Manager's Handbook
PROJECT MOON ON TOP!
PROJECT MOON IS PEAK!
LONG LIVE PROJECT MOON!
Content
New Mechanics
Abnormalities
Bloodfiends
Manifesting an Ego
Actual Gameplay Stuff
since D&D isn't really the actual Project Moon Universe, I have made some little adjustments to the perfect lore PM cooked, since this game is supposed to be a funny rpg to play with friends (if you have any), and not every world has ultra-tech that bends reality for no apparent reason and can extract equipment from transcendental beings that ignore any conventional rule of any universe, for comodity, E.G.O. Equipment is obtained from interacting / Suppressing the Abnormalities, and if you are a sweat and want an easy justification for this immense plot hole, you could say that in this universe it just works like that, also, below this page, you can find a "short" explanation of Abnormalities and E.G.O. if you haven't ever played any of the PM games. Also i MUST precise that every Abnormality is suffering Qliphoth Suppression (their powers are being greatly suppressed) even if not in a Lob. Corp. facility, because if they weren't, certain ones could easily wipe entire universes effortlessly.
!!! Important Note !!!
This homebrew literally has stuff that can make your character just unalive itself, have severe mental breakdowns that lead it into becoming a furry and murdering everyone and then themselves, plus some other twisted shit, if that doesn't suit you, you are a pus- i mean just don't use the homebrew.
!!! Reddit Mods Read This !!!
Credits
- This Homebrew is mainly Inspired by the games:
- Lobotomy Corporation, Library of Ruina,
- and Limbus Company
- Credits to Project Moon for all their games <3
- All Pictures in this homebrew are either taken from
- the Project Moon Games or their Wiki, all rights
- belong to them, i have edited some of the screenshots
- to remove the background. all pictures are screenshots.
- Credits to Canto VI for Being better than Cinema
- Credits to Lobotomy Corporation for making me spend
- a whole month on day 49
- Credits to the Wifeless Guy for dancing Gangman Style
- Credits to Gregor for doing the DING-DING-DING
- and carrying my 4th Walpurgis Night.
- Credits to- HOLY SHIT IS THAT THE RED MIST!?!?!?
- Credits to Vergilius for reminding me of my daily quests
- Credits to Kim Ji-hoon for being the best VTuber.
- Credits to the Green Marker that carried the
- Limbus Company Stream.
- Credits to The Erlking for being Absolute Cinema
- Credits to Canto VII for being absolutely the peak of the peak
Notes
My homebrew's Discord server (Come if you have questions or just want to roast me, also since this homebrew is in its early stages, i would really appreciate if you send me some feedback).
All percentages are rounded down.
All results of halving etc. is rounded down.
Unless specified, with turns i mean your character's turns.
All offensive feats require an attack roll to hit unless specified otherwise (or unless they have an aoe).
Feats that can be used with a bonus action can also be used with an action.
Effects that reduce actions per turn wont make you do less than 1 action.
If an attack always hits you still roll the d20, applying critical success as normal.
Effects that ignore AC from armors also ignore AC from natural armor.
can be played alongside normal D&D5e stuff.
When i Say "subject" i mean a generic humanoid, it being either a PC or an NPC, while "Creature" is intended to represent a generic being.
Abnormalities don't target each other with their effects unless they are fighting.
E.G.O.
The E.G.O Equipment are weapons and suits extracted from Abnormalities' beings, appearing in various forms. E.G.O (or Extermination of Geometrical Organ) is in itself the archetype of an Abnormality, drawn out and compressed into equipment form. It is said that the moment someone equips E.G.O, they'll instantly know how to properly wield it, regardless of fighting background. As this type of equipment is essentially independently functioning archetypes of an Abnormality, it is no mistake to say that E.G.O. owners wield the same kind of power and danger that Abnormalities possess.
Due to their nature of essentially being Abnormalities stabilized into suits and weapons, those with weak minds and wills will risk having their egos consumed by E.G.O Equipment beyond their capabilities. When a human equips E.G.O they are not mentally prepared to wield, the Abnormality within the equipment will one-sidedly whisper into the mind of the user until it eventually takes over their mind. This process is known as E.G.O Corrosion, where the Abnormality’s personality gradually overrides the wearer like a ‘shell’, until the equipment in question completely overtakes them, physically transforming the wielder into a monster acting as another instance of the original Abnormality.
Apart from direct extraction methods, Abnormalities can also provide trinkets or even their own body parts to subjects they fancy. These presents are collectively known as E.G.O Gifts, and will either permanently integrate into the person’s anatomy or form an attachment with them that makes them reluctant to cast the gift off. Though E.G.O Gifts are of a lesser degree than regular E.G.O Equipment, they are still a part of the egos of the Abnormalities they originated from, and carry the same risk of mental deterioration if too many Gifts are taken by one person.
Abnormalities
An "Abnormality" is a special type of Creature present in all of the Project Moon Games, they are entities representing various concepts born from the human mind. Ranging from human fears, complexes, and desires.
Each ‘species’ of Abnormality possesses a unique physiology and appearance, ranging from inanimate objects to intelligent beings; some Abnormalities even lack a physical form entirely and exist as an intangible phenomena themselves. Given the fact that they are human fantasies made real, Abnormalities don’t abide by the conventional laws of physics nor possess functional anatomy analogous to those of normal living organisms. Because of the basis of their existence, every Abnormality is immortal, and will come back from any and every wound—no matter how many times they're smashed, split, strewn apart, and suppressed.
Among the more cognizant ones, communication is possible with some Abnormalities, but interaction inherently poses danger due to their volatile personalities and abilities. Abnormalities typically possess an orange-and-blue morality, with their values being centered on the concept they embody. Due to the strange strands of logic that Abnormalities fundamentally follow—along with their dangerous, anomalous capabilities. This renders conventional reason and judgment irrelevant and brings great risk of death to those encountering them.
It is also due to these factors that it makes forming a genuine relationship with an Abnormality essentially impossible, with connections between these entities and their handlers only possible through a thorough understanding of that Abnormality and by entertaining its innate desires. Still, any degree of bond a human may form with an Abnormality will not stop the entity from killing the former if the human in question missteps and offends and/or loses themselves to the desires of the Abnormality.
Repeatedly killing humans is not a strange occurrence for these monsters, as their psychology and mentality remain immutably constant, as Abnormalities are abstract concepts and ideas made manifest. Thus, they will perpetuate the same behaviors over and over for the rest of their existence and will naturally forget or ignore anything that happens in the past in favor of their current behavior, incapable of even acting in any manner unrelated to their embodied concept.
Aberrations
Aberrations are variants of the existing Abnormalities, described as being similar to how plants or animals may have subspecies. They often resemble the same topic as the Abnormality, but either in a slightly different manner or in a completely opposite way.
New Mechanics
The Four Virtues
Abnormalities Don't Interact with your Stats Directly, but instead interact with your Four Virtues, each one being a total of a group of your stats, they have their own levels, divided in I, II, III, IV, V and EX based on the score.
| I | II | III | IV | V | EX |
|---|---|---|---|---|---|
| 0-3 | 4-7 | 8-11 | 12-15 | 16-19 | 20 |
Fortitude
Fortitude's Score is equal to half of the sum of your Strength and Constitution scores. For Each level of Fortitude, Your MaxHP increases by 10
Prudence
Fortitude's Score is equal to half of the sum of your Intelligence and Wisdom scores. For Each level of Prudence, Your Max Sanity increases by 10
Temperance
Temperance's Score is equal to half of the sum of your Charisma and Dexterity scores. For Each level of Temperance, Your Interaction Success increases by 1
Interaction Success Increases any roll made to Interact with an Abnormality by its Value
Justice
Justice's Score is equal to the sum of all your levels. At levels III, and EX, your Attack Speed Increases by 1, also increases your Speed by 5 each level.
Stat Scaling
Any increase to Temperance and Prudence will become an increase to MaxHP (Fortitude) / Max Sanity (Prudence) if their score is already 20. (1 point = 2 Max HP/Sanity)
Any increase to Temperance will instead become an increase to Interaction Success (at a rate of 5 Temperance = 1 Interaction Success) if its score is already 20.
Any increase to Justice will instead become an increase to Attack Speed and Speed (at a rate of 1 Justice = 0.1 Attack Speed and 5 Speed) if its score is already 20.
Sanity
Abnormalities won't attack only the Physical exterior of their opponents, they will also attack their minds, dealing damage directly to one's Sanity.
Each player starts at 100 Max Sanity, Sanity can only be increased by Prudence and will automatically restore to full after any kind of rest.
Certain Abnormalities will kill their target instantly as they reach 0 Sanity.
Reaching 0 Sanity will make the player go into Panic, having them rolling a d4 to determine the type of their Panic, if a subject that has 0 Sanity suffers more Sanity Damage, that damage will be converted to HP damage, Reaching 0 HP while Panicing will cause the subject to Suicide on the spot.
| Roll | Type of Panic |
|---|---|
| 1 | Murder |
| 2 | Suicide |
| 3 | Wander |
| 4 | Sabotage |
Murder: The subject enters a Murder Frenzy and starts attacking the nearest target.
Suicide: The subject stands still for a minute (10 turns) and then takes its own life.
Wander: The subjects wanders randomly, dealing 10 Sanity to any other subject (Except Abnormalities) in a 10 feet area from itself on its turn's end.
Sabotage: The subject goes to the Nearest Abnormality and intentionally Triggers its Aggressive State. If there are no Abnormalities Nearby, reroll the Mental Breakdown Type.
Suffering Sanity Damage from Allies will instead heal you, if you heal back to full sanity, you will recover from your Panic.
if you reach 0 Sanity from your E.G.O.'s effects, your Panic will always lead to an E.G.O. Corrosion, in which you will transform into a distorted version of yourself that resembles one random Abnormality that you wield as E.G.O., and you will behave like the Murder Panic Type, until you reach max Sanity again, by being hit with WHITE damage. While corroded you won't be able to regain Sanity from your E.G.O.'s effects, but they will still decrease your Sanity.
If you stay corroded for too much time, the E.G.O. will completely take over, and you will practically become another instance (or an Aberration) of the Abnormality that corroded you.
E.G.O. Corrosion won't happen if you Failed to / Already Manifested an E.G.O. , but it can affect your Distortion.
Status Effects
Status Effects are Divided in 2 Aspects, Potency and Count.
A Status Effect's Potency indicates how strong the effect of that status will be when it triggers (Max 99).
A Status Effect's Count indicates how long that status will last (Max 99).
Abnormalities and their E.G.O. Equipments can inflict various kinds of status effects, some of them may be labled as "Unique (effect)", which means that they behave like (effect) but also have some unique properties.
Being resistant to a Status effect halves the damage it does to you, or makes you suffer half Potency and/or Count if it doesn't inflict damage
Burn
Inflicts (Potency) Wrath Damage and loses 1 Count at the end of the turn.
Bleed
Inflicts (Potency) Lust Damage and Loses 1 Count when attacking.
Sinking
Inflicts (Potency) Gloom Damage and Loses 1 Count when Hit.
Bind
Has No Potency, always inflicted next turn
Decreases the Combat Priority By Count, and Speed by 5 times Count.
Example: you are fighting 3 creatures and inflict 3 bind to one of them, that creature will act 3 places behind, meaning that if it was the first to act it will become the fourth.
Expires at the end of the turn.
Rupture
Inflicts (Potency) Gluttony Damage and Loses 1 Count when Hit.
Poise
Roll a d100 when you attack, if the number is equal or lower than the product of your Poise Potency * Count, The Attack is a Critical Hit. You lose 1 Poise Count at the End of your turn and each time you make a Critical Hit cause of this status effect.
Charge
Used by Moves, Max Count is 20, Does not decay until both Potency and Count are 0.
Tremor
Can be Bursted through Special Moves, when that happens, roll a d100, if the number is equal or lower than Tremor Potency, you get Staggered until the start of your next turn. Tremor Count Decreases by 1 at the end of your turn.
