Hey guys, Tada here! Figured I would drop this in advance to give you guys a full idea of what I had envisioned for this roleplay. Even though I've done non-KG RPs before, this would be the first time I've done one on client, and on a scale such as this.
For those unfamiliar, Lobotomy Corporation (the game) is a real time strategy game in which you play as a manager of a Lobotomy Corporation (the wing/facility) branch. In the game, you assign your employees (also denoted as agents, nuggets, etc.) to manage and extract energy from creatures known as abnormalities.
Note that, while this proof of concept site will go in-depth about a lot of things, it will NOT cover everything due to the sheer size of topics to cover. We'll have more to talk about when the roleplay is announced.
Translating the game into a roleplay format, however, will put you in the shoes of the employees themselves. You'll be living in the facility, assigned the same daily tasks over and over whilst constantly under threat of abnormalities, or something worse.
Speaking of which, let's talk about what you'll actually be doing!
In-Character, each session lasts a "work day", and during that work day, you are tasked with performing "works" on abnormalities in order to generate energy. Sometimes an abnormality will breach, or something will happen which will force you to act or fight. Details on works and abnormalities will be in another section.
This is exactly as monotonous as it sounds, so there will be some changes to how the format actually pans out.
Despite taking inspiration from an RTS game with a fairly straightforward loop, I'm not too interested in forcing you to do what is essentially the same thing every single session.
Instead, we're taking a shonen approach to the roleplay, reminiscent of the webcomic Wonderlab (which is a direct continuation of LobCorp and bridges the gap between that game and the next).
The formula will instead consist of a series of arcs or sagas in which a certain theme is presented to the players and, eventually, an abnormality representing that theme becomes the focus of that session.
So whilst agents are tasked with performing works essentially "all day long", you will only be working with abnormalities at your own pace, either going to specific ones by suggestion, or going into one on your own accord. This ensures that works are character driven. You can see some examples below.
Presuming you to have either opted out of reading the manual, or are otherwise unfamiliar with Lobotomy Corporation and its terms, this section is for you.
Note: If you don't know what an Abnormality or Abno is by now, they're essnetially monsters that can generate energy through human contact/interaction.
A "work" is essentially going into an abnormality's containment unit and interacting with it. Each abnormality comes with its own abilities, conditions, and work preferences, many of which you may not discover until it's too late, so it's important to exercise caution and rely on your intuition.
Works usually last 20 minutes to an hour IC (but not OOCly, though).
There are four types of works: Instinct, Insight, Attachment, and Repression.
Instinct - Satisfies the abnormality's natural urges. The most physically intimate of the work types. Direct contact, feeding, etc.
Insight - Improves the environment of the abnormality. Things like cleaning the room or supplying the abnormality with music come to mind.
Attachment - Satisfies the social urges of the abnormality. For the most part, this involves talking to the abnormality, striking up conversations with the abnormality.
Repression - This work suppresses the urges of the abnormality and attempts to control their needs. This often comes in the form of denying them the satisfaction of certain urges and forcing them to behave in a specific way.
Another thing to note is that the four Work Types also translate into other elements as well, such as the four Virtues and four Damage types.
Some more notes, regarding works:
Abnormalities, as stated before, have different preferences for the types of work they enjoy. Whether those preferences are acknowledged or ignored are represented through Work Results.
Work Results are the end result of the work performed on the abnormality. Good Results produce the most amount of Enkephalin (the energy resource you're producing,) Bad Results produce the least, and Normal Results produce the middle amount.
Whilst each abnormality is unique in their needs, most abnormalities do not enjoy repression work, given their nature. Despite that, the ones that do enjoy such work tend to be very efficient in energy production.
In the game and in-lore, agents have stats called Virtues, which reflect certain characteristics within said agent. Whilst we still haven't fully come up with how we want the stats to work (since I'm not too keen on doing RPG or turn based stuff), we figure we'd still explain how they at least worked in the game, to give you an idea of how they'll work here.
Additionally, we will also describe how Damage Types work in this roleplay as well.
One’s ability to challenge hardship with courage. Those with higher fortitude have a higher pain tolerance. This virtue aligns with Instinct work.
