OverseerQM

Employee Listing

Nov 12th, 2021 (edited)
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  1. Employee Listing
  2. -Information about the bonuses and maluses: A positive to a work type will generally result in more positive outcomes when using that work type. Someone with Appease+ will naturally be better at Appease work.
  3. -A positive and negative in the same category will neutralize each other.
  4. -Traits will be revealed typically when working on an anomaly or when they have been affected by one. They can be revealed in a variety of ways, however.
  5. -Employees may gain new traits over the course of their career.
  6. -The Administrator may have unique interactions with anomalies. Do beware that if the Administrator dies, the quest ends. Additionally, security may be lessened.
  7. -How the Administrator's traits affect him will slowly be revealed over the course of the story.
  8.  
  9. Quick stat rundown
  10. Appease/Extraction/Subdue/Nurture/Bond/Observe+: They're naturally better at the work order in question. 2+ and above usually means they're skilled in it.
  11. Appease/Extraction/Subdue/Nurture/Bond/Observe-: They're naturally worse at the work order in question. 2- and below usually means they're awful at it excluding other stats (like Presence impressing an anomaly during Bonding work)
  12. Stamina+/-: How much pain can you take? Default amount is 3. A shotgun to the gut will usually disable most people unless they have extraordinary high STA. Can be permanently improved by the Training Room but this takes a while, and it'll get harder for each point earnt. Your endurance can only improve so much.
  13. Willpower: How much mental tomfuckery can you hand? Same as Stamina but with mental damage. Default amount is 3. Harder to train but certain items, implants, or specific anomalies may be able to boost it.
  14. Force: How much damage can the employee do? How strong are they? Default is 3d4 for regular employees, 4d6 for combat trained employees (i.e ETF, Rangers, you). 4 is a success on a d4, 4 and above is a success on a d6. Can be permanently improved by the Training Room but this takes a while. The more you train, the harder it'll be to get stronger.
  15. Energy Collection: How good are they at collecting energy? For each +, assume they can roughly gain 1 extra energy per stack. For each -, assume they can roughly gain 1 less energy per stack
  16. Presence: How respected are you? How much do people fear you? Some anomalies will like lower presence, some will like higher presence. High presence will repel Invaders as well.
  17. Mental/Physical Protection: How much damage can you avoid/resist before it starts to hurt you? + usually means you can dodge/tank more (Phys) or ignore hazardous thoughts (Mental). - means you're either careless (Phys) or are easily influenced (Mental)
  18. Panic Risk: How likely they are to enter a panicked state when pushed too hard. Panicked employees will run around and freak the shit out of other employees. Potential despair spirals are possible.
  19. Anger Risk: How likely they are to enter a state of pure fury when pushed too hard. Enraged employees will tend to beat the shit out of other employees until subdued.
  20. Will to Live: How much they can take until the void calls for them. Those with low WtL will tend to consider suicide when the situation goes FUBAR, either by eating a bullet or fighting something they know they can't beat.
  21.  
  22.  
  23. Table of Contents for employee occupations and subspecies/races
  24. OCCUPATIONS:
  25. ETF Agents - Naturally trained in combat, are overall more skilled than regular employees, are tasked to extract anomalies for you. Due to this, they sometimes may not return until they finish their extraction work.
  26. Rangers - Combat focused employees. Literal cowboys. Will probably be able to shoot a hole through your chest with ease. Are rare and hard to get.
  27. Disposables - Prisoners. Typically unskilled at work orders and have a tendency to rebel or fight. Typically have no qualms doing horrible things. Are usually very cheap.
  28. Regular Employees - Joes, Janes, etc. The baseline. Nothing incredibly special about them.
  29. Scrappers: The City's answer to hobos. Very good at analyzing scrap and repairing machines. Otherwise similar to average joe employees.
  30. SUBSPECIES/NON-HUMANS
  31. Drones - Faceless corporate meat suits. Unnerving to most employees and are typically not the best at work orders. Highly efficient at collecting energy. They seemingly don't bleed, eat, sleep, or even breathe.
  32. Dog - Dog. Adorable. Lovable. Is a dog, with all of the upsides and downsides that come with it. Do you expect one to be able to hold a pencil?
  33. Harvesters/Heartrippers: Sharp teethed employees that hold an impressive hunger. While similar to baseline humans, they tend to have more expertise with medicine, anatomy, harvesting, and physical violence. Heartrippers seem to be very similar to Harvesters but focus on textiles and other clothes, similar to silk worms? They bleed black blood.
  34. Androids - Robotic husks made in a workshop. Immune to certain types of damage (they don't need air, they can't get sick, etc) but are worse at most work orders. Will be able to work regardless of how injured, demotivated, or traumatized they are. Can be upgraded with cybernetics or replacement parts but can't, say, get stronk by Training at a gym.
  35.  
  36. UNKNOWN
  37. Gravediggers: Mentioned by Employee P once, seemingly involved with death in some way. Otherwise no real information can be gleamed.
  38.  
  39. STATS CONDENSED (if you just wanna see the raw numbers)
  40. All employees have been Training in the background. For sake of clarity and to avoid (wait how does he have 6 when he only has two +STA traits), here's what stats got improved
  41. Alpha, Beta, Gamma, Ranger Zero, Cluwne/B2, Felix, Jack, Kate, Hirose, Nicholas, Lily, Seneca: All
  42. Bill, Uriel, Grant, Isabelle, Monifa, Q, Talon, Dustin, :Stamina only
  43. Agent K, Vincent, Delta, Kor :Force only
  44.  
  45.  
  46. Administrator
  47. STA: 2
  48. WP: 6
  49. FOR: 3d6
  50. Presence: Neutral
  51. Mental Protection: Special (Due to your nature as an Administrator, you are hardwired to resist anomalous mental effects. It's hard to quantify it in "stat" form)
  52. Physical Protection: Baseline (+2 if protecting an employee)
  53. Bond: ++
  54. Nurture: +
  55. Appease: +
  56. Subdue: ++
  57. Observe: +
  58. Extraction: +
  59. Anger Risk: + (Hopeless Wreck)
  60. Panic Risk/Will to Live: Baseline
  61. Energy Collection: +1 Energy Collected
  62. Special: Has a heightened sense of awareness (true or false) on any possible danger, has unique (for good or ill) interactions when working with ETF agents, probably has some enemies out there due to certain beliefs you had!
  63. MARTIAL ARTS:
  64. Force of Will (Can be activated once per day. You can ignore a source of stamina damage taken in exchange for willpower damage)
  65. Twisted Stance (+3 FORCE dice, first critical dice rolled each turn is 2 successes, deals STA damage to yourself to activate and requires a lot of rest to reuse again. Can only have one stance active at a time.)
  66. Minor Iris. (DC: 16, bo3. On a success, you may reroll every FORCE dice you rolled that was a failure [3 and under for you]. Melee range, Cooldown of one combat round.)
  67. Flying Axe Kick (Melee range, DC 13 bo2. On a success, grants you three +1s you can use in any configuration. Cooldown of one combat round.)
  68.  
  69. Mr. Churchland
  70. STA: 3
  71. WP: 3
  72. FOR: ???
  73. Presence: 0
  74. Mental and Physical Protection: Baseline
  75. Bond: +
  76. Nurture: +
  77. Appease: 0
  78. Subdue: 0
  79. Observe: 0
  80. Extraction: 0
  81. Anger/Panic Risk/Will to Live: Baseline
  82. Energy Collection: -1 Energy collected
  83. Special: Not in your facility but can be hired for a day at a time. Might have unique or rare traits?
  84.  
  85. Alpha (Out in the field)
  86. STA: 4
  87. WP: 4
  88. FOR: 5d6
  89. Presence: Rookie/-1
  90. Mental Protection: Baseline
  91. Physical Protection: Weak/-1
  92. Bond: ++
  93. Nurture: ++
  94. Appease: ++
  95. Subdue: 0
  96. Observe: +
  97. Extraction: 0
  98. Anger/Panic Risk/Will to Live: Baseline
  99. Energy Collection: +1 Energy collected
  100. Special: Better interaction results with Inanimate or Robotic anomalies (functionally All Interaction Results+ to them)
  101.  