Stagger
When Staggered, become stunned and lower all your Defenses by +0.5 while stunned.
After recovering from Stagger, become immune to it for 1 turn.
Paralysis
Has No Potency
Cancels all Attack Roll and Damage Roll increases and gives disadvantage on Attack Rolls.
Decreases by 1 After an Attack Roll.
Sinking Delunge
Deal Sinking Potency * Sinking Count Gloom Damage and remove all Sinking.
Charge Barrier
Has No Potency
Gain Charge Barrier * 3 TempHP on turn start.
Decays at the end of your turn, and turns into Charge Count.
Haste
Has No Potency, always inflicted next turn
Increases the Combat Priority By Count and Speed by 5 times Count.
Example: you are fighting 3 creatures and gain 3 Haste, you will act 3 places forward, meaning that if you was the last to act, you will now be the first.
Expires at the end of the turn.
Amplitude Conversion
Converts all Tremor Potency and Count into another type of Tremor, and all further applications of Tremor will become of that type as long as it doesn't expire.
Amplitude Entanglement
Once triggered, every Amplitude Conversion Adds their Tremor's effect on top of current Tremor, lasts 1 turn, after which Tremor is returned to normal.
Nullify Power
Has no Potency
Rolls are unaffected by any modifiers, lasts 1 turn.
Tremor - Reverb
When Bursting Tremor - Reverb, Deal Sloth Damage equal to Tremor Potency
Tremor - Decay
For each 4 Tremor - Decay Potency on self you suffer 1 Fragile
Tremor - Chain
For each 6 Tremor - Chain Potency on self reduce your Attack Rolls' score by 1
Tremor - Fracture
Increases the Defense Loss on Stagger by 0.5 (from 0.5 to 1.0)
Tremor - Everlasting
When Bursting Tremor, flip a Coin, on heads Tremor Burst again for free, can happen twice per tremor burst (this won't Stagger twice or inflict more Defense loss, it will only trigger effects that require Tremor Bursts).
Protection
Has No Potency
Decreases Damage Taken by Count.
Expires at the end of the turn.
Fragile
Has No Potency
Increases Damage taken by Count
Expires at the end of the turn.
Attack Power Up
Has No Potency
Increases Attack Roll and Damage Dealt by Count.
Expires at the end of the turn.
Attack Power Down
Has No Potency
Decreases Attack Roll and Damage Dealt by Count.
Expires at the end of the turn.
Sin Damage Types
Abnormalities and E.G.O. are able to harness the power of Sin with their attacks, causing Status Effects to be inflicted upon their enemies. each status effect has an affinity towards a particular sin which dictates what type of damage it deals.
Sin Damage Types are unaffected by any resistance that doesn't particularly target them, and also work on E.G.O. and Abnormalities just fine. (for example, the burn status effect inflicts wrath damage and not fire damage, and as so bypasses fire resistances, and is not converted to RED damage when fighting an Abnormality)
Wrath
Wrath is associated with fire, with its nature described as that of an indiscriminate and uncontrollable destruction, that leaves nothing in its wake. This connection is further reinforced by Wrath being associated with the Burn status effect, and the Peccatulum Irae, associated with Wrath, inflicting Burn on a number of Skills.
Lust
Lust is described as a wish to spread a fragment of the self: this definition can include both a literal interpretation of carnal desire and a more metaphorical meaning, including the concept of wanting to spread part of oneself, often in the form of knowledge, a thought, or belief to others. Lust is associated with the Bleed status effect, which is used by the Peccatulum Luxuriae.
Bloodfiends are often associated with the sin of Lust, as this is the same sin from which stems their illness, the need to propagate their affliction onto others in order to better bear its burden, leading to the creation of Bloodfiend Families.
Sloth
Sloth is defined as the state of being directionless, surrendering oneself to inertia and the will of others. This can manifest in the form of an unwillingness or refusal to change one's ways, or in the form of one who simply follows orders or acts on behalf of another. Sloth is associated with the Tremor status effect, and the stone-like Peccatulum Pigritiae.
Gluttony
Gluttony is described as similar to a plant searching for nutrients, never to be sated by them, as its roots will continue to grow in need of a greater supply. Similarly, Peccatula Gulae consume endlessly out of a never-ending hunger and unreachable desire to feel full. Gluttony is associated with the Rupture status effect.
Gloom
Gloom is associated with water, with the pull of Gloom being compared to sinking in deep water: it is a sense of melancholy that is easy to sink into, yet difficult to pull yourself back out, against the water's suffocating pressure and the awareness of the futility of struggling. Gloom is associated with the Sinking status effect and the Peccatulum Morositatis.
Gloom Damage Targets Sanity Before HP.
Pride
Pride is the sin of overconfidence, stemming from a strong belief in one's infallibility. The sin's associated Peccatulum, Superbiae, takes on the shape of a wheel, the symbol of development and humanity's unyielding pursuit of perfection. Because of this, it is often connected to creation and technological advancement. Pride is associated with the Poise status effect.
Envy
Envy is the sin of focusing on one's inadequacy compared to others, or a sense of resentment at another's success. The Peccatula Invidiae, beings of Envy, notably gain the ability to take the form and strength of others. The sin is compared to a stinging feeling like a static shock, and is associated with the Charge status effect as a result.
E.G.O. Equipment
E.G.O. is divided intro three categories: E.G.O. Weapon, E.G.O. Suit and E.G.O. Gift. All the Equipment of an Abnormality is often defined by a single name, Most Abnormalities only have 1 type of each, but in some cases they could have more, or have none. Also their Risk Level isn't bound by the Abnormality's.
E.G.O. Weapons
The Stats that this Equipment control are:
Damage: What Type of Damage an E.G.O. Weapon inflicts with its normal attacks and how much
Attack Speed: The Number of Attacks a weapon can do in one action shown as a number, in case the weapon's attack speed is classified as "0", attacking will take up your entire turn, also "0" ATS weapons cannot increase their ATS.
Range: The Range of a weapon's attacks, Melee E.G.O. weapons have a base range of 5ft.
Dual Wielding E.G.O. Weapons makes you incur in a Max Sanity Reduction based on the Rank of the Weapons
| ZAYIN | TETH | HE | WAW | ALEPH | |
|---|---|---|---|---|---|
| ZAYIN | 5 | 10 | 15 | 20 | 25 |
| TETH | 10 | 15 | 20 | 25 | 30 |
| HE | 15 | 20 | 25 | 30 | 35 |
| WAW | 20 | 25 | 30 | 35 | 40 |
| ALEPH | 25 | 30 | 35 | 40 | 45 |
E.G.O. Suits
The Stats that this Equipment control are:
Resistance: What Resistances the E.G.O. Suit grants against RED, WHITE, BLACK, and PALE damage.
Damage and Resistances
Resistances are calculated like this: your base resistance to an attack is 1.0 (excluding pale), meaning you take normal damage. For each 0.1 this resistance changes, you take 10% more or 10% less damage.
(example: at 1.2 resistance you take 20% more damage, at 0.8 you instead take 20% less)
at 0.0 resistance, attacks will inflict no damage.
If a resistance goes in the Negatives, the attack will instead heal the target.
(example: if you have -1.0 resistance to RED damage you will heal by the attack's damage, WHITE damage regenerates Sanity, BLACK damage regenerates both, and PALE damage regenerates a % of your HP).
E.G.O. Synchronization
E.G.O. Equipment undergo a process of Synchronization the More you Use them, this process allows the user to draw out more and more power from it, effectively increasing its stats and Rank. This Process can take place based on the XP you gain (if you use XP), or when the DM sees fit. Synchronization is divided in 5 levels, for weapons, each level increases the damage it does as shown in the table below (note that the damage in the table represents the total damage increase), and the Rank also as shown in the table below.
| Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | |
|---|---|---|---|---|---|
| ZAYIN | TETH Rank, +5 | +7 damage | HE Rank, +10 | WAW Rank, +12 | ALEPH Rank, +15 |
| TETH | +4 damage | +6 damage | HE Rank, +9 | WAW Rank, +11 | ALEPH Rank, +14 |
| HE | +3 damage | +5 damage | +8 damage | WAW Rank, +10 | ALEPH Rank, +13 |
| WAW | +2 damage | +4 damage | +6 damage | +8 damage | ALEPH Rank, +10 |
| ALEPH | +1 damage | +3 damage | +5 damage | +7 damage | +8 damage |
E.G.O. Gifts
The E.G.O. Gifts are equipment that can alter the Four Virtues of the subject who wears it. Like the previous E.G.O. Equipment, E.G.O. Gifts are obtained by Interacting with an Abnormality. Some of them might have Special Abilities that produce different effects on the user or others. They are permanent on the respective subject and last until their deaths.
Unlike other E.G.O. Equipment, E.G.O. Gifts have no Risk Level, but instead have a tier, from I to IV (1 to 4)
Multiple E.G.O. Gifts can be equipped to the same subject, however, each Gift decreases the wielder's Max Sanity by 5 for each tier (I = -5, IV = -20), unless stated otherwise in the Gift's description.
E.G.O. Gifts Weight Nothing, and as the owner you can see through them as if they weren't there, you can also hide them, but still keep their effects.
Some E.G.O. Gifts are able to fuse with others, creating a new one that replaces its components, making you unable to regain them, but giving you a much stronger Gift that doesn't reduce Max Sanity. E.G.O. Gift Fusion Happens Automatically when you have all the required components. You can only have 2 E.G.O. Gift Fusions, and you cannot change them once you got them. A List of E.G.O. Gift Fusions can be found Here
Abnormalities
"Every Abnormality may not have a reason to exist, but they all have a will to persist."
Each Abnormality has 3 Important Features : Behavior, Damage Type, and Risk Level
Behavior
Each Abnormality's Behavior is different, as they require diverse methods of approach, but they all share the same basic traits:
Every Abnormality starts in a Calm State, in which they won't attack the players on sight, and can be interacted with.
While Interacting with an Abnormality, roll a D20, which score is affected by a Virtue of your Choice, each Abnormality has 3 Results: Bad, Normal and Good, which all have different effects based on the Abnormality and the players.
Fortitude Interactions involve the fulfillment of an Abnormality's Instincts
Prudence Interaction involves the providing some kind of stimulus to the Abnormality to gather insights.
Temperance Interaction involves emotionally attaching to an Abnormality and performing "Social" activities
Justice Interaction involves physically hurting or "Repressing" the concept the Abnormality embodies while it is in a Calm State
An Abnormality May have "Liked" and "Disliked" Virtues, When interacting with said Virtue, you gain an Advantage / Disadvantage on the roll.
Every Abnormality has a stat called "Qliphoth Counter", which represent the state of Suppression they are under, on certain conditions this counter will lower, and upon reaching 0 the Abnormality will start attacking players, or unleash its abilities.
Additionally, each Abnormality has certain "triggers" when Interacting with it, which can unleash various effects.
Some Abnormalities have Special Interactions with other Abnormalities.
Abnormalities do not have a Sanity value, any Sanity Damaging Attacks will deal normal HP damage to them, BLACK damage only deals its normal HP damage towards Abnormalities.
PALE damage does flat damage to Abnormalities instead of a %.
Damage Types
Abnormalities do not deal conventional damage types, they instead have 4 Specific Types of Damage that ignore any normal resistance and immunity except if it is a specific resistance against them (example: being resistant to slash, pierce and bludgeoning doesn't make you resistant to RED damage). Each player has a base resistance against all the damage types of 1.0, which means they take normal damage against it, except against PALE damage, which has a base resistance of 2.0, which means you take twice the damage against it.
RED damage
RED Damage Type involves Physical Trauma, which will normally decrease HP by its value. Any Damage that isn't categorized as "RED", "WHITE", "BLACK", or "PALE", and doesn't come from a status effect will be converted into RED damage against E.G.O. Suits and Abnormalities.
WHITE damage
WHITE Damage Type involves Psychological Trauma or Effects which will decrease Sanity. WHITE damage decays its target
BLACK damage
BLACK Damage Type involves compound damage to both body and mind, which will decrease both HP and Sanity. BLACK damage corrodes its target.
PALE damage
PALE Damage Type involves direct damage to one's soul, which decreases the HP of the target by a percentage of their Max HP with each attack. Each point of PALE Damage will remove 1% of the target's Max HP at 1.0 PALE resistance. PALE damage leaves no injuries on the body.
Risk Level
Abnormalities are classified in 5 Risk Levels: ZAYIN, TETH, HE, WAW, and ALEPH; each describing how dangerous it can be to humans, you must bear in mind that an Abnormality with a low Risk Level isn't necessary weak, but is simply less likely to kill someone.

