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- General information
- Bonding - Equivalent to Attachment. This work entails attempting to satisfy the social needs and desires of an anomaly and to encourage a relationship.
- Nurture - Equivalent to Instinct. This work entails attempting to satisfy the physiological needs of an anomaly. Food, water, physical affection, etc. Without any further instruction, this will default to attempting to feed the anomaly (biological) or cleaning it directly (mechanical)
- Appease - Equivalent to Insight. This work entails attempting to improve the living conditions of an anomaly. This can include altering their containment cell to appease their desires (like a child-like anomaly's cell being painted bright colors, for instance). Without further instruction, this will default to cleaning up the anomaly's cell.
- Subdue - Equivalent to Repression. This work entails repressing the desires and emotions of anomaly in order to prevent further harm or using violence on the anomaly. Without further instruction, this work will involve mental or physical abuse on the anomaly.
- Observe - This work entails analyzing and studying an anomaly to see how it reacts to new stimuli that doesn't fall underneath any of the other works, such as noise or human/android/etc presence. Without further instruction, the employee will focus on writing down notes on the anomaly.
- Extraction - The employee will attempt to extract byproducts and other materials from the selected anomaly. Some anomalies may not be willing to have someone so close to their personal space, however.
- Anomaly Work Orders - Sometimes, an anomaly will have a unique work order specifically tailored to it. (Entering a brawl with RBA, signing a contract with a legal-based anomaly, etc etc). These will typically work off different stats than regular work orders. You'll unlock them if the anomaly has one after a certain amount of works.
- - More interactions can be added.
- - Note that certain work categories may play out differently depending on the anomaly. Nurture may be feeding an anomaly your thoughts, comforting someone over the phone, or letting it touch and grope you, for some examples.
- - Employees should be given specific instructions during interactions. For example, telling Employee A to tell an anomaly that it doesn't deserve to eat fish while Subduing.
- - Employees can be given tools and equipment to use during interactions. For example, telling Employee A to use rotten meat for the Subdue work.
- - Keep testing. Patience is the queen of research. -HeartQM
- - Anomalies may have unique interactions when exposed to other anomalies, especially if they work off similar themes or viewpoints.
- For more specialized information, such as inventory, facility upgrades, anomaly information and employee traits, they are in pastebins you can access by clicking my username.
- ===========
- General rules
- -You can work on multiple anomalies at any given time. Whether you want to work on one or 24 of them, as long as you have an employee to work on them.
- -Multiple works on a single anomaly can not be done in a singular hour. For instance, you can't Observe then Appease an anomaly in a single hour.
- -Multiple employees can work on a single anomaly. This may cause anomalies to react negatively, however, and is generally riskier. Some anomalies may like the extra attention.
- -When an employee is assigned to an anomaly, that is the only anomaly they can work on. One employee can not work on multiple anomalies.
- -The maximum work shift of any given shift is 24 hours. Some employees may only be awake and active at certain times, though some are available 24/7. After 24 hours have passed, the shift will automatically end, regardless of your current progress.
- -The Administrator can leave their office at any time if so desired.
- -If the votes given out by the players contradict each other and has no clear majority, the QM will roll a dice.
- -More rules will be added as they are revealed or when clarification is needed.
- ===========
- Stamina, Willpower, and Morale
- -The amount of physical or mental damage you can take before cracking is measured by your Stamina and Willpower.
- -At default, an employee will be able to take three hits of physical or mental damage before dying or having a full on mental breakdown
- -Mental and Physical Protection will reduce the damage taken by attacks.
- -Human employees slowly regain Stamina and Willpower through resting. Androids will (usually) only heal if directly repaired.
- -Certain upgrades will help track how much damage anomalies will inflict on your employees.
- -Heavily injured (low Stamina) or traumatized (low Willpower) will perform worse during work orders than a non-injured employee.
- -Morale is an important thing to keep. Employees with lower morale will typically not bother listening to your orders.