  102. Beta (Out in the field.)
  103. STA: 4
  104. WP: 3
  105. FOR: 5d6
  106. Presence: Neutral/0
  107. Mental Protection: Baseline
  108. Physical Protection: Agile/+1
  109. Bond: +
  110. Nurture: +
  111. Appease: ++
  112. Subdue: +
  113. Observe: ++
  114. Extraction: 0
  115. Anger/Panic Risk/Will to Live: Neutral
  116. Energy Collection: +1 Energy Gained
  117.  
  118. Gamma (Out in the Field)
  119. STA: 5
  120. WP: 5
  121. FOR: 6d6
  122. Presence: Respected/+1
  123. Mental and Physical Protection: Focused/+1
  124. Bond: +++
  125. Nurture: ++
  126. Appease: +
  127. Subdue: +
  128. Observe: +
  129. Extraction: +
  130. Anger/Panic Risk/Will to Live: Neutral
  131. Energy Collection: Neutral
  132. Special: Starts at Confident instead of Neutral morale.
  133.  
  134. Delta [Security Department Member] (Out in the Field)
  135. STA: 6
  136. WP: 3
  137. FOR: 7d6
  138. Presence: Horrifying/+3
  139. Mental and Physical Protection: Neutral
  140. Bond: --
  141. Nurture: -
  142. Appease: 0
  143. Subdue: +++
  144. Observe: 0
  145. Extraction: 0
  146. Anger/Panic Risk/Will to Live: Neutral
  147. Energy Collection: Neutral
  148. Special: Morales increases when he takes or deals damage, though it's harder to lower or raise his morale, has minor regeneration when not in critical condition
  149.  
  150. Null (Out in the Field)
  151. STA: 4
  152. WP: 4
  153. FOR: 4d6
  154. Presence: Neutral
  155. Mental Protection: Calm/+1
  156. Physical Protection: Neutral
  157. Bond: ++
  158. Nurture: +
  159. Appease: +
  160. Subdue: 0
  161. Observe: 0
  162. Extraction: -
  163. Anger/Panic Risk/Will to Live: Neutral
  164. Energy Collection: Neutral
  165.  
  166. Epsilon (Out in the field.)
  167. STA: 5
  168. WP: 3
  169. FOR: 6d6
  170. Presence: Neutral
  171. Mental Protection: Neutral
  172. Physical Protection: Neutral
  173. Bond: -
  174. Nurture: -
  175. Appease: -
  176. Subdue: ++
  177. Observe: -
  178. Extraction: -
  179. Anger/Panic Risk/Will to Live: Neutral
  180. Energy Collection: Neutral
  181.  
  182. Chi (Out in the field.)
  183. STA: 4
  184. WP: 5
  185. FOR: 7d6
  186. Presence: Neutral
  187. Mental Protection: Calm/+1
  188. Physical Protection: Neutral
  189. Bond: 0
  190. Nurture: 0
  191. Appease: 0
  192. Subdue: 0
  193. Observe: 0
  194. Extraction: 0
  195. Anger/Will to Live: Neutral
  196. Panic Risk: Stone Cold (-3)
  197. Energy Collection: Neutral
  198. Special: Morale hardly raises or lowers. No need to worry about freakouts.
  199.  
  200. Rho (Out in the field.)
  201. STA: 3
  202. WP: 3
  203. FOR: 5d6
  204. Presence: Neutral
  205. Mental Protection: Neutral
  206. Physical Protection: Neutral
  207. Bond: ++
  208. Nurture: +
  209. Appease: +
  210. Subdue: +
  211. Observe: 0
  212. Extraction: 0
  213. Anger/Panic Risk/Will to Live: Neutral
  214. Energy Collection: Neutral
  215. Special: Recovers morale far quickly than most employees.
  216.  
  217. Tau (Out in the field.)
  218. STA: 3
  219. WP: 3
  220. FOR: 4d6
  221. Presence: Neutral
  222. Mental Protection: Neutral
  223. Physical Protection: Neutral
  224. Bond: 0
  225. Nurture: 0
  226. Appease: ++
  227. Subdue: --
  228. Observe: 0
  229. Extraction: 0
  230. Anger: Doesn't Care (-2)
  231. Will to Live: Life's fine (+1)
  232. Energy Collection: Neutral
  233. Special: Knows the ins and out of containment cells. Can majorly repair or lightly upgrade one once per day, can do regular repairs whenever.
  234.  
  235. Sigma (Out in the field.)
  236. STA: 4
  237. WP: 4
  238. FOR: 6d6
  239. Presence: Neutral
  240. Mental and Physical Protection: Neutral
  241. Bond: +
  242. Nurture: 0
  243. Appease: 0
  244. Subdue: 0
  245. Observe: 0
  246. Extraction: 0
  247. Anger/Panic Risk/Will to Live: Neutral
  248. Energy Collection: Neutral
  249. Special: Morale starts off at "Grateful", several levels higher than Neutral
  250.  
  251. Ranger Zero
  252. STA: 6
  253. WP: 4
  254. FOR: 7d6
  255. Presence: Respected/+2
  256. Mental Protection and Physical Protection: Neutral
  257. Bond: +
  258. Nurture: 0
  259. Appease: -
  260. Subdue: +++
  261. Observe: -
  262. Extraction: 0
  263. Anger/Panic Risk/Will to Live: Neutral
  264. Energy Collection: Neutral
  265. Special: Has knowledge on firearms and warfare, can handle heat and other desert conditions better than other employees
  266.  
  267. Agent K (Out in the field.)
  268. STA: 5
  269. WP: 4
  270. FOR: 5d6
  271. Presence: +2
  272. Mental and Physical Protection: Neutral
  273. Bond: +
  274. Nurture: +
  275. Appease: -
  276. Subdue: ++
  277. Observe: --
  278. Extraction: 0
  279. Anger/Panic Risk/Will to Live: Neutral
  280. Energy Collection: Neutral
  281. Special: From another world. May have unique abilities that other employees may not have. Has innate understanding of weapon based PARADIGMS and their copies
  282.  
  283. Arthur
  284. STA: 5
  285. WP: 4
  286. FOR: 5d6
  287. Presence: Noteworthy/+1
  288. Mental Protection: Neutral
  289. Physical Protection: -1
  290. Bond: +
  291. Nurture: +
  292. Appease: +
  293. Subdue: +
  294. Observe: +++
  295. Extraction: +
  296. Anger Risk/Panic Risk/Will to Live: Neutral
  297. Energy Collection: +1 Energy collected
  298. Special: Has some minor healing abilities after Reminder got decomm'd, Some anomalous effects, good and bad, may be weakened or ignored by this employee)
  299.  
  300. Adama
  301. STA: 4
  302. WP: 3
  303. FOR: 3d4
  304. Presence: Neutral/+0
  305. Mental Protection: Neutral
  306. Physical Protection: +1
  307. Bond: -
  308. Nurture: ++
  309. Appease: 0
  310. Subdue: 0
  311. Observe: +
  312. Extraction: +
  313. Anger/Panic Risk/Will to Live: Neutral
  314. Energy Collection: +1 Energy Collected
  315.  
  316. Bill Smith
  317. STA: 4
  318. WP: 3
  319. FOR: 4d4
  320. Presence: +0
  321. Mental Protection: Neutral
  322. Physical Protection: +1
  323. Bond: 0
  324. Nurture: +
  325. Appease: ++
  326. Subdue: +
  327. Observe: 0
  328. Extraction: +
  329. Anger/Panic Risk/Will to Live: Neutral
  330. Energy Collection: -1 Energy Collected
  331. Special: Knowledge on machinery and repairs
  332.  
