It’s been a long time since I’ve posted here. So have these pieces I made for a Lobotomy Corporation AS (or, Alternate Storyline) of mine, Kaiser Corporation. It goes in this order:
- Abnormalities
- Fixers/Ordeals
- Employees
- Ordeals
- Mercenary Team(s)
“It's not Pállomai that you need to be afraid of....it's what comes after the abnormality has been out too long.” - Agent Z████ R██████
Description
(O-02-38[W]) or 'Pállomai'; Is a large, purple sea slug. It has two black eyes and a mauve colored head, vague, blue markings cover it as well. Light is emitting from three different points on its head. Two tendrils extend from the sides of its head as well. These tendrils give off a faint, light-blue glow. Pállomai has multiple parts of its body that give off a dazzling pale-blue light.
Most noticeably, the cnidosacs that grow from the cerata that cover its body. Its body is covered in dark purple markings. Pállomai has a beige-colored muscular foot that it uses to move around. Opaque fins extend from both sides of the foot, allowing it to swim in open areas. The fins are lined with a transparent purple tint.
Abilities
“Although the act of naming an abnormalities abilities is no longer a common practice, it is still recommended when understanding how the abnormality will act during a breach and what it may do to defend itself or others.” - Ruby [TT]
Pállomai's ability has been named "Pulsate". When the Qliphoth Counter reaches 0 Pállomai will breach. When breaching Pállomai will fill the main room/halls/elevator it is occupying with ocean water. Other areas will be left alone until Pállomai enters that area. Areas that Pállomai have left will no longer be affected by the water it produces. Agents sent to suppress Pállomai will have their movement speed decreased greatly by the ocean water. Pállomai, while in corridors, will slowly move forward towards the main room of the department it’s housed in. When it reaches the main room it will begin to swim around freely, increasing its movement speed partially.
Pállomai will emit multiple pulses from the cnidosacs on its cerata. These pulses will increase in power and range when the abnormality absorbs BLACK damage. The amount of BLACK damage received will also heal Pállomai as well. When defeated, the water created by Pállomai will immediately drain, allowing agents to have free mobility once again.
Abnormality Information:
Qliphoth Counter: 2
Attack Type: BLACK
In Containment: [6-8]
Outside of Containment: [90-150]
E-Box Output:
Positive: [17-24]
Neutral: [9-16]
Negative: [0-8]
Preferences:
Insight: [I] Common [II] Common [III] Common [IV] Common [V] Common
Instinct: [I] Common [II] Common [III] Common [IV] Common [V] Common
Attachment: [I] Common [II] Common [III] Common [IV] Common [V] Common
Repression: [I] Very Low [II] Very Low [III] Very Low [IV] Very Low [V] Very Low
Escape Information (Abnormality Defense):
Weak to RED (1.2)
Normal WHITE (1.0)
Absorbs BLACK (-1.0)
Normal PALE (1.0)
Managerial Works (E-box Cost [8])
Managerial work 1
When the work result was bad, Qliphoth Counter dropped by one.
Managerial work 2
When the agent finished Repression work, the Qliphoth counter dropped by one.
Managerial work 3
When the Qliphoth Counter reached zero, the abnormality breached. Whilst breaching, Pállomai will fill the room or corridor it is occupying with water. Agents in the same room or corridor as Pállomai will have their movement speed reduced greatly.
Managerial work 4
Pállomai, when breaching will slowly move forward in corridors, and swim freely in the main rooms. Pállomai can emit a pulse from each of its cnidosacs. This pulse deals BLACK damage to agents in the same room or corridor as Pállomai.
Managerial work 5
It is advised that agents equipped with EGO weapons that distribute BLACK damage do not engage Pállomai. Pállomai appears to have the ability to absorb BLACK damage; Pállomai will use the damage received to gain back loss health based on how much damage the weapon does. Pállomai's pulse will also increase in range, strength and attack speed.
Managerial work 6
NOTICE - Similarly to (█-██-██[H]) and (█-██-██[W]) if Pállomai is left outside of containment for too long the 'Ordeal of Aqua' will begin near Pállomai's location at a random time. The [REDACTED] that emerge from the rifts will target Pállomai and Agents in the same area as Pállomai. The incursions (entities) that spawn from the rifts move swiftly through the water Pállomai produces, making them extremely difficult to suppress. It is recommended that agents should either be stationed outside the affected department or corridor. The Eel Team should be taken into consideration when suppressing [REDACTED] and Pállomai.
Managerial work 7
Once Pállomai has been defeated, entities that appeared during Dawn, Noon and Dusk died off immediately. However, [REDACTED] remained slightly unaffected by its changed environment.
Managerial work 8
Calling in the Eel Team should be taken into consideration when suppressing [REDACTED].