In the game, this is reflected with higher HP. Although we aren't using game stats like such, you should keep that in mind.
RED damage is damage dealt to the physical body, focusing on strict bodily harm. It's associated with Fortitude and Instinct, as well.
Weaker level abnormalities commonly deal RED damage during works of breaches.
One’s ability to govern and discipline oneself. Those with this virtue have more formidable minds than most, and maintain their composure more easily. This virtue aligns with Insight work.
In the game, it is reflected with higher sanity points. Sanity is a """mechanic""" here as well, although I wont go into such details during the proof of concept.
WHITE damage is any type of damage that attacks the mind and induces panic. It's associated with Prudence and Insight, as well.
Commonly found among all levels of abnormalities.
Moderation and self-restraint. Those with high temperance are able to withstand influences of mental manipulation, among other traits. This virtue aligns with Attachment work.
In the game, it affects the speed at which works are completed and increases the chance of succeeding or getting a Good Work Result. Very unlikely to be the case in the roleplay.
BLACK damage is any type of damage that simultaneously attacks both the mind and body. It's associated with Temperance and Attachment, as well.
Found among HE, WAW, and ALEPH abnormalities (see Abnormalities section).
One’s sense of morality, and one’s sense of self. Those with high justice have a better of decision-making, among other traits. This virtual is aligned with Repression work.
In the game, the stat focused on attack and movement speed. You can see why we cant really use that in the roleplay.
PALE damage, the rarest type of damage, is any type of damage that attacks the soul directly. It's associated with Justice and Repression, as well.
Found among certain WAW and ALEPH abnormalities.
Abnormalities are monsters originating from "the old and deep dreams of mankind". They are dangerous entities sealed away within the facility that you are tasked with interacting with for energy (to supply to the city). However, given that these are sentient (and in some cases, sapient) entities with their own motives and goals, they pose a great and serious threat of breaching containment and causing deaths across departments or even the entire facility.
Each abnormality has its own work preferences, abilities (which activate based on work results, specific works given, how high or low the agent's stat is, etc.), and Risk Level. There are five Risk Levels that an abnormality can fall under. As a rule of thumb, the higher the Risk Level of the abnormality, the higher amount of Enkephalin/energy it produces.
ZAYIN - These abnormalities are the safest. Their aggression is typically low, and deaths or breaches caused by them are rare, if ever.
TETH - TETH abnormalities, a tier above ZAYIN, are capable of harming employees at will, but are typically easy to suppress.
HE - It's common for one to kill an agent or breach frequently. Whilst still manageable, it's important to not underestimate the power of the HE class abnormality.
WAW - These abnormalities are highly dangerous and destructive. They are easily capable of wreaking havoc in the facility, and require careful planning and preparation in order to even contest the abnormality with minimal damage.
ALEPH - These abnormalities are the most dangerous abnormalities in the facility, and are the ones that require the most attention and the most planning in order to suppress. It's considered a miracle for an aleph breach to go by without massive destruction in its wake.
The abnormalities are also the focus of most arcs. Ideally, you get introduced to the abnormality and become familiar with how it works before it breaches, and then a conflict happens. Sometimes breaches happen in the middle of an arc and are unrelated to the main conflict, or act as a catalyst for something else.
For further help understanding how abnormalities function, here are some examples from Abnormalities of the original game.
Note: Qliphoth Counters are the "timers" an abnormality has until it either breaches, activates its ability, or both. Not every abnormality with a counter breaches or uses its ability when it hits zero, however.
Its qliphoth counter has a chance to decrease with Normal work results, and a high chance to decrease with Bad work results.
When its counter reaches 0, it will breach. It will target a random employee and slowly walk towards them. Once it reaches the same room as it, it will explode, dealing massive RED damage to everyone caught in the blast radius.
Its qliphoth counter decreases when agents panic in its containment unit, or when the working agent's Temperance level is too low.
When its counter reaches 0, it will breach by gathering energy before jettisoning itself forward through multiple hallways, instantly shredding through everything in its path, before stopping in a random spot and repeating the process.
Its qliphoth counter decreases when a working agent's Justice level is too low, and/or their Fortitude level is too high. Also decreases with bad work results.