  333. CLUWNE
  334. STA: 5
  335. WP: 4
  336. FOR: 6d6 (wait how?)
  337. Presence: FEARED/+3
  338. Mental and Physical Protection: +0
  339. Bond: +
  340. Nurture: +
  341. Appease: +
  342. Subdue: ++
  343. Observe: +
  344. Extraction: +
  345. Anger/Panic Risk/Will to Live: Chill as Clown Meat (-2 Panic Risk), normal otherwise.
  346. Energy Collection: +1 Energy Collected
  347. Special: Lower maximum morale, but takes far less morale damage from pain or mental anguish, has a LOT of enemies.
  348.  
  349. Celanine Morozov
  350. STA: 4 (Cybernetic Arm negates Crippled unless removed or damaged)
  351. WP: 3
  352. FOR: 3d4
  353. Presence: Meek/-1
  354. Mental and Physical Protection: +0
  355. Bond: + (- with mechanical anomalies)
  356. Nurture: +
  357. Appease: 0
  358. Subdue: 0 (+ with mechanical anomalies)
  359. Observe: 0 (- with mechanical anomalies)
  360. Extraction: 0
  361. Anger Risk/Will to Live: Neutral
  362. Panic Risk: +1
  363.  
  364. Dustin (Gone for a sponsorship, will be back in a while.)
  365. STA: 4
  366. WP: 3
  367. FOR: 3d4
  368. Presence: +0
  369. Mental and Physical Protection: +0
  370. Bond: -
  371. Nurture: +
  372. Appease: ++
  373. Subdue: +
  374. Observe: +
  375. Extraction: 0
  376. Anger/Panic Risk/Will to Live: Neutral
  377. Energy Collection: Neutral
  378. Special: Knowledge on artists and their works
  379.  
  380. Emily Parker
  381. STA: 2
  382. WP: 5
  383. FOR: 3d4
  384. Presence: +0
  385. Mental Protection: +1
  386. Physical Protection: +1
  387. Bond: 0 (+ if Machine Anomaly)
  388. Nurture: ++
  389. Appease: 0 (+ if Machine Anomaly)
  390. Subdue: 0
  391. Observe: 0
  392. Extraction: +
  393. Anger/Panic Risk/Will to Live: Neutral
  394. Energy Collection: -1 Energy Collected
  395. Special: Knowledge on medicine and anatomy, can always act regardless of morale/physical or mental damage, can detect physical ailments (anomalous or not) easier than other employees, heals employees faster, has higher max morale.
  396.  
  397. Felix Morozov [Security Department Member]
  398. STA: 4
  399. WP: 3
  400. FOR: 6d4
  401. Presence: +1
  402. Mental and Physical Protection: +0
  403. Bond: -
  404. Nurture: +
  405. Appease: 0
  406. Subdue: +++
  407. Observe: 0
  408. Extraction: +
  409. Anger/Panic Risk/Will to Live: Neutral
  410. Energy Collection: +1 Energy Collected
  411.  
  412. Gary Miller [MISSING/DEAD]
  413. STA: 2
  414. WP: 3
  415. FOR: 3d4
  416. Presence: Veteran/+1
  417. Mental Protection: +0
  418. Physical Protection: +2 if protecting Empl????? ?????
  419. Bond: 0
  420. Nurture: +
  421. Appease: 0
  422. Subdue: +
  423. Observe: 0
  424. Extraction: 0
  425. Anger/Panic Risk/Will to Live: Neutral
  426. Energy Collection: Neutral
  427. Special: Generated a PARADIGM. Very rare, how exactly did he qualify for it?
  428.  
  429. Grant
  430. STA: 4
  431. WP: 3
  432. FOR: 3d4
  433. Presence: Listener/-2
  434. Mental and Physical Protection: +0
  435. Bond: - (0 if Humanoid)
  436. Nurture: -
  437. Appease: ++
  438. Subdue: 0
  439. Observe: + (+++ if Humanoid)
  440. Extraction: 0
  441. Anger/Panic Risk/Will to Live: Neutral
  442. Energy Collection: Neutral
  443. Special: Knowledge on the human mind and its behaviors. Understands humanoid anomalies better than others
  444.  
  445. Hirose Yoshihiro (Out for a sponsorship.)
  446. STA: 4
  447. WP: 3
  448. FOR: 5d4
  449. Presence: +0
  450. Mental Protection: -1
  451. Physical Protection: 0
  452. Bond: +
  453. Nurture: +
  454. Appease: +
  455. Subdue: 0
  456. Observe: +
  457. Extraction: 0
  458. Anger Risk: +1
  459. Panic Risk/Will to Live: Neutral
  460. Energy Collection: +1 Energy Collected
  461. Special: Has knowledge on acting and deception
  462.  
  463. Isabelle Miller [Security Department Member]
  464. STA: 4
  465. WP: 3
  466. FOR: 8d6
  467. Presence: +2/Granddaughter of a former Ranger
  468. Mental Protection: 0
  469. Physical Protection: +2 if protecting another employee, 0 otherwise
  470. Bond: -
  471. Nurture: 0
  472. Appease: -
  473. Subdue: ++
  474. Observe: 0
  475. Extraction: 0
  476. Anger Risk: ++
  477. Panic Risk/Will to Live: Neutral
  478. Energy Collection: Neutral
  479. Special: Regenerates morale a bit faster than the average employee.
  480.  
  481. Jack Morozov [Security Department Member]
  482. STA: 4
  483. WP: 3
  484. FOR: 7d4
  485. Presence: +0
  486. Mental Protection: +2
  487. Physical Protection: -1
  488. Bond: --
  489. Nurture: 0
  490. Appease: 0
  491. Subdue: 0
  492. Observe: +
  493. Extraction: +
  494. Anger Risk/Panic Risk: Neutral
  495. Will to Live: -
  496. Energy Collection: Neutral
  497. Special: Neutral.
  498.  
  499. Kate Chen [Accounting Department member]
  500. STA: 5
  501. WP: 5
  502. FOR: 5d4
  503. Presence: +1
  504. Mental Protection: +2
  505. Physical Protection: +0
  506. Bond: INCAPABLE
  507. Nurture: +
  508. Appease: +
  509. Subdue: +
  510. Observe: ++
  511. Extraction: 0
  512. Anger Risk/Panic Risk/Will to Live: Neutral
  513. Energy Collection: Neutral
  514. Special: Mood can not be analyzed, is incapable of doing Bonding work orders, has a chance to negate mental damage taken, ocasionally gives hints in her weird ramblings, weirds out other employees.
  515.  
  516. Lily
  517. STA: 5
  518. WP: 2
  519. FOR: 6d4
  520. Presence: +1
  521. Mental Protection and Physical Protection: -1
  522. Bond: +
  523. Nurture: +
  524. Appease: +
  525. Subdue: -
  526. Observe: --
  527. Extraction: ++
  528. Anger Risk/Panic Risk/Will to Live: Neutral
  529. Energy Collection: +2 Energy Collected
  530.  
  531. Monifa Anjaro [Head of Security]
  532. STA: 8
  533. WP: 3
  534. FOR: 6d6
  535. Presence: +1
  536. Mental and Physical Protection: +1
  537. Bond: +
  538. Nurture: +
  539. Appease: 0
  540. Subdue: +
  541. Observe: 0
  542. Extraction: 0
  543. Anger Risk/Panic Risk/Will to Live: Neutral
  544. Energy Collection: Neutral
  545. Special: Employees will slowly regain morale if she's on the same floor as them. Bonding works done on anomalies on the same floor as her may soothe and calm them down, Can handle heat and other desert conditions better than other employees
  546.  
  547. Employee M2
  548. STA: 2
  549. WP: 3
  550. FOR: 4d6
  551. Presence: +0
  552. Mental and Physical Protection: +0
  553. Bond: ++
  554. Nurture: ++
  555. Appease: -
  556. Subdue: -
  557. Observe: -
  558. Extraction: +
  559. Anger Risk/Panic Risk/Will to Live: Neutral
  560. Energy Collection: +1
  561. Special: Morale can't reach 0 and restores through working, very unlikely to disobey orders, easily annoys employees and anomalies alike.