E.G.O Gift
[This abnormality does not produce an EGO Gift]
E.G.O Suit
Title: “Pulsate”
Armor Level: WAW
Resistance: RED (1.2) - WHITE (0.6) - BLACK (0.5) - PALE (1.0)
Cost: 40 E-Boxes
Amount Produced: 3
Description: “Agents wearing this armor found that they were unaffected by the environmental change (O-02-38[W]) creates. Alongside this, agents wearing this armor were also targeted by the Incursions that emerged from the rifts during the ‘Ordeal of Aqua’. Namely Dusk and Midnight.”
E.G.O Weapon
Title: “Pulsate”
Weapon Level: WAW
Weapon Type: Spear
Attack Speed: Fast
Range: Close
Damage: 6-9
Damage Type: BLACK
Cost: 30 E-Boxes
Amount Produced: 3
Description: “The spear is smooth to the touch. Agents using this weapon with its respective ego armor will be able to release a small pulse that will temporarily protect other agents from BLACK damage.”
Origin (& Observation Notes)
Just like most of the “abnormalities” housed in K-112 (O-02-38), (█-██-██) and (█-██-██) were all extracted from a large oceanic world. All three abnormalities were identified by the Eel Team during different expeditions. (O-02-38)s side effects manifested after a certain amount of time during a breach caused by (O-05-10). Mysterious entities arrived from rifts triggered by (O-02-38) in the Central Command Department.
Observation Notes:
The Incursions (or entities) from the ‘Ordeal of Aqua’ were recognized after (O-02-38)’s first escape attempt, this was when its ability to inadvertently spawn rifts manifested. Upon the first rift appearing, Isopods that acted similarly to a school fish emerged, they were practically harmless; Dealing a light amount of RED damage. Attacking in a way similar to (O-02-65)’s swarm during its rage state. These entities were later classified as ‘Dawn’ for the ordeal.
During (O-02-38)’s second breach, Incursions similar to (O-02-38)’s species had arrived through the rifts that were spawned. Although they varied in different sizes and colors, Incursions directly homologous to (O-02-38) were not recognized. The entities were suppressed relatively easily with few losses. Entities were able to absorb certain damage types based on their natural color, using the energy acquired to strengthen their pulse. Entities were unable to create water similarily to (O-02-38). Entities that could use PALE damage were not recognized. Incursions were classified as a ‘Noon’ ordeal.
Three large fish emerged from the third rift. The entities were able to move swiftly through the water created by (O-02-38). They were able to deal RED damage in large, fast amounts. Entities targeted (O-02-38) and Agents wearing its EGO Armor. Agents killed by one of these entities will be savagely torn to pieces by itself and the others, healing them at the same time. Incursions were later classified as ‘Dusk’.
[REDACTED] appeared late into (O-02-38)’s most recent breach. Agents were preoccupied with (█-██-██), (█-██-██), (█-██-██), and (█-██-██). (O-02-38) inadvertently summoned a rift during midnight hours. Once the rift was summoned, [REDACTED] forced its way into the department where (O-02-38) had breached. [REDACTED] had heavy resistance to all attack types.[REDACTED] was able to extend its body through the facility with no noticeable end. [REDACTED] blocked off entrances to different departments, elevators, corridors and the chambers of various abnormalities. Employees caught in [REDACTED]s path will be ferociously bitten, taking heavy RED damage in the process.
[REDACTED] was partially unaffected by its environment change when (O-02-38) was suppressed, causing its movement speed to decrease. [REDACTED] will continue to snake its way through the facility until: the day ends, all the employees have been eaten, the rift has been closed; severing its body and finally, until [REDACTED] has been suppressed.
Relying on the Eel Team to suppress [REDACTED] should be taken into consideration. Eels have proven to be able to reduce [REDACTED]s movement with their stun rifles.
[A lone moth from (O-02-65)s swarm resting on a agents hand.]
“Keep your ears plugged. Don’t get stung.” - Agent C██████ F████
Description
(O-02-65-[W]) also known as “Lullaby Moth” is a giant moth covered in different tones of olive-colored fuzz/fur. It has a light green abdomen and two large emerald-colored folded; opaque wings. It has a black-curved stinger at the end of its abdomen and two deep black fangs poking out from below its head. It has seven black eyes and no antennae.
Abilities
“Although the act of naming an abnormalities abilities is no longer a common practice, it is still recommended when understanding how the abnormality will act during a breach and what it may do to defend itself or others.” - Ruby [TT]
Lullaby Moths ability has been named “Drone”. When Lullaby Moths Qliphoth Counter drops to zero the abnormality will breach. Lullaby Moth will hover through the facility creating a constant buzzing sound, lowering the mental health of agents in the same room/corridor/elevator as the abnormality. When an agents mental health reaches a certain point they will fall into REM sleep, causing their mental health to decrease rapidly. When Lullaby Moth hovers near an agent with this status ailment it will land above the agent and sting them.