ZAYIN Abnormalities are the lowest and safest Risk Level to interact with. They aren't very threatening to subjects, none of them will attack directly, but most of them can still deal damage through abilities or even trigger instakill effects, so one should still handle them with caution. These Abnormalities usually give positive effects and/or don't cause major consequences.

TETH Abnormalities are more dangerous than most ZAYIN Abnormalities, but still more manageable than HE Abnormalities. In this category and onward, the Abnormalities will start to deal threatening damage if lacking the proper Defenses (Which can kill or panic players). Some of them will trigger their abilities when getting Bad Results too many times, reducing their Qliphoth Counter, while others will only trigger their abilities when the players make a mistake.

HE Abnormalities are a firm middle ground on the Risk Level chart, ranking higher than TETH and below WAW. They can cause various negative effects on the players and their surroundings, ranging from dealing constant damage to being able to kill players in one hit. These Abnormalities can be a serious problem when their Interaction Results are low and their Qliphoth Counters reach 0, which will result in them becoming Aggressive or triggering their abilities. They're neither too easy nor too difficult to keep calm and happy, though players may need higher levels to work on them.

WAW Abnormalities are dangerous Abnormalities both while aggressive and while calm, proving to be more dangerous than HE ones but just behind ALEPH Abnormalities. They can easily cause mayhem across the players and once their abilities trigger, it is hard to put them in their place. All of them have a way to start attacking unprompted, summon minions or possess players. If neglected, their power will overwhelm you.

ALEPH Abnormalities are extremely dangerous both while Calm and when they trigger their abilities, being more dangerous than WAW Abnormalities. Their abilities are the most powerful in-game, as well as having unique styles; from transformations, massive area damage, to the summoning of minions. Abnormalities of this class are able to easily cause a 'Party Kill' if they aren't suppressed in time or are left unattended.
Risk Levels don't always correspond to a direct upgrade in strength, ZAYIN abnormalities can be as strong as ALEPHs, but since they cannot be aggressive (most of the times), and are sometimes helpful, they are ranked as such. As the Category itself is called "RISK Level" and not "POWER level" it reflects how Risky an encounter with an Abnormality is.
Abnormalities Classification
This page is entirely flavor as it explains how abnormalities's classifications are made, this has no impact on gameplay.
How do classification work?
Each Abnormality has a classification code following a Letter-XX-YY format:
The Letter Stands for:
F: Fairytale
Fairy Tales, folklore, forgotten stories, and urban legends.
T: Trauma
Traumatic experiences, phobias, or intense emotions.
M: Mythical
Based on Human Mythology.
O: Original
Originates from beyond this reality, unknown cause of birth, naturally occurring phenomena, or manufactured by humans. The catch-all categorization for any Abnormality that doesn't neatly fit into the previous classifications.
Note that Distortions and Distortions that became Abnormalities are considered a naturally occurring phenomena, and therefore are classified as O.
The First set of numbers (XX) stands for:
01: Humanoid or possessing human-like characteristics:
Includes Abnormalities possessing human-like bodies or appendages, even if distorted or malformed. Excludes humanoid collections of non-human objects. Humanoid Abnormalities that can transform into beastial/non-humanoid forms are usually still designated under this classification. Includes Abnormalities which creation is closely related to humans.
02: Animalistic:
Abnormalities that resemble animals, rather than humans.
03: Otherworldly or religious:
Abnormalities that are described or appear to be foreign and alien to the world, or religious in theming. These Abnormalities are either dependent on human attention, worship, or unable to be properly comprehended by human understanding and/or perception.
04: Inanimate or Stationary:
Mostly includes object-like Abnormalities that are not appended to the 01, 02, or 03 designations. Most Abnormalities in this category are seemingly incapable of independent movement, remaining mostly stationary. Locomotion is limited to teleportation or attaching themselves to a subject. Consequences due to mismanagement are often instantaneous or impromptu.
05: Machines and artifacts:
Applies to Abnormalities resembling inanimate objects similar to those classified as 04, but includes mechanical entities that can act autonomously and are capable of independent mischief. Behaviors are affected by various factors and situations, especially via the players' choices, and cause long-term and significant consequences.
06: Abstract:
Includes Abnormalities that do not exist in physical reality and are closer to intangible phenomena or Abnormalities that have no "Original" form, and their current form is the result of their abilities.
07: ‘Breaching Tool’:
Include Abnormalities that are conditionally a Tool Abnormality and are capable of Aggressive Behavior.
08: Sin: Includes all Peccatula, related to the 7 sins.
09: Tool-type: Includes object-like Abnormalities that cannot attack and can be interacted with to benefit the player to varying results.
The Second set of Numbers (YY) is a unique number assigned arbitrarily to the abnormality, its length can vary.


Scarecrow Searching for Wisdom
Funeral of the Dead Butterflies
Notes from a Crazed Researcher
Shelter from the 27th of March


Behavior
Liked Virtue: Temperance
Disliked Virtues: Fortitude, Justice
Qliphoth Counter: Non Aggressive Abnormality
Good Interaction Threshold : >= 8
Normal Interaction Threshold : < 8 and > 4
Bad Interaction Threshold : =< 4
Description
A silent Abnormality that understands the conflict between good and evil. Its empty eye sockets stare at all those who encounter it.
A giant skull that is attached to a cross, it wears a crown of thorns. It floats about 2 meters above the ground.
While its appearance is bizarre, it is rare to record an incident of violence when Interacting with this Abnormality.
It feeds on the “evil” that seeps out during conversations between subjects. When Interacting, the subject will kneel before it (standing also appears to be acceptable) and present their evil by confessing their sins to it. The way it feeds is unknown.
One Sin and Hundreds of Good Deeds
O-03-01
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Crown of Thorns"
Good Result with Liked Virtue on an Evil subject : Changes the subject's Evil Alignment to Neutral, Grants the E.G.O. Gift "Crown of Thorns" and the E.G.O. Gift "Hardship"
Good Result with Prudence: Grants the E.G.O. Suit "Penitence"
Good Result with Fortitude: Grants the E.G.O. Weapon "Penitence"
Good Result: Restores Half of your Max Sanity to all your Party
Normal Result: Restores 10 Sanity
Bad Result: You Suffer 5 WHITE Damage.
When WhiteNight's 12th Apostle Confesses their Sins to One Sin, it will Ray Holy Light upon WhiteNight, Instantly Suppressing it, but this will cause the Apostle to kill itself.
When Interacting with Temperance while Wearing E.G.O. Weapon, Suit and Gift of WhiteNight, the subject will have their Equipment transformed to Original Sin and will gain the E.G.O. Gift "Crown of Thorns"
E.G.O. Gift
Tier III
Crown of Thorns : +2 Prudence, If you are the party member with the lowest Sanity, heal 8 Sanity at the start of your turn. If you are at Max Sanity, Gain 1 Attack Power Up. (Hat)
Gain +1 Sanity from Sanity healing effects, and lose -1 Sanity from Sanity Draining Effects (excluded WHITE damage)
E.G.O. Gift 2
Tier III
Hardship : +2 Prudence, On Hit, heal Sanity equal to Attack Speed, if at Max Sanity, Gain Attack Power Up equal to half your attack speed next turn. (Necklace)
Penitence

Rank: ZAYIN
Damage: 8 WHITE damage
Attack Speed: 1
Range: Melee
On Hit: heal 5 Sanity and gain 2 Penitence, if you are at Max Sanity, heal the Sanity of one of your allies instead
Synchronization increases the Sanity Heal by 2 and the Penitence gain by 1 each level
Original Sin

Rank: ALEPH
Damage: 25 PALE damage
Attack Speed: 0
Range: Melee
On Hit: Heal 15 Sanity and gain 6 Penitence, if you are at Max Sanity, heal the Sanity of one of your allies instead
Synchronization increases the Sanity Heal by 5 each level, and the Penitence gain by 2 at levels 2 and 4.
Penitence
Unique Charge (Has no Potency)
You can Convert any Charge Count you gain into Penitence
On the Start of your turn, you gain Temp HP equal to Penitence
At 20 Penitence, You can unleash an attack that deals Three Times your Weapon's Damage as WHITE damage, Heals your Sanity by how much damage you dealt and makes you unable to gain Penitence for 3 turns.
Changes Appearance based on Penitence, at 6+ Penitence gain a golden aura on your weapon, at 12+ Penitence gain an halo, at 20 Penitence the golden aura grows in size and envelops your whole body
Penitence

Rank: ZAYIN
Resistances: RED: 0.9 WHITE: 0.8 BLACK: 0.9 PALE: 2.0
Original Sin

Rank: ALEPH
Resistances: RED: 0.5 WHITE: 0.5 BLACK: 0.5 PALE: 0.2
If a subject wields "Original Sin" both as a Weapon and Suit, and has the E.G.O. Gift "Crown of Thorns", they will be granted an Angelic Halo above their head, gaining immunity to Radiant Damage, and + 75 Max Sanity.
If a subject wears any piece of "Original Sin", they will be Unable to gain any piece of "Paradise Lost" or "Bless", and will deal x2 damage to WhiteNight.