- -An employee may act out if put under too much pressure and their morale goes too low, depending on their associated Risk
- -Panic Risk will lead to the employee freaking out and drawing a lot of attention you do not want.
- -Anger Risk will lead to the employee beating the shit out of anyone who steps in their way.
- -Will to Live, if negative, will lead to the employee willingly throwing themselves into danger or attempt to commit suicide.
- -They are other risks you'll have to figure out for yourself.
- FORCE
- -Sometimes, a situation can only end up in violence. In cases like this, FORCE shall be used.
- -Whenever combat is entered, the employee(s) in question will roll a certain amount of dice. The default is 3 for normal employees and 4 for ETF. This may change depending on + or -s to FORCE
- -Normal employees roll 3d4, ETF/Rangers/People with Combat Training, roll 4d6. The value and number may be affected by weapons or traits.
- -For normal employees, 4s are considered successes. For Combat Trained, 4 and above is considered a success.
- PRESENCE
- -The amount of raw intimidation that radiates from you. Those with high presence are respected by both anomalies and fellow employees alike.
- -Having low presence makes you a non-threat in the eyes of employees and anomalies. This may be a good or a bad thing depending on the anomaly.
- -Invaders will typically avoid a floor staffed with high Presence employees.
- ===========
- Catalogs
- -At the end of each day, you will be able to use any excess A-Energy or C-Extract to purchase facility upgrades, new employees, and other generally useful items.
- -Items available are liable to change on a whim, both in availability and price.
- -Current Catalogs Available - P-Company Internal Supply, DlY SPCIL!!!, A Friend's Help, Lights, Camera, Action!, FOR THE GREATER GOOD, Ice, Ice Baby, JUDGEMENT OF THE WICKED, d/p-company mutual relationship catalog, Musical Madness Monthly, Prepare for Anything!, Annual Quota Monthly
- -Catalogs unlocked are not permanent until a certain amount of goodwill has been gained with the company. Some exceptions may exist.
- COMPANIES AND FAVOR
- -Depending on how well liked you are by a company, you may be treated to better catalogs (or gaining permanent access to one) along with special privileges from that company.
- -Inversely, getting on a company's downside may lead to certain services being denied and overall being treated poorly.
- -Earning favor, along with the catalogs, is usually gained by completing sponsorships. However, other actions may also result in gaining or losing favor (constantly buying androids may lead to positive relations with E-Company, for instance)
- -Companies aren't the only ones who's favor you must keep in the balance of. Powerful independent parties may also be willing to give you a hand. Most will be far less restrained than regular companies.
- ======================
- LIST OF COMPANIES AND OTHER PARTIES
- -A simple list of companies or third parties and their associated products that you currently know about.
- -A list of your favor will them will also been shown.
- A-Company - "Lights! Cameras! Action!"
- Known Products - TVs, presumably filming equipment and actors. Otherwise unknown.
- Favor level: 1
- B-Company - "Deny. Restrict. Control."
- Known Products - ??? aside from tracker implants. Helped create the "Warden".
- Favor Level: -1
- C-Company - "Consume, consume, consume until you can't feel the emptiness!"
- Known Products: Clothing and art. Potentially more?
- Favor Level: 1
- D-Company - "We die in the darkness so you may live in the light."
- Known Products: REFINEMENT and AI parts, trained in replacing employees. Known to be a facility with a high liquidation rate.
- Favor Level: 1
- E-Company - "We have the device just for you!"
- Known Products: Electronics, androids, Facility AIs. Has upgrades for your REFINEMENT machine.
- Favor Level: +1
- F-Company - "Eat a heart, eat a liver, we will never fail to deliver."
- Known Products: All sorts of cooking supplies, meat, extraction related services, equipment to cook food, anything food related basically
- Favor Level: +1
- H-Company - "The fires in our hearts burn! Faster, faster, burn!"