  562.  
  563. Nicholas (Out for a sponsorship.)
  564. STA: 5
  565. WP: 5
  566. FOR: 5d4
  567. Presence: +0
  568. Mental and Physical Protection: +0
  569. Bond: ++
  570. Nurture: 0
  571. Appease: ++
  572. Subdue: 0
  573. Observe: 0
  574. Extraction: 0
  575. Anger/Panic Risk/Will to Live: Neutral
  576. Energy Collection: +1 Energy Collected
  577.  
  578. Opal
  579. STA: 3
  580. WP: 3
  581. FOR: 3d4
  582. Presence: +0
  583. Mental Protection: +2
  584. Physical Protection: +2
  585. Bond: 0
  586. Nurture: +
  587. Appease: 0
  588. Subdue: -
  589. Observe: +
  590. Extraction: 0
  591. Anger/Panic Risk/Will to Live: Neutral
  592. Energy Collection: -1 Energy Collected
  593. Special: Can always act regardless of morale, STA, or WP damage.
  594.  
  595. Oswald [DEFECTIVE] [Accounting Department member]
  596. STA: 4
  597. WP: 5
  598. FOR: 4d4
  599. Presence: +0
  600. Mental Protection: +1
  601. Physical Protection: +1
  602. Bond: -
  603. Nurture: +
  604. Appease: 0
  605. Subdue: + (Currently in Subdue mode, so +++)
  606. Observe: 0
  607. Extraction: 0
  608. Anger Risk: +1
  609. Panic Risk and Will to Live: Neutral.
  610. Energy Collection: Neutral
  611. Special: When this employee completes a work order, he is locked into doing that work order. However, he gains ++ to doing said work order. Has knowledge on all things culinary.
  612.  
  613. Presley King
  614. STA: 3
  615. WP: 3
  616. FOR: 4d6
  617. Presence: +0
  618. Mental Protection: +0
  619. Physical Protection: +1
  620. Bond: ++ (+++ if Female)
  621. Nurture: --
  622. Appease: -
  623. Subdue: --
  624. Observe: --
  625. Extraction: -
  626. Anger/Panic Risk/Will to Live: Neutral
  627. Special: Can always act regardless of morale, STA, or WP damage.
  628.  
  629. Q [HEAD OF ACCOUNTING]
  630. STA: 3
  631. WP: 6
  632. FOR: 3d4
  633. Presence: +1
  634. Mental and Physical Protection: +0
  635. Bond: -
  636. Nurture: -
  637. Appease: +
  638. Subdue: +
  639. Observe: -
  640. Extraction: +
  641. Anger/Panic Risk/Will to Live: Neutral
  642. Energy Collection: +4 Energy Collected
  643. Special: Strikes first in combat before anyone else, decreases employee morale periodically, anomalies on the same floor as him may occasionally produce C-Extract when worked on (scaling with how dangerous they are)
  644.  
  645. Q2 [Accounting Department Member]
  646. STA: 2
  647. WP: 4
  648. FOR: 3d4
  649. Presence: +1
  650. Mental and Physical Protection: +0
  651. Bond: 0
  652. Nurture: 0
  653. Appease: 0
  654. Subdue: +
  655. Observe: -
  656. Extraction: 0
  657. Anger/Panic Risk/Will to Live: Neutral
  658. Energy Collection: +2 Energy Collected
  659. Special: None.
  660.  
  661. Roxy:
  662. STA: 4
  663. WP: 4
  664. FOR: 4d4 (dogs bite, man)
  665. Presence: -1
  666. Mental Protection: +0
  667. Physical Protection: +1
  668. Bond: +
  669. Nurture: +
  670. Appease: -
  671. Subdue: 0
  672. Observe: -
  673. Extraction: 0
  674. Anger/Panic Risk/Will to Live: Dogs don't worry about such human concepts. (read: Neutral)
  675. Energy Collection: Neutral
  676. Special: Morale hardly decreases, slowly raises the morale of nearby employees, Can handle any extreme temperature condition better
  677.  
  678. Employee R2 (OUT IN THE FIELD, CAN'T BE ASSIGNED)
  679. STA: 4
  680. WP: 3
  681. FOR: 6d6 (dogs bite, man)
  682. Presence: 0
  683. Mental Protection: +0
  684. Physical Protection: +1
  685. Bond: 0
  686. Nurture: 0
  687. Appease: 0
  688. Subdue: +
  689. Observe: 0
  690. Extraction: 0
  691. Anger/Panic Risk/Will to Live: Dogs don't worry about such human concepts. (read: Neutral)
  692. Energy Collection: Neutral
  693. Special: Dog.
  694.  
  695. Seneca
  696. STA: 3
  697. WP: 5
  698. FOR: 4d4 (7d4 against abnormalities she's worked on. Works on: Last Shot, Future, Sirocco)
  699. Presence: +0
  700. Mental Protection: +1
  701. Physical Protection: +0
  702. Bond: 0
  703. Nurture: ++
  704. Appease: +
  705. Subdue: +
  706. Observe: 0
  707. Extraction: ++
  708. Anger/Panic Risk/Will to Live: Neutral
  709. Energy Collection: Neutral
  710. Special: Knowledge on medicine and anatomy
  711.  
  712. SPAMTON G SPAMTON [Accounting Department Member]
  713. STA: 3
  714. WP: 4
  715. FOR: ??? ([BUY FOR 1 A-ENERGY])
  716. Presence: BIGGEST SHOT/+0
  717. Mental Protection: MADE OF STEEL/+1
  718. Physical Protection: UNBEATABLE/+1
  719. Bond: 0
  720. Nurture: +++
  721. Appease: +
  722. Subdue: -
  723. Observe: 0
  724. Extraction: 0
  725. Anger/Panic Risk/Will to Live: Neutral
  726. Energy Collection: 0
  727. Special: Same as all of the other androids. VERY distracting, good if you need a great distraction. Explodes upon death.
  728.  
  729. Talon
  730. STA: 5
  731. WP: 4
  732. FOR: 3d4
  733. Presence: +1
  734. Mental and Physical Protection: +0
  735. Bond: --
  736. Nurture: -
  737. Appease: -
  738. Subdue: 0
  739. Observe: -
  740. Extraction: 0
  741. Anger/Panic Risk/Will to Live: Neutral
  742. Energy Collection: +1 Energy Collected
  743. Special: Decreases employee morale periodically, gains morale stupidly easily.
  744.  
  745. Employee T2
  746. STA: 3
  747. WP: 4
  748. FOR: 4d6
  749. Presence: -1
  750. Mental Protection: +0
  751. Physical Protection: +1
  752. Bond: --
  753. Nurture: -
  754. Appease: 0
  755. Subdue: 0
  756. Observe: -
  757. Extraction: -
  758. Anger/Panic Risk/Will to Live: Neutral
  759. Energy Collection: Neutral.
  760. Special: Anomalies are less likely to react badly when worked on by this employee, explodes upon death, has better interactions with cats of any type.
  761.  
  762. Uriel (Out in the field.)
  763. STA: 4
  764. WP: 5
  765. FOR: 3d4
  766. Presence: +0
  767. Mental and Physical Protection: +0
  768. Bond: 0
  769. Nurture ++
  770. Appease: ++
  771. Subdue: 0
  772. Observe: +
  773. Extraction: +
  774. Anger/Panic Risk/Will to Live: Neutral
  775. Energy Collection: Neutral
  776. Special: Knowledge on religions and their customs
  777.  
  778. Vincent
  779. STA: 4
  780. WP: 2
  781. FOR: 5d4
  782. Presence: +1/Respected
  783. Mental and Physical Protection: +0 (Physical), -1 (Mental)
  784. Bond: +
  785. Nurture: +++
  786. Appease: ++
  787. Subdue: 0
  788. Observe: +
  789. Extraction: +
  790. Anger/Panic Risk/Will to Live: Neutral
  791. Energy Collection: Neutral
  792. Special: Lowers the morale of rebellious employees (employees who have little to no respect for you), has minor regeneration when not in critical condition
  793.  