Behavior
Liked Virtues: Temperance, Prudence, Justice
Disliked Virtue: Fortitude
Qliphoth Counter: 1
Good Interaction Threshold : >= 7
Normal Interaction Threshold : < 7 and > 4
Bad Interaction Threshold : =< 4
Description
Wears a black fedora and a beaked mask. Has huge black wings instead of arms or legs. It is capable of human communication, though it prefers to talk little.
It came to this world by itself, claiming that the world has contracted a dreadful disease only it is able to cure. We could not find anything about this “disease” it refers to.
It seems to like treating employees when they are injured or sick. It shows satisfaction when helping others, and it seems quite sympathetic and benevolent. Even after a week of observation, we found no aggression, or violence. Only contributions to the assumption that this Abnormality is eminently “gentle” and good for us.
Plague Doctor
O-01-02
Interactions
Good Result: Grants the E.G.O. Gift "Bless"
Normal Result: The Qliphoth Counter Lowers by 1
Bad Result: The Qliphoth Counter Lowers by 1
When the Qliphoth Counter reached 0, the 3 Nearest Humanoids become Possessed and go towards Plague Doctor to be Blessed.
Each Time Plague Doctor Blesses someone, it transforms.
When Plague Doctor has blessed a total of 12 subjects, it Transforms one last time, and Those who have been kissed by Plague Doctor shall be reborn as the blessed.
subjects Blessed by Plague Doctor cannot Interact with it anymore.
E.G.O. Gift
Tier IV
Bless : +6 to all Virtues, +6 Speed, +0.6 Attack Speed. (hovers over your head)
Plague Doctor gives no E.G.O. Weapons or Suits.
Plague Doctor after 1 Blessing

Plague Doctor after 2 Blessings

Plague Doctor after 3 Blessings

Plague Doctor after 4 Blessings

Plague Doctor after 5 Blessings

Plague Doctor after 6 Blessings

Plague Doctor after 7 Blessings

Plague Doctor after 8 Blessings

Plague Doctor after 9 Blessings

Plague Doctor after 10 Blessings

Plague Doctor after 11 Blessings



Behavior
Qliphoth Counter: Non Aggressive Abnormality
Interactions
Interacting with This Abnormality will cause the Death of every Being in a 1 Mile Area.
This Abnormality can Shapeshift into other Abnormalities, but the disguise vanishes if an Humanoid is at least 15 feet close to it.
Every Humanoid in a 10 feet area from the Abnormality have to roll a Prudence Saving Throw (DC 12), Interacting with the Abnormality on a Failure.
This Abnormality gives No E.G.O. Gift, Weapon or Suit.
Don't Touch Me
O-05-03
Description
A machine in the shape of a box with a tempting big red button. Old scribblings are written around it. They're mostly warnings, such as: "Don't push the button."
Many subjects file their temptation to push the button as so strong it gives them insomnia. However, as the number of subjects claiming they are suffering from this temptation is quite large, a solution to this problem is being worked on currently.
One of the most important aspects of defining an abnormality is "free will". This Abnormality is confirmed to possess a strong will to make anyone around it want to push it. Thus, it is categorized as an Abnormality.
When the button is pressed apocalypse will befall, others say rainbow-colored light will shine down and unicorns will descend from them. Things that shouldn't happen, happen. Some say an ape will descend from the sky, and others still say a bomb buried deep underneath the facility will detonate and reset everything. However, none of these rumors are confirmed.
Caution is advised as this Abnormality possesses the ability to evoke one's curiosity to press it. Sometimes, it changes its shape in a cunning attempt to be pressed by mistake.


Behavior
Liked Virtues: Fortitude, Prudence
Qliphoth Counter: Non Aggressive Abnormality
Good Interaction Threshold : >= 7
Normal Interaction Threshold : < 7 and > 4
Bad Interaction Threshold : =< 4
Description
Opened Can of Wellcheers, is an Abnormality composed of a flashy grey soda vending machine and two humanoid guards that resemble shrimp, wearing gray overalls and yellow boots.
The vending machine dispenses a free soda branded "Wèllcheers" upon the emptying of the drink dock, effectively making a drink always available.
Opened Can of Wellcheers
F-05-04
Interactions
Good Result with Liked Virtues: Grants the E.G.O. Gift "Soda"
Good Result with Prudence: Grants the E.G.O. Suit "Soda"
Good Result with Fortitude: Grants the E.G.O. Weapon "Soda"
Interaction with Prudence: Drink a Wellcheers, Restoring Half of your Sanity
Interaction with Fortitude: Drink a Cherry flavored Wellcheers, Restoring Half of your HP
Interaction with Temperance or Justice: Drink a Grape Flavored Wellcheers, Restoring Half of your HP and Sanity
Bad Result: Fall asleep on the spot. Shortly afterwards, the shrimps will Capture you, as a large wave carrying a fishing boat will take you away, "Killing" you.
E.G.O. Gift
Tier I
Soda : +2 Fortitude (its a beard)
Soda

Rank: ZAYIN
Damage: 2 RED damage
Attack Speed: 3
Range: 120 feet
On Hit: heals 2 HP and 2 Sanity, Dealing a Critical Hit doubles the amount of heals.
Synchronization Increases the amount of HP and Sanity heal by 2 each level.
Synchronization only increases damage by 1 each level
Soda

Rank: ZAYIN
Resistances: RED: 0.8 WHITE: 1.0 BLACK: 1.0 PALE: 2.0


Description
It assumes the shape of a cheval glass, but nothing is reflected on its surface.
The only thing it shows is people. When facing oneself in the mirror, the subject changes. There are numerous suggestions, like the possibility of a linkage to a parallel universe or magical powers, but none of this can be confirmed.
Those who face themselves in the mirror may appear the same, but in actuality, they have become completely different people.
Looking into the mirror multiple times will gradually eat away one’s humanity until they become indistinguishable from a hollowed husk of a man, so caution is advised.
Mirror of Adjustment
O-09-05
Interactions
When Interacted, Mirror of Adjustment will allow you to Change your Class, Stats, Proficiencies, and Feats.
When Interacting more than once with Mirror of Adjustment in a Single Day, the Abnormality will halve your Stats and your Proficiencies.
Changing your Stats mean that you can freely re-arrange all your stat points, without adding or subtracting to your total stat points, same thing with proficiencies and feats.
Examples:
You have 10 strength and 20 charisma, by using Mirror of Adjustment you can have 12 Strength and 18 Charisma.
You have the Proficiency in Investigation, by Using Mirror of Adjustment you can lose that Proficiency to gain another.


Behavior
Liked Virtue: Fortitude
Disliked Virtues: Prudence, Justice
Qliphoth Counter: Non Aggressive Abnormality
Good Interaction Threshold : >= 5
Normal Interaction Threshold : < 5 and > 3
Bad Interaction Threshold : =< 3
Description
The Abnormality is similar to a fairy, having two pairs of wings and a small body. They act as a cluster.
They use a language we cannot understand to communicate with each other. They follow a few subjects around when they enter their Territory, using their special abilities to help heal injuries. People call this act "The Fairies' Care".
The fairies are no more than carnivorous monsters, and their "protection" is their method to keep the meat fresh. When a subject enters another Abnormality's Territory, they gobble them up in fear that they would lose their food to something else.
Fairy Festival
F-04-06
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift and Weapon "Wingbeat"
Good Result with Temperance: Grants the E.G.O. Suit "Wingbeat"
Good Result: Receive "The Fairies' Care" for a 6 Hours
Normal Result: Receive "The Fairies' Care" for 6 Hours
Bad Result: You Suffer 5 RED damage.
If Someone Under "The Fairies' Care" Tries to Interact with Another Abnormality, The Fairies will eat Said subject, Instantly Killing It.
E.G.O. Gift
Tier I
Wingbeat : +2 Temperance (Glove)
The Fairies' Care
Heals 1/10th of your MaxHP every 10 turns (1 minute).
Wingbeat

Rank: ZAYIN
Damage: 8 RED damage
Attack Speed: 1
Range: Melee
On Hit: Inflicts 1 Bleed on hit and heals HP equal to half the Bleed Potency on the Target.
Synchronization increases the Amount of Bleed Potency by 1 each level, and adds 1 Bleed Count at level 3.
Evolves if the user owns the E.G.O. Gift ""
Wingbeat

Rank: WAW
Damage: 12 RED damage
Attack Speed: 1 (Attacks once with each blade)
Range: Melee
On Hit: Inflicts 5 Bleed Potency, 1 Count, and heals HP equal to half the Bleed Potency on the Target.
Synchronization increases the Amount of Bleed Potency by 1 each level, and adds 1 Bleed Count at level 3.
At Synchronization Level 3, each time you attack roll a d100, if the roll is equal or lower to Bleed Potency on target, attack again and heal 5 HP (max 2 times).
Excess Healing is given to your allies instead
Increases the max times you can attack again by 1 at Synchronization level 4 and 5, and increases the healing by 3 at level 5.
Wingbeat

Rank: ZAYIN
Resistances: RED: 0.8 WHITE: 0.8 BLACK: 1.0 PALE: 2.0
Evolves if the user owns the E.G.O. Gift ""
Wingbeat

Rank: WAW
Resistances: RED: 0.5 WHITE: 0.8 BLACK: 0.8 PALE: 1.0
Grants "The Fairies' Care" Permanently, doubles its healing (from 1/10th to 1/5th), halves its cooldown (from 10 to 5 turns), and grants Immunity to its drawback.
Grants Resistance to Bleed.


Interactions
When Stepped Inside, We Can Change Anything will close itself, Slowly Killing Whoever is Inside and Generating electricity as a result.
Once We Can Change Anything closes itself, it Won't Reopen until whoever is inside dies.
We Can Change Anything
T-09-07
Description
After the popularity of the “All-Around Helper” skyrocketed, “We Can Change Anything” was released as the second installment of XX Inc’s home robot series.
As to be expected of all of XX Inc’s products, it sports a variety of functions.
Is your child a troublemaker who cries all the time? We can change that!
Don’t like how you look? Are you too fat? Too skinny? We can change that!
Is your house suffering from an outage because you don’t have the money to pay for the power bill? We can change that!
It’s quite simple. Just open up the machine, step inside, and press the button to make it shut. Now everything will be just fine.
The machine will produce energy after a subject enters it. Seeing as once inside, nobody ever comes out, it must be rather comfortable.

We Can Change Anything's Inside


Description
A mysterious worn-out machine used for operations.
This machine was designed to pull back the skull and destroy nerve tissue safely and efficiently.
Many of those who underwent an operation inside the machine have found themselves rested and healthy again.
Those who answered “Yes” to the question “Do you love your city?” were deemed cured. Those who answered “No” weren’t allowed to discharge.
The longer the machine is in use, the better a person becomes. Furthermore, the longer it is used, the faster the question will change.
You Must Be Happy
T-09-08
Interactions
Stepping Inside You Must Be Happy will lock you in place.
While inside You Must Be Happy, The Machine will Ask "Do you love your city?"
After Asking the Question, You Must Be Happy will bring in front of you a button with a screen Displaying "YES" or "NO", at increasingly faster intervals.
Trying to press the button will make you roll a Dexterity Saving Throw (DC 1), pressing "NO" on a failure and "YES" on a success.
Pressing the button while the Screen Displays "NO" will instantly kill you.
Pressing the button while the Screen Displays "YES" will increase your Virtues' Score by 1 for each turn you spent inside You Must Be Happy for a day.
For each turn you spent inside You Must Be Happy, the DC to the Dexterity Saving Throw increases by 1.