- Known Products: Cigars and heating equipment/fuel, molotov cocktails, chips meant to overclock machines, anomalous fire-related stuff, and a Incinerator.
- Favor Level: +1
- I-Company - "???"
- Known Products: Cryogenics, ice cream, seemingly anything cold.
- Favor Level: 0
- J-Company - ???
- Known Products: Deals with D-Class and is involved with EXECUTIONER robots. Potentially police? Helped create the "Warden".
- Favor Level: +1
- K-Company - "Pi! Rho! Epsilon! Pi! Alpha! Rho! Epsilon!"
- Known products: Protective equipment, Cell Reinforcement, various types of gases.
- Favor Level: 1
- L-Company - "Forget the Past, Accept the Present, Await the Future."
- Known products: Night vision goggles, infrared cameras, anything that seems to improve vison. Might sell vision and light-based products in general?
- Favor Level: 0
- M-Company - "The songs in our hearts will bring joy to the world."
- Known products: Music.
- Favor Level: 1
- N-Company - "May we please the Father and the parted souls so they shall not wish for vengeance"
- Known products: Religious artifacts and objects, trained scholars.
- Favor Level: +2
- O-Company - "Remember the good old days? O-Company remembers."
- Known products: Coffee and an old pendant. Old timey, seems to dislike modern tech?
- Favor Level: 1
- P-Company - "Face the Fear, Build the Future"
- Known products: A-Energy and C-Extract
- Favor Level: N/A, it's you.
- Q-Company - "Quotas must be met. Demands must be fed. You must produce."
- Known products: Drones, modifications to your REFINEMENT machine, extended ways to spend C-Extract, ways to improve Drones.
- Favor Level: 2
- R-Company - "Rangers are here at your service, to secure. To contain. To protect."
- Known products: Rangers, revolvers, combat training services, combat implants, history related materials? Seem to contain anomalies as well.
- Favor Level: 2
- S-Company - "Space is all that matters. For without it, we would not be able to exist."
- Known products: Unknown, aside from being involved with constructing containment cells.
- Favor Level: 0
- U-Company - "Using the Abnormal to advance the world for the better."
- Known products: PARADIGMS, the DETECTIVE model, items and equipment based on other PARADIGMS, and the lending out of PARADIGMs. Also offers to help out in research.
- Favor Level: +1
- X-Company - “We serve the people who deserve to be protected. At ease.”
- Known products: An on-call death squad. Firearms, weapons, trained combat units. Helped create the "Warden".
- Favor Level: +1
- W-Company - "We wish for the subjugation of all that is foul and abnormal."
- Known products: Unknown. Seems to enjoy anomalies suffering for whatever reason?
- Favor Level: 0
- Z-Company - "We can treat even the worst patients!"
- Known products: Surgical equipment and drugs.
- Favor Level: 1
- Mr. Churchland - "Simply looking for a better place."
- Known products: Handfuls of random stuff he has available. Himself.
- Favor Level: 2
- P-Corp Facility Mu-7 - "Dunno why I have to add in a slogan, seems like a waste."
- Known products: Seems to have medkits and ammo at least. Unknown beyond that.
- Favor Level: 0
- Some more detailed information about the companies, that you know of right now.
- A-Corp: Highly focused on entertainment and films, doesn't seem that important despite having the first letter of the alphabet. Has a violent and sadistic streak to what kind of entertainment it likes.
- B-Corp: Always watching, always here. You know Big Brother? Yeah. From what you can gleam, probably the biggest shot when it comes to Companies in the city. Has knowledge on almost anything that CAN be known. Best to play nice with them.
- C-Corp: A company mostly made of Harvesters and Heartrippers, from what you could gleam. Focuses on extracts and creating stuff from and outta anomalies, such as clothes and other equipment. Probably one of the least worrying companies to deal with
- D-Corp: An anomaly containment company that seems to be doing pretty poorly lately, with high deaths and unstable energy production. One of the more pleasant companies simply because of how weak they are in the grand scheme.