  794. Employee W: [Defective]
  795. STA: 3
  796. WP: 2
  797. FOR: 3d4
  798. Presence: +0
  799. Mental Protection: -1
  800. Physical Protection: +1
  801. Bond: -
  802. Nurture: -
  803. Appease: -
  804. Subdue: -
  805. Observe: 0
  806. Extraction: -
  807. Anger Risk/Will to Live: Neutral
  808. Panic Risk: +1
  809. Energy Collection: +1
  810. Special: Writes down more detailed notes, generally more lucky, innate traits of androidness, has a higher chance of stat boosts or new traits being added. Explodes upon death.
  811.  
  812. Xenia [Defective] (Out in the field.) [ACCOUNTING DEPARTMENT MEMEBER]
  813. STA: 4
  814. WP: 3
  815. FOR: 3d4
  816. Presence: -1
  817. Mental Protection: +0
  818. Physical Protection: +2
  819. Bond: -
  820. Nurture: 0
  821. Appease: +
  822. Subdue: -
  823. Observe: -
  824. Extraction: -
  825. Anger Risk/Panic Risk/Will to Live: Neutral
  826. Energy Collection: Neutral
  827. Special: Innate traits of being an android, refer to Emily or Presley or O2 or S2. liable to obey anyone with high Presence, has knowledge on all things culinary. Explodes upon death.
  828.  
  829. Yovani [Defective] (Out in the field.)
  830. STA: 3
  831. WP: 3
  832. FOR: 3d4
  833. Presence: +1
  834. Mental Protection: +0
  835. Physical Protection: +1
  836. Bond: 0? (Can be -, +, or still 0. Changes randomly.)
  837. Nurture 0? (Can be - or +, or still 0. Changes randomly.)
  838. Appease: 0?? (Can be --, ++, -, +, or still 0. Changes randomly.)
  839. Subdue: 0
  840. Observe: 0
  841. Extraction: 0
  842. Anger Risk: +1
  843. Panic Risk/Will to Live: Neutral
  844. Energy Collection: Neutral
  845. Special: Innate traits of being an android, refer to Emily or Presley or O2. May hints toward what work types or anomalies he feels "lucky" about (which clues on whether Bond/Nurture/Appease are high or low). Explodes upon death.
  846.  
  847. Zayne [DEFECTIVE]
  848. STA: 3
  849. WP: 4
  850. FOR: 3d4 (STRENGTHLET)
  851. Presence: +0
  852. Mental Protection: +0
  853. Physical Protection: +1
  854. Bond: 0
  855. Nurture: --
  856. Appease: --
  857. Subdue: ++
  858. Observe: --
  859. Extraction: -
  860. Anger/Panic Risk/Will to Live: Neutral
  861. Energy Collection: -1 Energy Collected
  862. Special: Sometimes just doesn't listen to you in the slightest. Explodes upon death.
  863.  
  864. D-C45P14N
  865. STA: 3
  866. WP: 3
  867. FOR: 4d4
  868. Presence: +0
  869. Mental Protection: +1 (+2 against anything that relies on emotional manipulation to work)
  870. Physical Protection: +0
  871. Bond: +
  872. Nurture: -
  873. Appease: +
  874. Subdue: +
  875. Observe: +
  876. Extraction: +
  877. Anger/Panic Risk: -3 (hardly gets angry or panics)
  878. Will to Live: Neutral
  879. Energy Collection: Neutral
  880. Special: Does not get worse at work orders regardless of how injured she is, unnerves most employees she works with
  881.  
  882. D-W01FY
  883. STA: 3
  884. WP: 3
  885. FOR: 5d4
  886. Presence: +1
  887. Mental Protection: +2
  888. Physical Protection: +2
  889. Bond: -
  890. Nurture: -
  891. Appease: 0
  892. Subdue: 0
  893. Observe: +
  894. Extraction: +
  895. Anger/Panic Risk/Will to Live: Neutral
  896. Energy Collection: -1 Energy Collected
  897. Special: Gains morale instead of losing from seeing gore/bodies/people dying/other morbid things, gives hints towards PARADIGM unlocks
  898.  
  899. D-124N474
  900. STA: 3
  901. WP: 3
  902. FOR: 3d4
  903. Presence: +0
  904. Mental Protection: +0
  905. Physical Protection: +0
  906. Bond: +
  907. Nurture: -
  908. Appease: +
  909. Subdue: 0
  910. Observe: -
  911. Extraction: -
  912. Anger/Panic Risk/Will to Live: Neutral
  913. Energy Collection: -1 Energy Collected
  914. Special: Morale rapidly lowers and raises far easier than most other employees.
  915.  
  916. Kor
  917. STA: 3
  918. WP: 4
  919. FOR: 4d4
  920. Presence: -1
  921. Mental Protection: +1
  922. Physical Protection: +0
  923. Bond: -
  924. Nurture: 0
  925. Appease: ++
  926. Subdue: 0
  927. Observe: +
  928. Extraction: ++
  929. Anger/Panic Risk/Will to Live: Neutral
  930. Energy Collection: Neutral
  931. Special: Knowledge on fashion trends and anatomy, morale is harder to lower by most means.
  932.  
  933. D-H3247
  934. STA: 2
  935. WP: 3
  936. FOR: 3d8
  937. Presence: +2/FREAKY
  938. Mental Protection: +0
  939. Physical Protection: +2
  940. Bond: --
  941. Nurture: 0
  942. Appease: 0
  943. Subdue: ++
  944. Extraction: 0
  945. Anger/Panic Risk/Will to Live: Neutral
  946. Energy Collection: Neutral
  947. Special: METAL CRAB. METAL CRAB. METAL CRAB. Absolutely freaks the shit out of most anomalies or employees
  948.  
  949. D-5UH4
  950. STA: 4 (2 with the ring)
  951. WP: ??? (Lower than 3, you assume)
  952. FOR: 5d4 (9d4 with the ring)
  953. Presence: +0
  954. Mental Protection: ??? (Negative in it, you assume)
  955. Physical Protection: +0
  956. Bond: -
  957. Nurture: +
  958. Appease: -
  959. Subdue: ++
  960. Observe: 0
  961. Extraction: 0
  962. Anger/Panic Risk/Will to Live: Neutral
  963. Energy Collection: Neutral
  964. Special: Will obey to any order you give her, has almost anomalously bad levels of mental protection.
  965.  
  966. D-C453Y
  967. STA: 3
  968. WP: 3
  969. FOR: 3d4
  970. Presence: +0
  971. Mental and Physical Protection: +0
  972. Bond: +
  973. Nurture: 0
  974. Appease: -
  975. Subdue: -
  976. Observe: 0
  977. Extraction: 0
  978. Anger/Panic Risk/Will to Live: Neutral
  979. Energy Collection: Neutral
  980. Special: Easily convinced by anomalies, when working with another employee, copies their stat bonuses for the work type selected and their mannerisms
  981.  
  982. D-W23N
  983. STA: 3
  984. WP: 3
  985. FOR: 3d4
  986. Presence: +0
  987. Mental and Physical Protection: +0
  988. Bond: 0
  989. Nurture: 0
  990. Appease: 0
  991. Subdue: 0
  992. Observe: 0
  993. Extraction: 0
  994. Anger Risk and Will to Live: Neutral
  995. Panic Risk: +1
  996. Energy Collection: -1
  997. Special: None noted.
  998.  
  999. D-4C3
  1000. STA: 4
  1001. WP: 4
  1002. FOR: 3d4
  1003. Presence: +0
  1004. Mental Protection: +1 (you assume it must be higher given her results)
  1005. Physical Protection: +0
  1006. Bond: -1
  1007. Nurture: -1
  1008. Appease: 0
  1009. Subdue: +1
  1010. Observe: 0
  1011. Extraction: +2
  1012. Anger/Panic Risk adn Will to Live: Neutral
  1013. Energy Collection: Neutral
  1014. Special: Can absolutely not be trusted, has little to no loyalty to you.
  1015.  