Description
A mysterious marble which hangs from the ceiling.
We know of an ancient practice; the countless promises that were made, and the unending faith placed in them.
However, all that they yielded was only hollowness and betrayal.
Those betrayed hearts sank into the depths, slowly forgotten in the ever-lengthening corridors of time.
If you make an attempt with an austere heart devoid of desire or expectation, however, you may receive an unexpected reward.
Old Faith and Promise
T-09-09
Interactions
Interacting With the Abnormality will make it take your Weapon, and roll a d20.
After a short while, the Abnormality will increase your weapon's damage and return it to you.
Trying to further increase the weapon's damage will have a chance of it getting destroyed.
The Abnormality will turn blue while processing, gold on a success, and black on a failure
The Damage Boost lasts a day.
| Upgrade | Damage Increase | Roll to Succeed |
|---|---|---|
| 0 | 20% | >0 |
| 1 | 40% | > 5 |
| 2 | 60% | > 10 |
| 3 | 80% | > 15 |
| 4 | 100% | 20 |


Behavior
Disliked Virtues: Fortitude, Justice
Qliphoth Counter: 3
Good Interaction Threshold : >= 17
Normal Interaction Threshold : < 17 and > 10
Bad Interaction Threshold : =< 10
Description
This Abnormality takes the form of humanoid creatures in pink equipment. Its intellectual capacity is high enough that it can verbally converse with human beings. At the very least, it seems friendly during observation and work. It has identified itself as a special force from (Redacted) and uses the pronoun “we” when referring to itself. It has continuously shown positive intentions to help humanity.
"The color of the human heart is pink, and by wearing the same color, we can blend in with people’s minds."
The following is an exert from a conversation with an instance of Army in Black:
Yes... we, the Army in Black... blend into the human heart... and drive away good thoughts...
The human heart... is black... we must... regularly... clean...
We’ll protect you with our black love.
We salute you, ma’am...
Army in Pink
T-01-10
Interactions
Good Result: Grants the E.G.O. Gift "Pink"
Good Result with Prudence: Grants the E.G.O. Suit "Pink"
Normal or Good Result with Fortitude: Grants the E.G.O. Weapon "Pink"
Interacting with Justice: The Qliphoth Counter Lowers by 1
Normal or Good Result with Temperance: Army in Pink will summon a copy of itself that follows the subject for 6 Hours, granting 20% Damage Reduction to them, and healing its party by 12 HP and Sanity every 2 turns (12 seconds). Triggering this effect lowers the Qliphoth Counter by 1
Normal or Good Result with Temperance level III or lower: Army in Pink will summon a copy of itself that follows the subject for 6 Hours, granting 20% Damage Reduction to them, and healing it by 12 HP and Sanity every 2 turns (12 seconds), but said subject will enter a Murder Panic until the 6 Hours end. While in this trance the subject's eyes are covered by Pink Hearts. Triggering this effect lowers the Qliphoth Counter by 1.
When a subject who has a copy of Army in Pink successfully suppresses an Abnormality, Army in Pink's Qliphoth Counter increases by 1.
Bad Result: The Qliphoth Counter Lowers by 1 and you suffer 25 WHITE damage.
When Someone Died in a 1 Mile area around Army in Pink, its Qliphoth Counter would lower by 1.
When The Qliphoth Counter Reaches 0, Army in Pink will summon 4 Black copies of itself (See T-01-10-A). and its Qliphoth Counter raises back to 3.
Army In Pink cannot be Interacted with while its copies are still alive.
E.G.O. Gift
Tier III
Pink : +10 Justice, increases the corresponding E.G.O. weapon's damage by 5 if the E.G.O. armor is also equipped. Allows you to telepatically speak with your allies from anywhere (Helmet)
T-01-10-A

Pink

Rank: ALEPH
Damage: 25 WHITE damage
Attack Speed: 1
Range: 1 Mile
Requirements: Level V Prudence
Pink

Rank: ALEPH
Resistances: RED: 0.5 WHITE: 0.3 BLACK: 0.4 PALE: 1.0
Requirements: Level V Fortitude
At Synchronization Level 3, you can blow yourself up, instantly killing you, but dealing your MaxHP as WHITE damage in a 1 mile area.
Army in Black
Medium Abnormality
- Hit Points 450
- Speed 10 feet
RED WHITE BLACK PALE 1.2 0.6 1.0 0.8
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level ALEPH
Passive: This Abnormality won't Attack unless damaged.
Actions
Black Hearts Shockwave: Army in Black will release a Shockwave of Black Hearts in a 30 feet area around itself, dealing 15 BLACK damage.
Final Salute: Only usable after 10 turns, Army in Black does its last Salute and blows itself up, dealing 50 WHITE damage in a 1 Mile Area, this attack's damage is unavoidable and deals a 120 feet Knockback, if you hit an object from this knockback, you will also get knocked prone.


Behavior
Qliphoth Counter: Non Aggressive Abnormality
Good Interaction Threshold : >= 10
Normal Interaction Threshold : < 10 and > 1
Bad Interaction Threshold : 1
Description
Warning: You have been hit by the baldy-bald psychological attack. If a non-bald person reads this, they’ll be granted the privilege to go bald at an extremely rapid pace. If one wants to stop this from happening, they must Interact with this Abnormality. In addition, if you find 10 or more strands of hair on your pillow in the morning, it is recommended to peruse this article at least three times.
The Letter Inside You're Bald is 머, which is the middle letter for the korean word "Bald".
You're Bald...
Bald-Is-Awesome!
Interactions
If this Abnormality is interacted by someone who isn't Bald, the Abnormality will make That subject Bald, and will progress to its second form.
If this Abnormality is interacted by someone who isn't Bald twice in a day, the Abnormality will make every Creature in a 1 mile area Bald, and will progress to its third form.
If this Abnormality is interacted by someone who isn't Bald thrice or more in a day, the Abnormality will make every Creature in a 10 miles area Bald.
After not being interacted for a day, You're Bald... returns to its first form.
Non-Bald subjects will always have a Bad Interaction.
Interaction Made by a Bald subject will grant them the E.G.O Weapon, Suit, and Gift "Tough"
E.G.O. Gift
Tier I
Tough : +2 Justice (Glasses)
If the User is Bald, grants 10 Justice instead.

You're Bald...'s second form
Tough

Rank: TETH
Damage: 3 WHITE damage
Attack Speed: 3
Range: 120 feet
If the User is Bald, deals 8 RED damage instead, which normally scales with Synchronization.
Synchronization only increases damage by 1 each level

You're Bald...'s third form
Tough

Rank: ZAYIN
Resistances: RED: 1.0 WHITE: 1.0 BLACK: 0.8 PALE: 2.0
If the User is Bald, Changes all resistances to 0.5 (changes Pale to 1.0)


Behavior
Liked Virtues: Fortitude, Temperance, Prudence
Qliphoth Counter: 1
Good Interaction Threshold : >= 7
Normal Interaction Threshold : < 7 and > 4
Bad Interaction Threshold : =< 4
Description
A Bottle filled with Saline solution, Corked with Cake
After (REDACTED) consumed the Cake, the whole area was Flooded with Water
After a short while, the water disappeared and (REDACTED) left the area
A broken Heart was pinned on (REDACTED)'s heart.
Those who covet the Bottle of Tears shall drown in tears of their own.
Bottle of Tears
F-04-18
Interactions
Good Result with Fortitude: Grants the E.G.O. Gift "Eyeball Scooper", Lowers Qliphoth Counter by 1
Good Result with Temperance: Grants the E.G.O. Weapon "Eyeball Scooper"
When Qliphoth Counter Reaches 0, The Abnormality will Shatter, flooding the area with Water for 1 minute, while inside the Water, you suffer 5 WHITE Damage per turn (each 6 seconds).
Bad Result: Suffer 5 WHITE Damage.
This Abnormality grants no E.G.O. Suit.
E.G.O. Gift
Tier I
Eyeball Scooper : +4 Prudence (Neckwear)
Eyeball Scooper

Rank: TETH
Damage: 8 BLACK damage
Attack Speed: 1
Range: Melee
On Hit: Inflict 1 Sinking, Heals user's Sanity by twice the Sinking Potency on target.
Synchronization Increases the amount of Sinking Potency by 1 each level, and Sinking Count by 1 at level 3.


Behavior
Liked Virtue: Temperance
Disliked Virtues: Fortitude, Justice
Qliphoth Counter: 3
Good Interaction Threshold : >= 7
Normal Interaction Threshold : < 7 and > 4
Bad Interaction Threshold : =< 4
Description
Blubbering Toad has the appearance of a giant, gray rock-colored toad with blue warts covering its back. It has two huge, blue bulging eyes that periodically dart around independently of each other. It is able to retract its eyeballs into its body, as well as extend them out of its eye sockets to attack opponents. The inside of its mouth is coated with a blue goopy substance and houses a long, thick blue tongue that is also covered with this substance.
Blubbering Toad
F-05-19
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Venomous Skin"
Good Result with Prudence: Grants the E.G.O. Suit "Cavernous Wailing"
Good Result with Fortitude: Grants the E.G.O. Weapon "Cavernous Wailing"
Good Result: Blubbering Toad sings a Soothing tune, anyone that can hear it recovers 15 Sanity
Bad Result: Qliphoth Counter Lowers by 1, also suffer 5 WHITE damage
When the Qliphoth Counter reaches 0, Blubbering Toad will start Crying, any subject that can hear Blubbering Toad's Cry loses 5 Sanity each turn. The only way to stop Blubbering Toad's cry is to suppress it.
Suppressing Blubbering Toad Grants the E.G.O. Gift "Melted Eyeball" to the one who last hitted it.
E.G.O. Gift
Tier I
Venomous Skin : +4 Prudence, Inflict Tremor Potency Equal to your Attack Speed on Hit. (Makes a Spot of your skin become like Blubbering Toad's)
E.G.O. Gift 2
Tier III
Melted Eyeball : +4 Fortitude, Inflict 5 Attack Power Down and 5 Fragile next turn when you Trigger Tremor Burst (max 3 times per turn). (Hat)
Cavernous Wailing

Rank: TETH
Damage: 16 WHITE damage
Attack Speed: 0
Range: Melee
On Hit: Inflict 3 Tremor Potency.
Special Move: Inflict Amplitude Conversion to Reverb and Burst Tremor, then reduce Tremor Count by 1.
Synchronization Increases the amount of Tremor Potency by 1 each level, and of Tremor Count by 1 at level 3.
Cavernous Wailing

Rank: ZAYIN
Resistances: RED: 0.9 WHITE: 0.5 BLACK: 0.9 PALE: 3.0
When you reach under 30% HP for the first time in a fight, you gain Temp HP equal to 20% of your Max HP for 3 turns.
When the Temp HP from this armor expire or run out, every enemy in a 30 feet area suffers 4 Sinking Potency and Count
Synchronization doubles the Temp HP and Sinking Potency at level 3.
Blubbering Toad
Huge Abnormality
- Hit Points 600
- Speed 5 feet
RED WHITE BLACK PALE 1.0 0.5 1.0 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level ZAYIN
Passive: Blubbering Toad will only become aggressive if attacked.
Melting Eyeballs: each 200 HP lost, one of Blubbering Toad's Eyes will explode, making it unable to use the attack related to that eye and lowering its Defenses by 0.5
Shifting Eyes: Blubbering Toad attacks once with its tongue, and once per eyeball (3 attacks total), every 4 turns Blubbering Toad will use Eyeball Weight if both its eyeballs are intact.
Actions
Crying Slap: Blubbering Toad Opens its Mouth and Extends it tongue, slapping a target in a 30 feet area, dealing 5 WHITE damage and inflicting 5 Sinking Potency and Count
Melty Eyeball: Blubbering Toad extends its Left Eye and uses it to attack, Dealing WHITE damage based on Sinking Potency on target
Gushing Gloom: Blubbering Toad extends its Right Eye and attacks the subject with the most Sinking Potency, inflicting 10 WHITE damage and 3 Sinking Potency.
Eyeball Weight: after 4 turns, Blubbering Toad attacks up to 3 targets with both its eyeballs, dealing 10 WHITE damage and doubling their Sinking Potency and Count.


Interactions
Hammer of Light is sealed by its chains until the right time comes.
When chaos ensued, Hammer of Light was unsealed and ready to be wielded.
Picking up the Hammer causes the wielder to become a powerful being, changing their appearance to a white, featureless, humanoid warrior wrapped in white flames.
The Enlighten Warriors are capable of cloning themselves once every 3 turns, they have 1000 HP and deal 100 RED Damage on hit, they are also capable of changing their damage type to WHITE or BLACK depending on the resistances of the Abnormality they are fighting.
The Enlighten Warriors will attack nearby Abnormalities and teleport to where they are. However, when the panic situation ends, they will die, turning into sand.
Hammer of Light
T-05-60
Description
Huge hammer wrapped with chains. Normally, it's impossible to lift the hammer because of the chains that are binding it tightly, but when the proper situation comes, the chains are loosened. Thus, these chains' purpose is to telling a right time to use the hammer, not to lock it.
"Poor (REDACTED). He was clumsy but diligent. He always tried to contribute to the company. One day, when a massive breakout happened, he found out that Hammer of Light's chains were looser than usual. (REDACTED) lifted the hammer. Nothing could stop him. his eyes were looking at nowhere. White flames blazed from his body. he didn't seem in pain even though the flame almost consumed him. He finally ended the situation. When I touched his shoulder to hug him, he crumbled like white sand on a beach."
"Everybody called him hero, never stopped praising him. But I know (REDACTED). It was not his will. The moment he touched the hammer, his soul was eaten by it. I tried to explain how that abnormality sacrificed (REDACTED) but no one listened to me. since that day, no one has been able to pick up that hammer. maybe it's waiting for another "chaos" and "hero" to appear..."

