calmed down to prevent a breach? A utilized light in the Deprivation work and was a woman, need to isolate stimuli.
  239. - Emits stress-inducing vocalizations when stressed.
  240. - When breaching, the darkness effect turns off the facility lights on the entire floor it is on. This does not affect personal light sources such as PDAs and flashlights.
  241. - Name is John Smith
  242. - Possible regeneration factor? Survived being Shot.
  243. - Connections to a woman named Carol?
  244.  
  245. Story: ???
  246. Epiphany: ???
  247. INSIGHT Hint: ENFORCE LAW/ABYSS GAZE (2 Epiphanies)
  248.  
  249. -------
  250. The Crook
  251. Status: Active
  252. Classification: ???
  253.  
  254. Info: A man with a hand and a gun for a head.
  255. - Foster resulted in the anomaly struggling to walk.
  256. - Enable ???
  257. - Entertain resulted in the anomaly barely being able to talk.
  258. - Deprivation ???
  259. - Collection ???
  260. Other Info:
  261. - Received from B Company.
  262. - Is an alcoholic wreck of a man.
  263. - Being blind drunk prevents normal interactions as a human being, much less as an anomaly.
  264.  
  265. Story: ???
  266. Epiphany: ???
  267. INSIGHT Hint: ???
  268.  
  269. ---------
  270. In Limbo
  271. Status: Inactive(?)
  272. Classification: ???
  273.  
  274. Info: The result of Employee R suppressing an unknown TV and media related anomaly.
  275. - Foster ???
  276. - Enable ???
  277. - Entertain ???
  278. - Deprivation ???
  279. - Collection ???
  280. Other Info:
  281. - Inert?
  282.  
  283. Story: ???
  284. Epiphany: ???
  285. INSIGHT Hint: ???
  286.  
  287. --------
  288. A Bed by the Window
  289. Status: Active
  290. Classification: ???
  291.  
  292. Info: A simple wooden bed. A empty window frame is suspended in midair next to it's side, and moves along with it.
  293. - Foster ???
  294. - Enable ???
  295. - Entertain ???
  296. - Deprivation ???
  297. - Collection ???
  298.  
  299. Other Info:
  300. - Acquired from an M Company Sponsorship.
  301.  
  302. Story: ???
  303. Epiphany: ???
  304. INSIGHT Hint: ???
  305. ===================================
  306. Current Employee Roster and Stats:
  307. Moved to pastebin . com / 10TKr6ET
  308. ================================================
  309. Equipment, Epiphanies, Edibles, and Other Items
  310. >Fire Ax (Mundane Tool, Melee, +4 VIOLENCE, unassigned)
  311. >Trinity Smith (Smith Firearm, Ranged, ???, Employee E)
  312. >MBF Model 127 (Biological Weapon, Ranged, ???, Employee G2)
  313. >Stun Baton (Mundane Weapon, Melee, ???, Employees G3 and G4)
  314. >A lot of 9mm pistols (Mundane Weapons, Ranged, +1 COOL, To be distributed)
  315.  
  316. >Ribbon Rebar (Mundane Weapon, Melee, +1 VIOLENCE, Overseer)
  317. >Busted Riot Stick (Mundane Weapon, Melee, +1 Violence, Overseer)
  318.  
  319. >M.A.D World (Gear-type EPIPHANY; +1 to all VIOLENCE rolls, -1 to all COOL rolls, ???; unassigned)
  320. >IRON IMAGO (Gear-type Epiphany, ???, ???, unassigned)
  321. >??? (???, ???, ???, assigned to In Limbo)
  322.  
  323. >Assorted construction and cleaning tools (such as crowbars, welders, toolboxes, mops)
  324. >Scrap metal and duct tape
  325. >One bucket of blood and raw guts
  326. >Two buckets of pipe blood
  327. >Two buckets of "static-filled" blood
  328. >Bag of Bow Wow dog food and animal byproduct mix
  329. >Weights for exercise
  330. >Bateman music tapes (Top Hits of the 80s!)
  331. >Cockroach plushie (For Casey.)
  332.  
  333. >TWO OF BATONS, active, cleaning second floor
  334. >Inactive robot wreckage, unknown model, stored within first floor
  335.  
  336. >MC-Ultra Bar. "MILK CHOCOLATE ULTRA - The Candy Bar That (((YOU))) Love™ - Now with peanuts!" Greatly improves morale of one employee. Subliminally delicious. (Produced by C-Company.)
  337. >Lucky Strike brand cigarette. Maximizes employee COOL and prevents further COOL loss for the duration of one Incident. May have more volatile effects. Extremely prized as a combat stimulant and as a statement. (Produced by C-Company.)
  338. >Probable Firebomb. Sloshing with a clear fluid, stoppered with rags. Light the top and bombs away!
  339.  
  340. ============================
  341. Setting Name - ALPHABET SOUP
  342.  
  343. tl;dr Lobotomy Corporation based on SS13's depiction of an entirely fictional country called the United States of America.
  344.  
  345. Recommended Reading:
  346. F.E.E.D (Quest)
  347. Monster Facility (Quest)
  348. Help, Wanted (Fan Quest). God bless you, OverseerQM.
  349.  
  350. Trivia (Pending):
  351. - Heights: Ho-Jun < Isidora < LottaKredit = Moni = Jun = Occupied! < Nathan = notShermie (Francine) < Drone G-ang < Gerald = P = George the Gorge < (notTany)A < Ben = Ed = Oswald < Casey < EL FINAL FLASH (FORMA DE JOBBER) << Officer Vladimir = Actual Spider but a Cop << BIG MAN THIRTEEN
  352.  
  353. Send complaints here: porcineporcine2 @ gmail
  354. Your fanfics go here: Google docs / d / 1iZHxQnvQIqnI2-dxMSEAa4aV2yitxjCn0nf5tO0fZGM / edit ? usp = sharing (fck u googol)
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