  1016. Flavorful/Original stats (both so I can keep track of the traits and in case of any more Gamma shenanigan, I got names for the special actions you use)
  1017.  
  1018. The Administrator
  1019. Hopeless Wreck (Stamina--, Force-, Willpower++, Subdue+, instinctually unlocks spiteful/wrathful actions, ???)
  1020. Anomalous Insight (Will occasionally get hints on how to extract special items from anomalies after enough work.)
  1021. Bound By Duty (All Interaction Results+, Stamina+, instinctually unlocks honorable/dutiful actions, Energy Collection+, has unique (for ill or better) interactions when working with ETFs, ???)
  1022. Dying Light (WP+, Physical Protection++ when protecting an employee, Bonding+. Your beliefs were not popular in the eyes of the City. Best be careful.., ???)
  1023.  
  1024. Mr. Churchland
  1025. Happy-go-Lucky (Bonding+, Nurture+, Energy Collection-)
  1026.  
  1027. ETF Alpha
  1028. Antique Collector (Better results with mechanical anomalies, Appease+, Nurture+)
  1029. Productive (Nurture+, Energy Collection+)
  1030. Rose Tinted (Bonding+, Willpower+, Physical Protection-, Presence-)
  1031. Empath (Appease+, Bond+, Observe+, loses or gains Morale based on the anomaly's mood)
  1032.  
  1033. ETF Beta
  1034. Professional (Energy Collection+, Appease+, Nurture+)
  1035. Experienced (All Interaction Results+)
  1036. Wary (Physical Protection+, Observe+, Extraction-, Nurture-)
  1037.  
  1038. ETF Gamma
  1039. Coolheaded (Morale will start at "Confident" instead of Neutral, Willpower+)
  1040. Fast Talker (Bonding++, Nurture+, Energy Collection-)
  1041. Savvy (All Stats Up!, WP+)
  1042.  
  1043. ETF Delta
  1044. Bloodthirsty (Subdue++, Force+, Bonding--)
  1045. Sadomasochist (Stamina++, Morale increases as he takes and deals physical damage)
  1046. Threatening (Presence++)
  1047. Desensitized (Harder to lower or raise his morale, Subdue+, Nurture-)
  1048. Blood-bound (STA+, FOR+, Presence+, minor regeneration if not in critical condition)
  1049.  
  1050. ETF Chi
  1051. Veteran of War (Force++, Stamina+, Mental Protection+, Panic Risk-)
  1052. Poker Face (Willpower++, Panic Risk--, Morale rarely lowers or raises)
  1053.  
  1054. ETF Rho
  1055. Jack of Some Trades (Bonding+, Appease+, Nurture+, Subdue+, FOR+)
  1056. Smooth Persona (Bonding+, recovers morale far quicker than regular employees)
  1057.  
  1058. ETF Epsilon
  1059. Hardwired Towards Violence (Force++, Stamina++, All Interaction Results- except for Subdue++)
  1060.  
  1061. ETF Tau
  1062. Untroubled (Anger Risk--, Will to Live+, Subdue--)
  1063. Containment Expert (Knowledge on containment cells and their upkeep, Appease++)
  1064.  
  1065. ETF Sigma
  1066. Devoted (Bond+, WP+, Morale defaults to Grateful)
  1067. Holy Duelist (Force++, Stamina+. Grows stronger the more duels she completes.)
  1068.  
  1069. ETF Null/O
  1070. Gentle (Bonding+, Nurture+, Extraction-, Subdue-)
  1071. Arbiter (Bond+, Appease+, Subdue+)
  1072. Calm Spirit (Mental Protection+, WP+)
  1073.  
  1074. Ranger Zero
  1075. Coolheaded (Morale will start at "Confident" instead of Neutral, Willpower+)
  1076. Candid (Subdue+, Bonding+)
  1077. Instigator (Subdue+, Force+, Observe-, Appease-)
  1078. Ranger Training (Knowledge on firearms and warfare, Subdue+, Force+, Stamina+, Presence++)
  1079. Sand-Adapted (Can handle heat and other desert conditions better than other employees, STA+)
  1080.  
  1081. Agent K/AK
  1082. Impetuous (Bond+, Observe--, Appease-, Nurture+, Subdue+)
  1083. Anomaly Discipliner (Subdue+, Stamina+, Presence++, has innate understanding of weapon based PARADIGMS and their copies)
  1084.  
  1085. Employee A (Arthur ???)
  1086. Curious (Observe++)
  1087. Impulsive (Energy Collection+, Physical Protection-)
  1088. Blessed (All Interaction Results+, Force+, Stamina+, Willpower+, Presence+, ???)
  1089. Overexposured (Some anomalous effects, good and bad, may be weakened or ignored by this employee)
  1090. Zealous [REMOVED] (Subdue+, Anger Risk+, Appease-) (Got erased when Reminder transformed into Future)
  1091.  
  1092. Employee A2 (Adama)
  1093. Rational (Appease+, Extraction+, Observe+)
  1094. Caffeine Addict (Nurture++, Bonding-, Appease-)
  1095. Proactive (Energy Collection+, Physical Protection+)
  1096.  
  1097. Employee B (Bill Smith)
  1098. Former Scrapper (Knowledge on machinery and repairs, Appease+)
  1099. Resourceful (Appease+, Nurture+, Extraction+, Force+)
  1100. Slow and Steady (Physical Protection+, has a chance of correcting a mistake done during a work order, Energy Collection-)
  1101.  
  1102. Employee B2 (CLUWNE/???)
  1103. malescream1.ogg (Presence++, Subdue+, Max Morale-, used to suffering)
  1104. Robust (All Stats Up!, has a lot of enemies.)
  1105. Poisonous to Fear (Panic Risk--)
  1106.  
  1107. Employee C (Celanine Morozov)
  1108. Nervous (Panic Risk+)
  1109. Soft (Nurture+, Bonding+, Presence-)
  1110. Robophobic (Bond--, Observe-, and Subdue+ to Mechanical Anomalies. Morale- around Androids and Morale- to Androids)
  1111. Crippled [REMOVED AS LONG AS ROBO ARM IS ON] (Stamina-, Force-, Presence-)
  1112. Lucky [REMOVED] (Whenever this employee would have died, they are instead gravely wounded. This trait is then removed)
  1113.  
  1114. Employee D
  1115. Analytical (Appease+, Observe+)
  1116. Terse (Nurture+, Bonding-)
  1117. Art Critic (Appease+, Subdue+, Knowledge on artists and their works)
  1118.  
  1119. Employee E (Emily ???)
  1120. Advanced Android (Physical Protection+, Mental Protection+, can always act regardless of status. Overwrites the regular Android trait.)
  1121. Machine Empathy (Bonding+ and Appease+ when interacting with mechanical anomalies)
  1122. Exhausted (Energy Collection-, Stamina-, Willpower+)
  1123. Updated Nurse Programming (Knowledge of medicine and anatomy, Nurture++, Extraction+, can detect physical ailments [anomalous or not] easier, heals employees faster.)
  1124.  
  1125. Employee F (Felix Morozov)
  1126. Detached (Energy Collection-, Bonding-, Extraction+, Subdue+, Force+)
  1127. To The Point (Subdue+, Nurture+, Energy Collection+)
  1128. Stern (Subdue+, Presence+, Energy Collection+)
  1129.  
  1130. (MOVED ON/SPIRITED AWAY) Employee G (Gary Miller)
  1131. Decrepit (Nurture+, Stamina-, Force-)
  1132. Former Ranger (Knowledge on firearms and warfare, Subdue+, Force+, Presence+)
  1133. Protective (???ical++ when pro???? emp???)
  1134. PARADIGM extracted: AWAKE FROM YOUR NIGHTMARE (An engraved bolt action pistol.)
  1135.  