Sealed Hammer of Light


Behavior
Liked Virtue: Prudence
Disliked Virtues: Temperance
Qliphoth Counter: 2
Good Interaction Threshold : >= 8
Normal Interaction Threshold : < 8 and > 6
Bad Interaction Threshold : =< 6
Description
It takes the form of a girl burnt to ashes. Even though there's nothing left to burn, the fire still doesn't extinguish.
A matchstick impales the girl's body like a stake. Usually, the match is always lit, while the Abnormality shows no sign of activity. Because of this, people often speculate that the matchstick may be the Abnormality's true body. However, recently, the ashen figure was seen crying, according to witnesses.
The charred body represents the child's crumbled hope, while the ever blazing flame represents the obsession for affection. It's always in conflict with the contradiction between these two.
Well, she’s like a ticking time bomb. No one can tell if she’s in a good mood or not. We just hope that we won’t be the one blown up before entering the her sight. She won’t get any better, we can only try and keep her from getting worse.
Scorched Girl
O-01-12
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift and Suit "Fourth Match Flame"
Good Result with Fortitude: Grants the E.G.O. Weapon "Matchlight"
Normal Result: roll a d4, on a 4 the Qliphoth Counter lowers by 1
Bad Result: flip a coin, on head the Qliphoth Counter lowers by 1, also suffer 10 RED damage
When Qliphoth Counter reaches 0, Schorched Girl will become Aggressive
Successfully Suppressing this Abnormality before it explodes grants the E.G.O. Weapon "Fourth Match Flame"
E.G.O. Gift
Tier I
Fourth Match Flame : +4 Fortitude (Held like a Cigarette)
Matchlight

Rank: TETH
Damage: 25 RED damage in a 5 feet area
Attack Speed: 0
Range: 250 feet (10 feet area)
On Hit: You gain 2 Ember.
Ember is Twice as Effective on this Weapon.
Synchronization increases the amout of ember gained by 1 for each level.
Fourth Match Flame

Rank: HE
Damage: 16 RED damage
Attack Speed: 1
Range: Melee
Requirements: Level III Fortitude
On Hit: Inflicts +2 Burn Potency, +1 Burn Count and gain 1 Ember.
Synchronization increases Ember gained by 1 and Burn Potency by 2 Each level, and Burn Count by 1 at level 3.
Scorched Girl
Small Abnormality
- Hit Points 120
- Speed 20 feet
RED WHITE BLACK PALE 0.5 2.0 1.0 2.0
- Condition Immunities Burn
- Senses passive Perception 12
- Languages Common
- Risk Level TETH
Actions
Fourth Match Flame: after 4 turns, Scorched Girl blows Herself Up, Dealing 300 RED damage to every creature in a 25 feet area.
Fourth Match Flame

Rank: TETH
Resistances: RED: 0.6 WHITE: 1.0 BLACK: 1.2 PALE: 2.0
At Synchronization level 3, you gain resistance to Burn damage.
At Synchronization level 5, you gain immunity to Burn damage.
Ember
Unique Burn (Has no Potency)
All your damage is increased by 1 for each Ember you have.
All Your Attacks inflict 1 Burn Potency for each Ember you have.
At the end of your turn, suffer (Ember x 2) Burn damage.
Ember does not Decay.


Interactions
Playing the music box will heal 10 Sanity to everyone who hears the song each turn.
After 30 seconds (5 turns) of it playing, anyone that hears its song Instantly Panics.
Theresia
T-09-13
Description
A music box with an impressive sculpture of a dancing ballerina.
When wound up, a sad melody begins to play. No one knows when it was made or who made it, but it doesn’t seem to be new judging from the slight skips in the song.
There are a few phrases crudely carved on its surface: “Do you remember this melody? The professor used to play this song when the students were sleepy. Happy birthday.”
Listening to this music box will make anyone feel like everything will be okay in the end, lifting their fatigue. However, excessive listening will make one lose grip on reality, and be driven mad.


Behavior
Liked Virtue: Temperance
Disliked Virtue: Justice
Qliphoth Counter: 4
Good Interaction Threshold : >= 10
Normal Interaction Threshold : < 10 and > 5
Bad Interaction Threshold : =< 5
Description
An Abnormality taking the form of an old and feeble woman. Anytime someone approaches, it will talk to that person.
What it tells differs from time to time, however, it will always commence with “Dearie, dearie, would you like to hear a story?”. This story could be a lullaby, an unspecified poem, a nursery rhyme, a common children’s story, or something entirely new. It knows every children’s story and will not stop recounting until the listener finally leaves.
She may be the loneliest of all the Abnormalities. She’s filled with loneliness, and tells her tales to fill that void. Well, every story needs a listener. When someone approaches her, she’ll try to fill that void. Of course, listening to her is a very dangerous thing. She knows every story on Earth and even those that cannot possibly exist. Our minds can’t cope with such a thing. She could fry your brain in an instant.
Old Lady
T-01-14
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Solitude"
Good Result with Prudence: Grants the E.G.O. Suit "Solitude"
Good Result with Fortitude: Grants the E.G.O. Weapon "Solitude"
Good Result: Increases the Qliphoth Counter by 1
Bad Result: Suffer 10 WHITE damage.
When the Qliphoth Counter reaches 0, Old Lady will create a 30 feet field of a thick black smoke named "Solitude", if someone was to touch Solitude, that subject will be stunned for 1 minute, taking 5 WHITE damage every 6 seconds (total 50 WHITE damage).
When Interacting with another Abnormality in a 1 Mile area: The Qliphoth Counter Lowers by 1
E.G.O. Gift
Tier I
Solitude : +3 Temperance (Glasses)
Solitude

Rank: TETH
Damage: 3 WHITE damage
Attack Speed: 3
Range: 120 feet
On Hit: Inflicts 1 Sinking Potency
Synchronization increases the Sinking Potency inflicted by 1, and adds +1 Sinking Count at level 3.
Synchronization only increases damage by 1 each level
Solitude

Rank: TETH
Resistances: RED: 1.5 WHITE: 0.8 BLACK: 0.8 PALE: 2.0


Behavior
Liked Virtue: Temperance
Disliked Virtues: Prudence, Justice
Qliphoth Counter: 2
Good Interaction Threshold : >= 10
Normal Interaction Threshold : < 10 and > 5
Bad Interaction Threshold : =< 5
Description
An Abnormality in the shape of a woman against the wall. Over time, her unbearable sorrow grew into a mournful obsession, covered in countless, lengthy hairs.
As she is always facing the wall, not a single person has seen her face. While she occasionally talks to herself and weeps quietly, it is impossible to have a meaningful conversation with her. Despite her human appearance, it is impossible to discern what she is really looking at or her true intentions.
She will attempt to talk to or pique the interest of those who are about to leave her proximity. However, one should never look back in response, as it may cause mental damage. Certain rumors insist that one may turn to stone upon looking back, but this is clearly not true.
The Lady Facing the Wall
F-01-15
Interactions
Interaction with Temperance: the Qliphoth Counter lowers by 1.
Good Result with Prudence: Grants the E.G.O. Suit "Screaming Wedge"
Good Result with Fortitude: Grants the E.G.O. Weapon "Screaming Wedge"
Normal Result: Flip a Coin, on Heads the Qliphoth Counter lowers by 1.
Bad Result: roll a d20, if the result is less than 16, the Qliphoth Counter lowers by 1 also suffer 10 WHITE damage.
After Interacting with The Lady Facing the Wall, If your Temperance is level 1, you will turn behind you to look at the Abnormality and instantly Panic.
When the Qliphoth Counter Reaches 0, The Lady Facing the Wall will reveal her face, dealing 30 WHITE damage to anyone that witnesses it.
This Abnormality grants no E.G.O. Gift.
Screaming Wedge

Rank: HE
Damage: 16 WHITE damage
Attack Speed: 1
Range: 250 feet
Requirements: Prudence Level II
When attacking, if wielder’s Fortitude and Prudence Levels are lower than III, flip a coin, on heads take 5 Sanity Damage.
This Weapon's attacks are Piercing, meaning they wont stop at the first target hit.
Screaming Wedge

Rank: TETH
Resistances: RED: 1.2 WHITE: 0.6 BLACK: 1.0 PALE: 2.0


Behavior
Liked Virtue: Justice
Disliked Virtues: Prudence, Temperance
Qliphoth Counter: 4
Good Interaction Threshold : >= 10
Normal Interaction Threshold : < 10 and > 5
Bad Interaction Threshold : =< 5
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Noise"
Good Result with Prudence: Grants the E.G.O. Suit "Noise"
Good Result: Increases the Qliphoth Counter by 1
Normal Result: Flip a Coin, on Heads the Qliphoth Counter lowers by 1.
Bad Result: roll a d20, if the result is less than 17, the Qliphoth Counter lowers by 1, also suffer 10 WHITE Damage.
When the Qliphoth Counter Reaches 0, 1.76 MHz will start slowly spreading its static to all surrounding things within 1 mile, covering them in it, while stepping inside the static, you suffer 3 WHITE damage each turn (6 seconds). after the Qliphoth Counter reached 4 again, all the static instantly vanishes.
This Abnormality has no E.G.O. Weapon.
1.76 MHz
T-06-16
Description
This Abnormality is a phenomenon with no visible form. It was discovered when some subjects began to exhibit shared symptoms when entering a specific area. They all suffered hallucinations of a specific nature, and their mental corruption increased.
After setting a radio’s frequency to 1.76 MHz, we waited. Following 12 minutes, a mysterious voice was heard through static. It was difficult to make out what it was saying, but it appeared to be in distress and was asking for help.
17 minutes in, the voice stopped and 3 loud explosions were heard, which were then followed by 2 smaller explosions. It can be assumed that the situation the voice was in was chaotic, as based on the various levels of screaming that could be heard.
23 minutes in, all was silent.
Once 25 minutes passed, the radio began to emit smoke. We thought the machine had fried, but no fault could be found.
Continuing past 30 minutes, everyone in the area was suddenly filled with rage and started to exhibit the desire to assault one another with extreme aggression.
Following the incident, all subjects who took part refused to seek counseling. It is still unknown what caused the collective rage."
Afterwards, unknown noises and hallucinations started to occur near the area. This is a recording of the day we must never forget. It brings us to a chaotic place—forgotten by many—that must never be forgotten.
E.G.O. Gift
Tier I
Noise : +2 Justice, When wearing the Corresponding E.G.O. Suit, decrease Max Sanity by 10 and increase Attack Speed by 1. (Brooch)
Noise

Rank: TETH
Resistances: RED: 1.2 WHITE: 0.7 BLACK: 0.6 PALE: 2.0
Requirements: Level II Prudence