After the agent is stung, Lullaby Moth will continue to hover through the facility. Stung agents will immediately recover from their sleep ailment and begin to have their respected panic response (Murder, Sabotage, Wander, Suicide). When the agent is pacified they will fall back into a REM state. The agent will stay like that until the day ends, Lullaby Moth stings them again or they are awoken by the manager (player (only after they had been stung by Lullaby Moth for the first time.)).
When Lullaby Moths health becomes halved or lower, it will enter a rage state. Lullaby Moths eyes will change colors shifting from black to red, its wings will beat faster and its movement speed will increase. Alongside that, Lullaby Moth will summon a swarm of smaller insects similar to itself that will surround it in a closed ring shape. Lullaby Moth will use this swarm to attack agents from afar, dealing large amounts of black damage. The swarm will fly out towards agents and quickly return to the abnormality. When the abnormality flys above an agent in a REM state it will sting the agent, possibly killing the agent. Agents in REM sleep attacked by the swarm take damage as well.
Abnormality Information
Qliphoth Counter: 3
Attack Type: BLACK
E-Box Output
Positive: [18-24]
Neutral: [12-17]
Negative: [0-11]
Preferences
Insight: [I] Low [II] Low [III] Common [IV] Common [V] Common
Instinct: [I] Low [II] Low [III] Common [IV] Common [V] Common
Attachment: [I] Common [II] Common [III] Common [IV] Common [V] Common
When the work result was bad, Qliphoth Counter decreased by one.
Managerial work 2
When the Qliphoth Counter reached zero, the abnormality breached. It created a buzzing sound that lowered the mental health of nearby agents. When the agents' mental health reaches a certain point, they will fall into a REM sleep state.
Managerial work 3
Agents stung by (O-02-65-[W]) whilst affected by REM sleep will immediately recover from their ailment and begin to have their respected panic response. When the agent is pacified they will fall back into a REM state. They will stay like that until the day ends, (O-02-65) stings them again or they are awoken by the manager.
Managerial work 4
When (O-02-65)s health becomes halved or lower, it will enter a rage state. (O-02-65)s eyes will change color; its wings will beat faster and its movement speed will increase.
Managerial work 5
Alongside that, Lullaby Moth will summon a swarm of smaller insects similar to itself that will surround it in a closed ring shape. (O-02-65) will use this swarm to attack agents from afar, dealing large amounts of black damage.
Managerial work 6
The swarm will fly out towards agents and quickly return to the abnormality. When the abnormality flys above an agent in a REM state, it will sting the agent possibly killing them in the process. Agents in REM sleep attacked by the swarm will also receive damage.
E.G.O Gift
[This abnormality does not produce an EGO Gift]
E.G.O Suit
Title: “Drone”
Armor Level: WAW
Resistance: RED (0.6) - WHITE (0.6) - BLACK (0.5) - PALE (2.0)
Amount Produced: 3
Description: “Agents wearing this E.G.O often talk about how warm and comfortable it is. The suit makes a soft buzzing sound as you walk around. The fur on the back is a housing area for a group of insects similar to (O-02-65).
Notice: Agents wearing this E.G.O will not be affected by the buzzing sound (O-02-65) makes.”
E.G.O Weapon
Title: “Drone”
Weapon Level: WAW
Weapon Type: Special
Attack Speed: Very fast
Range: Mid-range
Damage: 5-8
Damage Type: BLACK
Amount Produced: 2
Description: “The insects that surround you are similar to the same ones that surround (O-02-65) in its rage state. Don’t be afraid of the buzzing you hear. Your E.G.O and confidence will protect you. So will those that surround you.
Be aware, their loyalty to you is in question. Would you attack the one who created you? Or would you side with them to protect them?”
Warning: The insects that surround Agents are powerful, but their loyalty is questionable. Agents using this E.G.O weapon against (O-02-65) have a chance of losing their E.G.O to (O-02-65) leaving the Agent completely weaponless. It is recommended that Agents fighting (O-02-65) with this weapon take extreme caution not to lose their E.G.O to (O-02-65).
Origin
(O-02-65), like most of the “abnormalities” in K-112, was extracted from another world. A world mostly occupied by a large, beautiful forest. During the day forest critters would roam around peacefully wandering their home. When the sunsets and the night ruled, giant insects would march through the forest feasting on the scraps left behind by the day walkers.
(O-02-65) was identified by the Chameleon Team sent into this world. It was captured and brought back to K-112 parallel to another ‘abnormality’ it was hunting at the time (which has now been classified as (█-██-██)). (O-02-65) and (█-██-██) are currently being used as energy producers for the facility.
A bunch of concept EGOs (/EGO List) I made in my spare time. Sorry for the water mark frenzy btw. I'm just taking certain measures to protect this stuff since I'm particularly proud of it.