  1136. Employee G2 (Psychologist/???)
  1137. Psychologist (Knowledge of the human mind and its behaviors, understands humanoid anomalies better than others.)
  1138. Reticent (Appease+, Bonding-, Presence--)
  1139. Impartial (Appease+, Observe+, Nurture-)
  1140.  
  1141. Employee H (Hirose Yoshihiro)
  1142. Prideful (Anger Risk+, Force+)
  1143. Former Actor (Bonding++, Appease+, has knowledge on acting and deception)
  1144. Perfectionist (Energy Collection+, Mental Protection-)
  1145. Cheater (Bond-, Nurture+, Observe+)
  1146.  
  1147. Employee I (Isabelle Miller)
  1148. Militant (Subdue+, Force++, Bonding--)
  1149. Zealous (Subdue+, Anger Risk+, Appease-)
  1150. Mama Bear (Bond+, Physical Protection++ if protecting another employee.)
  1151. Combat Trained (rolls d6s instead of d4s.)
  1152. Duelist Novice (FOR+. Grows stronger the more duels are done.)
  1153. Granddaughter of a Ranger (Presence++, Force+, restores morale faster than the average employee. Granted by prolonged exposure to AFYN.)
  1154.  
  1155. Employee J (Jack Morozov)
  1156. Procrastinator (Mental Protection+, Energy Collection-)
  1157. Distant (Mental Protection+, Extraction+, Observe+, Bonding--)
  1158. Death Seeker (Physical Protection-, Will to Live-, Force+++)
  1159.  
  1160. Employee K (Kate Chen)
  1161. Bewildering (Appeasement+, Observe+, Nurture+, Subdue+, Incapable of Bonding)
  1162. Deadpan (Mental Protection++, mood can not be analyzed.)
  1163. Unyielding (Willpower+, has a chance to resist mental damage taken)
  1164. Purified (Stamina+, Force+, Willpower+, Presence+)
  1165. Unusual Mind (Occasionally gives hints in her weird ramblings, Observe+, weirds out other employees.)
  1166.  
  1167. Employee L (Lily ???)
  1168. Jokester (Bonding+, Subdue-)
  1169. Overconfident (Energy Collection++, Physical Protection-, Mental Protection-)
  1170. Former Harvester (Extraction++, Force+, Presence+)
  1171. Instinctual (Stamina+, Force+, Nurture+, Appease+, Observe--, Willpower-)
  1172.  
  1173. Employee M (Monifa Anjaro)
  1174. Augmented (Physical Protection+, Mental Protection+)
  1175. Tough as Nails (Stamina+, Force+)
  1176. Protective (Bonding+, Nurture+)
  1177. Security Head (Force+, Subdue+, Stamina++, Presence+, is trained in the art of combat.)
  1178. Sand-Adapted (Can handle heat and other desert conditions better than other employees, STA+)
  1179. Soothing (Employees will slowly regain their morale over time. Bonding work done may soothe and calm down anomalies.) [Floor Wide]
  1180.  
  1181. Employee M2 (???)
  1182. Worker Bug (STA-, WP-, Extraction+, Morale can't reach 0 and restores through working, very unlikely to disobey orders.)
  1183. Joyful (Bonding++, Nurture+, Subdue-, Observe-, WP+)
  1184. Chatterbug (Energy Collection+, Nurture+, Appease-, can easily annoy coworker or anomaly alike.)
  1185.  
  1186. Employee N (Nicholas ???)
  1187. Seen It All (Stamina+, Willpower+, Force+)
  1188. Neatnik (Energy Collection+, Appease+, Nurture-)
  1189. Former Bartender (Bond++, Appease+, Nurture+, Willpower+)
  1190. Enjoys His Job (Gains morale by doing anomaly work orders. Always available to work.)
  1191.  
  1192. Employee O (Opal ???)
  1193. Android (All Interaction Results-, Physical Protection+, can always act regardless of status)
  1194. Meticulous (Appease+, Nurture+, Extraction+, Energy Collection-)
  1195. Considerate (Nurture+, Bonding+, Subdue-)
  1196. Succinct (Observe+, Subdue+)
  1197. Information Filter (Mental Protection++)
  1198. Old Upgrade (Physical Protection+, Observe+)
  1199.  
  1200. Employee O2 (Oswald ???)
  1201. Advanced Android (Physical Protection+, Mental Protection+, can always act regardless of status. Overwrites the Android trait.)
  1202. Hyperfocus (Completed work order++, WP+, unable to perform other works until next shift)
  1203. Fine Diner (STA+, Nurture+, Knowledgeable on all things culinary!)
  1204. Catty (Bonding-, Subdue+, Force+, Willpower+, Anger Risk+)
  1205.  
  1206. Employee P (Presley ???)
  1207. Android (All Interaction Results-, Physical Protection+, can always act regardless of status)
  1208. Facetious (Bonding+, Nurture-, Appease-)
  1209. Flirty (Bonding+, Bonding+ again if anomaly is of the opposite sex)
  1210. Looselipped (Bonding+, Appease+, Subdue-, Obverse-)
  1211.  
  1212. Employee Q (Q)
  1213. Drone (All Interaction Results-, Stamina-, Energy Collection+, Willpower+, decreases employee morale periodically)
  1214. Orderly (Appease+, Extraction+, Energy Collection+)
  1215. Poised (WP+, Subdue++, strikes first in combat)
  1216. Accounting Head (Energy Collection++, Extraction+, Appease+, Willpower+, Presence+)
  1217. High Quality (Anomalies may occasionally produce C-Extract when worked on. Chance increases the more dangerous the anomaly is.) (Floor Wide)
  1218.  
  1219. Employee Q2 (Q2)
  1220. Drone (All Interaction Results-, Stamina-, Energy Collection+, Willpower+, decreases employee morale periodically)
  1221. Practical (Appease+, Nurture+, Subdue+, Energy Collection+)
  1222. General Manager Training (Bonding+, Subdue+, Extraction+, Presence+)
  1223.  
  1224. Employee R (Roxy)
  1225. Dog (May have problem doing things that humans can do naturally.)
  1226. Man's Best Friend (Employee's morale rarely decreases. Slowly raises the morale of nearby employees.)
  1227. Playful (Bonding+, Nurture+, Appease-, Observe-)
  1228. Fleet (Physical Protection+, Presence-, Stamina-)
  1229. Wasteland Survivor (Can handle any extreme temperature condition better, STA++, WP+)
  1230.  
  1231. Employee R2 (???)
  1232. Dog (May have problem doing things that humans can do naturally.)
  1233. K-9 Training (Subdue+, Stamina, Physical Protection+, Force+, Combat Trained)
  1234.  
  1235. Employee S (Seneca ???)
  1236. Trained Nurse (Knowledge on medicine and anatomy, Nurture++, Extraction+, Willpower+)
  1237. Smug (Willpower+, Mental Protection+)
  1238. In Control (Extraction+, Appease+, Subdue+)
  1239. Abnormality Medic (Can heal and understand anomaly anatomy better, FOR+++ against anomalies she has healed, STA-)
  1240.  
  1241. Employee S2 (SPAMTOM G SPAMTON NOW LISTEN HERE I WANNA MAKE YOU A [[BIG SHOT]])
  1242. Advanced Android (Physical Protection+, Mental Protection+, can always act regardless of status. Overwrites the Android trait.)
  1243. HONEST SALESMAN (Nurture+, Bond+, Energy Collection+)
  1244. Rushed Dealmaker (Energy Collection-, Bond+, Nurture+, Willpower+)
  1245. Walking Billboard (Appease+, Nurture+, Subdue-, Bonding--, VERY distracting.)
  1246.  
  1247. Employee T ("Talon")
  1248. Drone (All Interaction Results-, Stamina-, Energy Collection+, Willpower+, decreases employee morale periodically)
  1249. Prime Cut (Stamina++)
  1250. Callous (Presence+, Subdue+, Extraction+, Bonding--)
  1251. Easily Amused (Gains morale easily, Bond+)
  1252.  