Behavior
Liked Virtue: Fortitude
Disliked Virtues: Prudence
Qliphoth Counter: Non Aggressive Abnormality
Normal Interaction Threshold : > 6
Bad Interaction Threshold : =< 6
Description
An Abnormality that takes the form of a giant spider, guarding its domain in darkness. It's difficult to see the Abnormality with bare eyes. Small spiderlings skitter around the floor.
When (REDACTED) squashed one of the spiderlings by accident, a giant spider descended from the ceiling. (REDACTED) was dragged to the ceiling in only a moment. The cocooned subject hanging off the ceiling of its domain will be a healthy meal for the spider's offspring.
Spider Bud
T-02-17
Interactions
Normal Result with Liked Virtue: Grants the E.G.O. Gift and Weapon "Red Eyes"
Normal Result with Liked Virtue and at least 2 Cocoons: Grants the E.G.O. Weapon "Red Eyes Open" and the E.G.O. Gift "Filial Love"
Normal Result with Temperance: Grants the E.G.O. Suit "Red Eyes"
Bad Result: Suffer 10 RED damage.
Interaction with the Abnormality: Suffer 3 RED damage.
Interaction with Prudence: Spider Bud descends, capturing you in a Cocoon, and killing you.
Interaction while your Prudence level is I: Spider Bud descends, capturing you in a Cocoon, and killing you.
E.G.O. Gift
Tier I
Red Eyes : +3 Temperance (Glasses)
E.G.O. Gift 2
Tier II
Filial Love : +5 Fortitude (You gain a small spider pet)
Spiders become neutral to you
When Inflicting Bleed Potency, Count, or Unique Bleed, Inflict +2 Bleed Count (once per turn)
Deal +1 Damage for each Bleed count on target (max 20)
Red Eyes

Rank: TETH
Damage: 12 RED damage
Attack Speed: 1
Range: Melee
On Hit: Inflict 2 Bleed Potency
Synchronization increases the Bleed Potency by 1 each level, and the Bleed Count by 1 at level 3
Red Eyes Open

Rank: HE
Damage: 16 RED damage
Attack Speed: 1
Range: Melee
Requirements: Fortitude level III, Prudence Level II
On Hit: Inflict 2 Bleed Potency and 1 Count, Gain 1 Red Eyes
Synchronization increases the Bleed Potency by 1 each level, and the Bleed Count by 1 at level 3
Special Move: You completely Unsheate the sword, webbing up to 3 targets in a 120 feet area and bringing them in front of you, then you slash, dealing Three Times This Weapon's Damage, inflicting 3 Bind, 10 Bleed Potency and 2 Bleed Count. Requires 20 Red Eyes, and makes you unable to gain Red Eyes for 3 turns. deal +20 Damage against targets with 3+ Bind or Unique Bind.
Red Eyes

Rank: TETH
Resistances: RED: 0.8 WHITE: 0.8 BLACK: 0.8 PALE: 2.0
Requirements: Fortitude Level II
Gains -0.1 RED Resistance each 5 Red Eyes
Red Eyes
Unique Charge (Has no Potency)
You can Convert any Charge Count you gain into Red Eyes
Your weapon inflicts (rounded down Red Eyes/5) Bleed on hit, and deals twice that number as RED damage.
At 20 Red Eyes, You can unleash an attack that deals Three Times your Weapon's Damage as RED damage, Heals your HP by Bleed Potency on target, and makes you unable to gain Red Eyes for 3 turns.
Changes Appearance based on count, at 0 Red Eyes, all the eyes on the E.G.O.s are closed, at 6+ Red Eyes the eyes will open, and at 16+ Red Eyes the eyes will Glow red, and at 20 Red Eyes you will gain a dark purple aura.


Behavior
Liked Virtue: Justice
Disliked Virtues: Fortitude, Temperance
Qliphoth Counter: Non Aggressive Abnormality
Good Interaction Threshold : >= 12
Normal Interaction Threshold : < 12 and > 8
Bad Interaction Threshold : =< 8
Description
A self-loathing Abnormality that spends every day letting out miserable screams. It wishes to break the cycle of the curse, but there is no way to do so.
Beauty was once a fair lady with charming green eyes. One day, this poor lady learns of a job opening at the manor of the count, with the promise of hefty payment.
The count had a monstrous appearance. Rumor says anyone who dares to enter his manor is never seen again.
"It must be that hideous monster preying on people." With that thought in her mind, she brought a very sharp knife with her.
The lady was hired and worked at the manor. Contrary to the rumor, the monster was nowhere to be seen. Sometimes at night, she could hear a voice. It was very kind and compensated her for her troubles handsomely.
Beauty and the Beast
F-02-20
Interactions
Interaction with Justice: Always Results in a Good outcome, Grants the E.G.O. Gift "Horn" and "weakens" the Abnormality.
Interaction with Justice while the Abnormality is "weakened": the Abnormality dies, and whoever interacted last with it will be transformed in the Abnormality, effectively killing them.
Interaction while the Abnormality is "weakened": the Abnormality will return "Healthy".
Good Result with Prudence: Grants the E.G.O. Suit "Horn"
Good Result with Fortitude: Grants the E.G.O. Weapon "Horn"
Bad Result: You suffer 10 WHITE Damage.
E.G.O. Gift
Tier I
Horn : +2 Prudence, +2 Fortitude. (Hat)
Description
Working in the manor, the lady bore a greedy thought. "If the count was gone, I could take all his possessions for myself!"
One day, she went inside the count's room. The room that she was instructed to never enter during the day. There she saw the count's true form. He was truly horrendous. Hundreds of eyes, four legs, he was neither human nor animal.
The lady thought: "Perhaps such a hideous monster would be better off if it didn't exist." She proceeded to stab the beast with her knife.
Surprisingly, the beast laughed in its last moments.
Before the lady could even ask why it was laughing, she began to change. Hundreds of eyes formed and a thick coat of fur grew on her. Soon, she turned into the beast.
Now, the manor and all its riches belonged to her.
...Rumor says anyone who dares to enter the count's manor is never seen again.
Horn

Rank: TETH
Damage: 12 RED damage
Attack Speed: 2
Range: 10 feet
Horn

Rank: TETH
Resistances: RED: 0.8 WHITE: 0.8 BLACK: 1.5 PALE: 2.0
Heal 10 HP each turn you didn't take damage if your HP isn't Full.


Behavior
Liked Virtue: Temperance
Disliked Virtues: Justice
Qliphoth Counter: Non Aggressive Abnormality
Good Interaction Threshold : >= 9
Normal Interaction Threshold : < 9 and > 4
Bad Interaction Threshold : =< 4
Description
An Abnormality which contains the pain of all those who couldn’t take their sorrow in stride.
A bath of a gloomy color, topped up with blood. The blood is always kept in equilibrium; it never overflows. Only despair can be found in its sunken depths. Unbearable depression overwhelms all who look into the bath. In an instant, it can pull a nearby person into it. It bears no considerable strength, but those who suffer from its crushing depression do not resist. It devours the victim until nothing remains except for their wrists. All the hands which float in the bath are pale, exsanguinated; they stretch into the air and reach out as if asking for help.
Bloodbath
T-05-21
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Wrist Cutter"
Good Result with Prudence: Grants the E.G.O. Suit "Wrist Cutter"
Good Result with Fortitude: Grants the E.G.O. Weapon "Wrist Cutter"
Interacting while having Fortitude or Temperance at level 1: Hands will come out of the Abnormality and grab the subject, pulling them into the tub, and killing them. after their death a Pale Hand appears in the Tub
If 3 Pale Hands are in the tub, Bloodbath will pull the subject into the tub regardless of their stats, instantly killing them and resetting the amount of Pale Hands in the Tub
Bad Result: You Suffer 10 WHITE Damage.
E.G.O. Gift
Tier I
Wrist Cutter : +2 Temperance (Glove)
Wrist Cutter

Rank: TETH
Damage: 3 WHITE damage
Attack Speed: 5
Range: Melee
On Hit: Inflict 1 Bleed Potency
Synchronization increases the Bleed Potency inflicted by 1, and adds Sinking Potency equal to half Bleed Potency at level 3.
Synchronization only increases damage by 1 each level
Wrist Cutter

Rank: TETH
Resistances: RED: 1.0 WHITE: 0.6 BLACK: 1.2 PALE: 2.0
You gain Resistance to Bleed and Weakness to Sinking


Behavior
Liked Virtue: Fortitude
Disliked Virtues: Prudence, Justice
Qliphoth Counter: 1
Good Interaction Threshold : >= 10
Normal Interaction Threshold : < 10 and > 5
Bad Interaction Threshold : =< 5
Description
An Abnormality whose brain is imbued with rage, screams, and malicious cries. There is a wound on his forehead that never seems to heal. He hates everyone and everything. He wears a straitjacket, but is as free as any man. No amount of chains and restraints is enough to prevent him from committing violence.
A wide range of medicine and chemicals were injected into him. Some were used for the sake of humanity's future, while others were for new medical techniques. They all had the potential of changing the world. The researchers were getting more and more excited. Although they didn't openly express so, it was almost palpable.
“My head... turning into metal... folds in my brain, being flattened...” He kept repeating strange words, and the final procedure was quickly put in place. Treatment was halted, and he was dissected so his brain could be used for research. How do I know? I sedated him myself. He kept muttering nonsense until the end.
Forsaken Murderer
O-01-22
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift and Weapon "Regret" (the TETH weapon)
Good Result with Prudence: Grants the E.G.O. Suit "Regret"
Bad Result: roll a d20, if the result is less than 17, the Qliphoth Counter lowers by 1, also Suffer 10 RED Damage.
When the Qliphoth Counter Reaches 0, Forsaken Murderer's head will transform and he will become Aggressive.
E.G.O. Gift
Tier I
Regret : +2 Prudence, +2 Fortitude (Mouth)

Forsaken Murderer in his Aggressive State
Regret

Rank: TETH
Damage: 24 RED damage
Attack Speed: 0
Range: Melee
On Hit: Inflict 3 Tremor Potency, when Tremor Potency is 6 or more, trigger Tremor Burst and lower Tremor count by 1.
Synchronization increases the Tremor Potency by 1 each level and evolves at level 3. (counts as another weapon).
Regret

Rank: HE
Damage: 16 RED damage
Attack Speed: 1
Range: Melee
On Hit: Inflict 3 Tremor Potency and 1 Tremor Count
Synchronization increases the Tremor Potency by 1 each level and gives +1 Tremor Count at level 3
Special Move: Attacks 3 Times dealing half damage and Bursting Tremor, then deal Tremor Potency as RED damage, and lower Tremor Count by 3.
Regret

Rank: TETH
Resistances: RED: 0.9 WHITE: 0.8 BLACK: 0.9 PALE: 2.0
If you are the last to act in a fight, gain 6 Attack Power Up.
If you aren't the last to act in a fight, gain 3 Bind.
Forsaken Murderer
Medium Abnormality
- Hit Points 270
- Speed 30 feet
RED WHITE BLACK PALE 1.0 1.0 1.5 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level TETH
Chained Wrath : in combat, Forsaken Murderer is always the last to act, but all its attacks deal +5 RED damage if he was attacked before its turn.
Fear: All of Forsaken Murderer's Attacks lose 2 damage for each different Status Effect on him.
Regret: Forsaken Murderer will use Metallic Ringing each 3 turns.
Actions
Slam: Forsaken Murderer Slams his head in front of himself, dealing 4 RED Damage in a 10 feet area and inflicting 3 Tremor Potency and 2 Count.
Metallic Ringing: Forsaken Murderer Slams his head with greater force 3 times, dealing 8 RED Damage in a 15 feet area and Bursting Tremor each slam.