- E-Corp: If it involves machines, they probably know a thing or two about it. Otherwise, not much is known.
- F-Corp: Food and flesh. Not much else is known, but you're gonna guess it has another F that it probably delves into.
- G-Corp: ???. Gamma-Corp has been mentioned around [REDACTED]. Potentially related? Unknown otherwise.
- H-Corp: Flames. That's all you know, seems to be a direct rival of I-Corp. Also has something to do with dealing with speed.
- I-Corp: Ice, cryogenics, and snow. Seems to be a direct rival of H-Corp. May be connected to the freezing state of the City?
- J-Corp: As far as you know, they're law enforcement. The main producers or storage company of D-Class. Uncertain how impartial their justice is. Contains the most dangerous anomalies that can be contained.
- K-Corp: Focuses a lot of safety and nitpicks other places for their safety. Probably the only reason you even have containment cells.
- L-Corp: Seems to focus on things involving light and vision. You feel like this place is familiar but otherwise nothing comes to mind.
- M-Corp: Music. Seems to have a very hippie set of sensibilities with what they produce and talk. Pretty chill, mind melting music notwithstanding.
- N-Corp: Religious zealots. Highly focused on rules, obedience, and faith. Has told you to do many things for their sponsorships and seems to be in good favor with you. If a company is gonna help you, they're probably the one who care sabout you.
- O-Corp: Old fashioned people, otherwise nothing comes to mind. Seems weird to focus on being retro when robots are around.
- P-Corp: The company you work for. Focused on the Production of anomaly energy and power and the refinement of C-Extract. You're basically at the whims of them.
- Q-Corp: If someone asked you what they expect out of a "Company", Q-Corp is probably the barest basic version of one. Only cares about C-Extract and creating products. Staffed mostly by Drones, faceless and obedient humanoid creatures. Seems to tolerate you.
- R-Corp: Yeehaw cowboys. Smug bastards who think they can just kill you with revolvers and dynamite. Has a certain set of honor and morals installed into their employees. Also good performers. Cowboys are only their recent theme, other historic timeframes have been noted.
- S-Corp: Really does seem to just be a construction company. Might be the opposite to T-Company?
- T-Corp: Time related? Uncertain otherwise.
- U-Corp: Focuses on the study of Anomalies and Paradigms. The nerd company of the City, essentially. Doesn't really seem to care about much else, though you assume they have a shit ton of knowledge on Anomalies and/or PARADIGMS.
- V-Corp: ???
- W-Corp: Absolutely fucking loathe anomalies since they deem them an impurity against the "City's Will". Produces anti-anomaly resources, probably how R-Company got their anti-anomaly bullets.
- X-Corp: Militaristic company. Probably the company who protects the City from outside forces considering what you've seen of them. Highly trained, highly dangerous, WOULD fucking kill you if they invaded. They aren't restricting themselves to cowboy era weapons. Have been noted to "hunt people down".
- Y-Corp: ???
- Z-Corp: The medical company. Aside from asking you to do drug tests, they seem pretty apathetic towards you. You got some nice equipment from them, though!
- ================
- Anomalous Extraction
- -Fulfilling a certain set of actions will allow for the manifestation of the core reason of existence for an anomaly. The platonic ideal of what it stands for. the PARADIGM an anomaly has.
- -Certain flavor text may be found during work orders in the form of italicized text. Keep an eye out on them, they may lead you in the right direction.
- -This may entail certain conditions or special interactions with it.
- -ANOMALOUS INSIGHT will typically appear after at least five works of an anomaly have been concluded and/or sufficient understanding in the right direction has been obtained.
- -Depending on the anomaly, a more direct vision may be granted if you're getting closer.
- -The amount of items you may be able to extract will change from anomaly to anomaly. Always stay on your toes. Some will be mutually exclusive.
- -You may be able to extract previously unobtainable PARADIGMs through certain departments or anomalies.