  1253. Employee T2 (???)
  1254. Android (Physical Protection+, All Interaction Results-, can always act regardless of status aside from Meltdowns.)
  1255. Ordinary (Bonding-, Presence-, anomalies are less likely to react badly when worked on by this employee.)
  1256. Cat Lover (WP+, Appease+, Subdue+, has better interactions with cats of any type.)
  1257.  
  1258. Employee U (Theologian/Uriel)
  1259. Faithful (Knowledge of religions and their customs, Willpower++, Appease+)
  1260. Meek (Nurture+, Bonding-, Subdue-)
  1261. Enlightened (All Interaction Results+)
  1262.  
  1263. Employee V (The Chef/Vincent)
  1264. Chef in Trade (Nurture+, Bond+, Extraction+, Observe+, Appease+)
  1265. Anxious (Panic Risk+, Bonding-)
  1266. Brown-noser (Bond+, Appease+, Nurture++, lowers morale of rebellious employees)
  1267. Disassociating (WP-, Mental Protection-, Panic Risk-)
  1268.  
  1269. Employee W
  1270. Android (All Interaction Results-, Physical Protection+, can always act regardless of status)
  1271. Notekeeper (Observe+, writes down more detailed notes)
  1272. Unsteady (WP-, Panic Risk+, Energy Collection+)
  1273. Lucky (???+, generally more lucky.)
  1274. Eager to Learn (Has a higher chance of gaining traits or boosts to her stats, Mental Protection-)
  1275.  
  1276. Employee X (Xenia ???)
  1277. Android (All Interaction Results-, Physical Protection+, can always act regardless of status)
  1278. Avoidant (Appease+, Physical Protection+, Nurture-, Presence-)
  1279. Obedient Defective (Appease+, Nurture+, WP-, liable to obey anyone with high Presence)
  1280. Fine Diner (STA+, Nurture+, Knowledgeable on all things culinary!)
  1281.  
  1282. Employee Y (Yovani ???)
  1283. Android (All Interaction Results-, Physical Protection+, can always act regardless of status)
  1284. Director Programming (All Interaction Results+, Anger Risk+, Presence+)
  1285. Superstitious (Bond?, Nurture?, Appease??)
  1286.  
  1287. Employee Z (Zayne ???)
  1288. Android (All Interaction Results-, Physical Protection+, can always act regardless of status)
  1289. Egotistical (Bond-, Appease-, Nurture-, Observe-, Subdue+++, Willpower+)
  1290. LOUD AND PROUD (Presence++, Bond+, Observe-)
  1291. Laidback (Bond+, Energy Collection-, more likely to disregard instructions or orders.)
  1292.  
  1293. -------------------------------------------------------------------------------------------
  1294. ALIVE D-CLASS
  1295. Starred D-Class - 5UH4, W23N, C45P, W01FY, 4C3, C4537. Either mentally resistant/no mental protection debuff or those who are valuable enough to not immediately refine.
  1296.  
  1297. D-C45P14N *
  1298. Boosted (FORCE+)
  1299. Emotionless? (???+)
  1300. Anomaly Fanatic (All Interaction Results+, unnerves most employees)
  1301. Deadened (Works at max effectiveness regardless of how injured they are, Nurture--)
  1302.  
  1303. D-W01FY *
  1304. Boosted (Physical Protection++, FORCE++)
  1305. Indifferent (Mental Protection++, Extraction+, Bonding-, Nurture-)
  1306. Morbid (Presence+, gains morale from seeing gore/bodies/other morbid things.)
  1307. Thinker (Observe+, gives hints towards PARADIGM unlocks, Energy Collection-)
  1308.  
  1309. D-H3427 (Altered)
  1310. Traumatizing (Bonding--, Subdue++, Presence++, absolutely freaks the shit out of most anomalies or employees)
  1311.  
  1312. D-K02215/Kor
  1313. Former Heartripper (Extraction+, Appease++, knowledge on fashion trends and anatomy)
  1314. Discreet (Extraction+, Observe+, Bonding-, Presence-)
  1315. Unfazed (Mental Protection+, Willpower+, morale is harder to lower by most means.)
  1316.  
  1317. D-C453Y *
  1318. Gullible (Bond+, Appease-, Subdue-, easily convinced or messed with by anomalies.)
  1319. Copycat (When working with another employee, copies their stat bonuses for the work type selected and their mannerism.)
  1320.  
  1321. D-4C3 *
  1322. Conceited (Bond-, Nurture-, Subdue+, Mental Protection+, Willpower+)
  1323. Opportunistic (Extraction++, STA+, WP+, has little loyalty to anyone but herself.)
  1324.  
  1325. D-W23N *
  1326. ???
  1327.  
  1328. D-124N474
  1329. Immature (Nurture-, Observe-, Subdue+, morale lowers and raises far easier by any means.)
  1330.  
  1331. D-5UH4
  1332. Amazonian (Nurture+, Appease-, Bond-, Subdue++, FOR++, STA+)
  1333.  
  1334. D-4U9U57US
  1335. [REVEALED] (Observe++, Presence++)
  1336. Loyal Soldier (Combat Trained [4d6], STA+, regenerates health over time. Shot has partial to full control over this employee.)
  1337.  
  1338. ---------------------------------------------------------------------------------------------------------------
  1339. DEAD D-CLASS
  1340. D-5F33D, 1023A, D3X732, 10V311, 93029Y, 9UM1, K0T0H4E
  1341. KNOWN TRAITS
  1342. Narcoleptic (Willpower+, Energy Collection-, harder to wake up from all forms of rest.) (9UM1)
  1343. Slow-minded (Mental Protection+, Energy Collection-) (K0T0H4E)
  1344.  
  1345. N&Q Test Sources
  1346. 5UH4: 20s (She fell forward like her brain turned off)
  1347. D3X732: 45s
  1348. 124N474, 4U9US7US, D4N131: 1m30s
  1349. C4537, 93029Y, 10V311: 3m20s
  1350. W23N, C45P: 5m10s
  1351. W01FY: 6m15s
  1352. 4C3: 12m15s
  1353.  
  1354. Employee Genders (in case it becomes important)
  1355. A, B, B2, D, F, G, G2, H, J, N, O2, P, Q(?), R2, S2, U, V, Y, Z - Male
  1356. A2, C, E, I, K, L, M, O, Q2, R, S, T(?), W, X- Female
  1357. Alpha, Beta, Gamma, Delta, Epsilon, Rho, Chi - Male
  1358. Null, Sigma, Tau - Female
  1359. Ranger Zero - Female
  1360. D-C45P, D-H3427, D-1023A, D-9UM1, D-C453Y, D-5UH4, D-124N474, D-4C3, D-10V311 - Female
  1361. D-K0T4, D-W01FY, D-5F33D, Kor, D-D3X732, D-D4N131, D-W23N, D-4U9U57US, D-93029Y - Male
  1362.  
  1363. Rough age chat
  1364. A few weeks to a few years. Inhumanly quick development, built in a workshop, or an actual animal: Androids and Drones, A2, R, R2
  1365. 18: A
  1366. 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
  1367. Late 20s: Zero, C, H, K, D-D4N131, D-I12N474, D-1023A, D-H3247, D-5F33D, Kor
  1368. Early to mid 30s: Delta, F, H, J, M, Sigma
  1369. Late 30s: B2, Epsilon
  1370. Early to mid 40s: Administrator, Beta, B, G2, U, Tau
  1371. Late 40s: N, D-93029Y, D-K0T4, D-9UM1
  1372. Late 50s, early 60s: Mr. Salt,
  1373. Late 60s, early 70s: Null, G, D-4U9U57US, Mr. Miller, Mr. Churchland, Chi
  1374.  
  1375. Silly (rough) height chart as well
  1376.  
  1377. 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
  1378.  
  1379. AGAIN PLEASE READ MANAGER HELP IT'S A COOL QUEST HEARTQM IS BASED
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