When its counter reaches 0, it will breach. The abnormality deals WHITE damage, and agents who lose their sanity as a result of it will be instantly killed.
We will not be using abnormalities from the base game. Instead, we will be focus on adapting abnormalities from Wonderlab, Library of Ruina, and Limbus Company, as well as creating our own, original abnormalities.
Ah, right. Just for the sake of brevity...
Departments are the various sectors that Branch Q-247 (the pending name of this facility) is divided into. Each department has a specific function within the facility.
CENTRAL COMMAND monitors the employees and Abnormalities and plans the best course of action. They give immediate orders to other employees while watching the CCTV feeds. Led by Vainglory.
INFORMATION TEAM analyzes the Abnormalities, profiles them, and devises solutions to issues the Abnormalities may cause based on the data. The vast library of data is the basis for finding “solutions” to various problems encountered in the energy harvesting process. Led by Ava.
TRAINING TEAM is in charge of composing and regulating company policies and various management procedures. They also run general-purpose training programs to help employees adapt well to their new departments. Led by Carnal.
SECURITY TEAM is a variant of the Safety Team in most LobCorp branches. The security team provides safety training to agents, as well as establish strategies for situations such as escaping Abnormalities, panicking employees and security breaches. Led by The Green Eyes.
WELFARE TEAM has the goal of preventing epidemics and secondary infection caused by Abnormalities. The Welfare Team puts preventative measures into action and works on programs that benefit the physical fitness and mental health of employees, and are often cooperating with the Security and Training departments. Led by Ace.
DISCIPLINARY TEAM is the team tasked with maintaining order in the facility. Deals punishments to employees who violate material rules, fail to fulfill obligations, neglect the job, damage the company enormously, etc. This department has the best ability to control and sanction the situation, rivaling Security Team. Led by Lyssa.
RECORDS TEAM is the department in which everything that occurs in the company is recorded. The contracting and promotion of employees is decided by their records and assessments, so the employees always try to get on the good side of those who work in the Record Team. Led by Gluttire.
It's important to note that, unlike other Lobotomy Corp facilities, Q-247 is not run by a manager, but is instead co-led by all seven department heads. The CENTRAL COMMAND department head is the defacto leader.
This time around, whilst it will be pretty important to have backstory, it wont be as integral to the lore or anything. Build your characters around a personal journey and such.
Also, whilst statbuilding isn't really that much of a thing, we are going to set up how your Fortitude, Prudence, Temperance, and Justice levels are. Starting out, you'll be roughly at Level 1 to 3. (We didn't touch up on "Levels" yet, but for the most part, just think of it like a clearance level which dictates what Risk Level you are prepared for.)
Additionally, it would be a good idea to familiarize yourself with some of the concepts of the Project Moon verse. We wont fault you for not knowing everything, and most of this stuff wouldn't even apply to someone attempting to enter a Wing and work at the corporation of the district.
When we get closer to the announcement of the roleplay, we will inform you of what concepts you should be familiar with. For now, you can use this guide to give you an idea of how to create a character in the Project Moonverse. If you feel intimidated, don't worry, just take things one at a time or wait for us to tell you what info you need to know.
Generally, you're just a citydweller who has either lived in the Backstreets or a Nest. You may have been a part of some business prior to joining Lobotomy Corporation as a fixer or a member of a syndicat, but you aren't anyone high ranking, nor have you ever worked at another Nest's corporation.
So, with constant threat of death, does this mean you can die at any time? ...Sort of? Not really? Whilst we want to make the threat of death a lot more common, we don't want to just kill you all off willy nilly. That's all we can really say on the matter whilst we devise ways to find a good middle ground.
One of the ways of the middle ground is the usage of NPCs. You guys aren't going to be the only agents in the facility. There will be several Agent NPCs that will fill up the numbers of the branch, all of which you can interact with, learn their stories, and witness dying tragic deaths.
Speaking of which, the ratio of Employee NPCs to player is like... 3.5 to 1, I believe? And with a planned cast of 8, that's gonna be a lot! Have fun!
Feel free to send your thoughts in the event-discussion channel. Any questions can be asked there as well!