- -Extracting a PARADIGM may decommission an anomaly, change it, or simply do nothing to the anomaly in question. It's a case by case basis.
- -PARADIGMS may come in many forms. Not all of them are equipment.
- -Not all hints are strictly literal. Some may have metaphorical conations.
- ================
- REFINEMENT Rules
- -No direct observation of the interior of the room it takes place in can be done. Employees may be mentally or physically scarred after the REFINEMENT starts.
- -It takes 3 A-Energy to produce 1 C-Extract over the course of six hours, which will be finished if you end the day.
- -REFINEMENT is necessary to reach your QUOTA. Failing to reach your QUOTA will have dire consequences.
- REFINEMENT UPGRADES
- Listed in the INVENTORY and FACILITY UPGRADES pastebin.
- =============
- Facility Rooms
- FLOOR 1 - Containment Cell A (A Hope for a Brighter Future), B (Fortune for a Price), C (Little Miss Sunshine), D (Chattering Lack of Common Sense), E (Empty), and F (Sunset at the Pyramids), Employee Break Room, Dorms (can hold up to 20 people) Medbay, Storage Room, Elevator, and ADMINISTRATOR OFFICE.
- FLOOR 2 - Containment Cell G (Star of the Century), Security Department (mostly a framework. Two spots for rooms available), SECURITY DEPARTMENT OFFICE, Disposable Containment/Dorms, Elevator, Armory, Training Room, and regular Dorms (can hold 10-12 people)
- FLOOR 3 - Containment Cell H (Til the Last Shot), Containment Cell I (Fire on the Velvet Horizon, contains Cryogenetic Flood), Accounting Department (four spots for rooms available), Accounting Department Office, Dorms (can hold 10-12 people), Offices (One for Felix, Andy, Kate, and ??? [presumably Gary?]), Power Box
- Employee Genders (in case it becomes important)
- A, B, B2, D, F, G, G2, H, J, N, O2, P, Q(?), R2, S2, U, V, Y, Z - Male
- A2, C, E, I, K, L, M, O, Q2, R, S, T(?), W, X- Female
- Alpha, Beta, Gamma, Delta, Epsilon, Rho, Chi - Male
- Null, Sigma, Tau - Female
- Ranger Zero - Female
- D-C45P, D-H3427, D-1023A, D-9UM1, D-C453Y, D-5UH4, D-124N474, D-4C3, D-10V311 - Female
- D-K0T4, D-W01FY, D-5F33D, Kor, D-D3X732, D-D4N131, D-W23N, D-4U9U57US, D-93029Y - Male
- Rough age chat
- A few weeks to a few years. Inhumanly quick development, built in a workshop, or an actual animal: Androids and Drones, A2, R, R2
- 18: A
- Early to mid 20s: Alpha, Gamma, D, I, L, S, V, D-C45P, D-C453Y, D-5UH4, D-4C3, D-10V311, D-D3X732, D-W01FY, D-W23N
- Late 20s: Zero, C, H, K, D-D4N131, D-I12N474, D-1023A, D-H3247, D-5F33D, Kor
- Early to mid 30s: Delta, F, H, J, M, Sigma
- Late 30s: B2, Epsilon
- Early to mid 40s: Administrator, Beta, B, G2, U, Tau
- Late 40s: N, D-93029Y, D-K0T4, D-9UM1
- Late 50s, early 60s: Mr. Salt,
- Late 60s, early 70s: Null, G, D-4U9U57US, Mr. Miller, Mr. Churchland, Chi
- Silly (rough) height chart as well
- Red Blooded American (12'11) > Reminder of a Horrid Era > A Hope for a Brighter Future > ETF-Delta > Administrator (at least 7'0") > Q2 > Ranger Zero = Star of the Century > D-K0T0 > D-C45P (6'2") = ETF-Null > J > M = Q = T (6'0") > ETF-Alpha = S > Art of Flesh > E > L (5'7") > A > C = F > I > O (smol. 4'8") > R
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