Behavior
Liked Virtue: Prudence
Disliked Virtues: Justice
Qliphoth Counter: 4
Good Interaction Threshold : >= 10
Normal Interaction Threshold : < 10 and > 5
Bad Interaction Threshold : =< 5
Description
A small and confident bird that punishes the evil, guilty, and all sorts of irreverent people. Some have said that it is cute when the bird mightily flutters its tiny wings.
"People have been committing sins since long ago. Why do they commit sins, knowing it's wrong?" The small bird wondered. “It must be because there's no one to punish people for their misdeeds. If someone takes that role, then no foul act would happen in this world ever again!” With this in mind, the little bird left the forest it had been living in, and never went back.
Punishing Bird
O-02-23
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift and Suit "Beak"
Good Result with Fortitude: Grants the E.G.O. Weapon "Beak"
Bad Result: You Suffer 10 RED Damage.
When Interacting with another Abnormality in a 1 Mile area: The Qliphoth Counter Lowers by 1
When Someone Panics in a 1 Mile area: The Qliphoth Counter Lowers by 1
When the Qliphoth Counter Reaches 0, Punishing Bird will become Aggressive, after 2 minutes, or when a Panicking subject returns to normal, Punishing Bird will return Calm.
Attacking Punishing Bird will anger it. While angered, Punishing Bird will fully become red, and will chase down whoever attacked them last for up to 10 minutes, using PUNISHMENT!!!!!!!!!!! if they reach the one who attacked.
When Punishing Bird, Big Bird, and Judgment Bird are within 10 miles from each other, they will group up and fuse together, creating a New Bird.
E.G.O. Gift
Tier I
Beak : +2 Justice (Neckwear)
Beak

Rank: TETH
Damage: 3 RED damage
Attack Speed: 3
Range: 120 feet
Gain Attack Power Up equal to each turn you spend in combat without taking damage (max 5)
Synchronization only increases damage by 1 each level
Beak

Rank: TETH
Resistances: RED: 0.7 WHITE: 0.8 BLACK: 1.2 PALE: 2.0
After Being Hit while in combat, the Suit becomes completely red for 1 turn. If you are using the Associated E.G.O. Weapon, you gain double the Attack Power Up buff from that weapon's effects granted until the Suit goes back to normal.
Punishing Bird
Small Abnormality
- Hit Points 200
- Speed 30 feet
RED WHITE BLACK PALE 1.0 1.0 1.5 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level TETH
Misdeeds Not Allowed : When Attacked Punishing Bird will become enraged, gaining 800 Max HP (1000 HP total), and changing its behavior.
Punishment! : While normal, Punishing Bird will only use peck as an attack, While enraged Punishing bird will only use PUNISHMENT!!!!!!!!!!! as an attack, after using PUNISHMENT!!!!!!!!!!!, Punishing Bird will return Calm.
Actions
Peck: Punishing Bird pecks, dealing 2 RED damage.
PUNISHMENT!!!!!!!!!!!: Punishing Bird opens its torso, revealing a huge set of jaws, and bites, dealing 1000 RED damage.

Enraged Punishing Bird using PUNISHMENT!!!!!!!!!!!


Behavior
Liked Virtue: Temperance
Disliked Virtues: Fortitude, Prudence
Qliphoth Counter: 2
Good Interaction Threshold : >= 9
Normal Interaction Threshold : < 9 and > 4
Bad Interaction Threshold : =< 4
Description
An Abnormality that resembles a child's innocent doodles. Originally, it had no stable form, its shape would continually morph. To this day its aspects still change, albeit at a much slower pace. Component analysis has revealed that the Abnormality consists of matter that does not exist on Earth. It is notable for its metaphysical appearance that one cannot explain with words."
It often shows incomprehensible linguistic activity. Someone tried to decipher its speech, but their mental contamination level rose beyond the limit within several days. They suffered severe psychosis and had to be quarantined.
When the Abnormality becomes Aggressive, it will emit noises. As the sounds it makes have what could be considered a melody and syllables, we consider it “singing”. However, no one can precisely remember it, given that most of the time they are unable to describe it due to their serious brain damage.
Fragment of the Universe
O-03-24
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Fragments from Somewhere"
Good Result with Prudence: Grants the E.G.O. Suit "Fragments from Somewhere"
Good Result with Fortitude: Grants the E.G.O. Weapon "Fragments from Somewhere"
Normal Result: Flip a Coin, on Heads the Qliphoth Counter lowers by 1.
Bad Result: roll a d20, if the result is less than 16, the Qliphoth Counter lowers by 1, also Suffer 10 BLACK Damage.
If a subject panics from the damage of the Bad Result, the Qliphoth Counter lowers by 1.
When the Qliphoth Counter Reaches 0, Fragment of the Universe changes form and become Aggressive.
E.G.O. Gift
Tier I
Fragments from Somewhere : +2 Temperance (Brooch)

Fragment of the Universe in its Aggressive State.
Fragments from Somewhere

Rank: TETH
Damage: 12 BLACK damage
Attack Speed: 1
Range: 10 feet
On Hit: Inflicts 2 Tremor Potency and 1 Count.
At Synchronization level 3, each attack inflicts 1 Enlightenment, but your Max Sanity is reduced by 15. At Synchronization level 5, the Max Sanity reduction is removed and you inflict 2 Enlightenment.
Fragments from Somewhere

Rank: TETH
Resistances: RED: 0.9 WHITE: 0.8 BLACK: 0.9 PALE: 2.0
At Synchronization level 3, each time you trigger a Tremor Burst, Recover 10 Sanity, but your Max Sanity is reduced by 15. At Synchronization level 5, the Max Sanity reduction is removed.
Enlightenment
Unique Tremor (Has no Potency)
Increase Tremor Potency gained by Enlightenment.
On Tremor Burst, for Each 2 Enlightenment on target, trigger an additional Tremor Burst and clear Enlightenment.
Fragment of the Universe
Large Abnormality
- Hit Points 200
- Speed 30 feet
RED WHITE BLACK PALE 1.0 1.0 1.5 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages None
- Risk Level TETH
Incomprehensible : When Fragment of the Universe Triggers a Tremor Burst, add +50 to the d100 roll for stagger, will also trigger an additional Tremor burst for each Enlightenment instead of each 2.
Echoes from the Beyond : Fragment of the Universe will use Echoes from the Beyond each 3 turns.
Actions
Multiattack: Fragment of the Universe attacks twice with its Tentacles.
Tentacle: Fragment of the Universe pierces its target with its tentacle, dealing 5 BLACK damage and inflicting 5 Tremor Potency, 1 Count and 1 Enlightenment.
Echoes from the Beyond: Fragment of the Universe Sings, dealing 10 WHITE damage to anyone that can hear it, inflicting 5 Tremor Potency, 1 Count, and triggering Tremor Burst.


Behavior
Liked Virtue: Justice, Fortitude
Disliked Virtues: Temperance
Qliphoth Counter: Non Aggressive Abnormality
Good Interaction Threshold : >= 16
Normal Interaction Threshold : < 16 and > 5
Bad Interaction Threshold : =< 5
Description
An armor that seems to have been used hundreds of years ago. An engraving on its bottom states: “Life is only granted to those who hold no fear of death.” Obviously, putting this armor on is forbidden.
After running a few tests on the armor, we have come up with the following conclusions: If this armor is worn by a coward, their chances of fatal injury and death are drastically increased. Inversely, when someone who holds no fear of death wears it, their chances of injury and death are exceedingly decreased.
Crumbling Armor
O-05-25
Interactions
Good Result with Justice: Grants the E.G.O. Gift "Courage"
Good Result with Prudence: Grants the E.G.O. Suit "Life for a Daredevil"
Good Result with Fortitude: Grants the E.G.O. Weapon "Life for a Daredevil"
Bad Result: You Suffer 10 RED Damage.
Interaction using Temperance: your head will be instantly Cut off, killing you.
If someone wearing this Abnormality's E.G.O. Gift tries to Interact with an Abnormality using Temperance or tries to use a Tool Abnormality, their head will be instantly Cut off
E.G.O. Gift
Tier III
Courage : Increases Justice based on how many times you Interact with an Abnormality using Justice, can be removed anytime. (Aura)
| Number of Interactions | Increase in Justice | Decrease in Max HP | Aura Color |
|---|---|---|---|
| 0 | 2 | 0 | Blue |
| 5 | 3 | 5 | Orange |
| 10 | 5 | 15 | Orange |
| 20 | 8 | 25 | Red |
Changes name to "Foolish Recklessness" at 10+ Number of Interactions
Life for a Daredevil

Rank: TETH
Damage: 12 PALE damage
Attack Speed: 1
Range: Melee
Requirements: Justice Level II
You Deal and Take Double Damage If you also wear the associated Suit.
Life for a Daredevil

Rank: TETH
Resistances: RED: 0.6 WHITE: 0.9 BLACK: 0.9 PALE: 2.0
Requirements: Temperance Level II
You Deal and Take Double Damage If you also use the associated Weapon.


Interactions
Can be Attached as a Brooch to gain 10 Max HP, 5 Fortitude and 1 Attack Speed
If removed before 30 seconds have passed or before killing something, puts the wearer in a Murder Panic in which all their stats will be doubled until they are returned to normal, or after 6 hours.
Will remove by itself after 6 hours.
The Heart of Aspiration
T-09-26
Description
A heart without an owner; it still beats even after being removed from its body.
When borrowed, its rate of contraction will double, enhancing the borrower’s vigor and strength.
Excessive aspiration would bring about unwarranted frenzy.
subjects who did not attack any targets before returning the heart, or those who returned the heart before 30 seconds had passed entered a state of derangement, repeating mindless killings with their enhanced strength.


Behavior
Liked Virtue: Prudence
Disliked Virtue: Justice
Qliphoth Counter: 1
Good Interaction Threshold : >= 10
Normal Interaction Threshold : < 10 and > 5
Bad Interaction Threshold : =< 5
Description
It's always partially buried, only showing its eyes and a mysterious luminous organ above the ground.
There's no way to confirm what it looks like in its entirety. As it moves underground, it is impossible to predict its path.
Meat Lantern
O-04-27
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Lantern"
Good Result with Prudence: Grants the E.G.O. Suit "Lantern"
Good Result with Fortitude: Grants the E.G.O. Weapon "Lantern"
Bad Result: the Qliphoth Counter lowers by 1, You Suffer 10 BLACK Damage.
If Meat Lantern is interacted less than 40 seconds after its last interaction, its Qliphoth Counter will lower by 1.
When the Qliphoth Counter Reaches 0, Meat Lantern will bury underground and appear somewhere else in a 1000 feet area, with only its flower shown. If someone was to walk within 30 feet of that flower, Meat Lantern would instantly devour them by revealing its 2 enormous jaws, dealing 500 RED damage. Dealing 330 Damage to the flower seems enough to "suppress" Meat Lantern, making it return to its calm state.
E.G.O. Gift
Tier II
Lantern : +4 Fortitude (Replaces your Teeth)
Allows you to bite your opponents, inflicting 12 RED damage and healing for how much it dealt as a bonus action.
Lantern

Rank: TETH
Damage: 24 BLACK damage
Attack Speed: 0
Range: Melee
On Hit: Inflicts 2 Rupture Potency, if the target has no Rupture, Inflict 6 Rupture Potency instead.
Synchronization increases Rupture Potency by 1 per level (including rupture from the conditional). Increases Rupture Count by 1 and unlocks a special move at level 3.
Special Move: You begin spinning with your weapon, creating a wirlwind of hits, dealing half this weapon's damage 4 times (each time inflicting rupture like a normal hit), and inflicting 6 Rupture Count on the first hit, also regenerate 10 + Rupture on target HP. 3 Turns CD. If under 50% HP and wearing the Associated E.G.O. Gift, bite your opponent, inflicting 2 Rupture Potency, 1 Count, and healing for the full damage of the attack, also repeat the attack until you reach more than 50% HP, but increasing the CD of this move by 1 for each time the attack is repeated.
Lantern

Rank: TETH
Resistances: RED: 0.8 WHITE: 0.7 BLACK: 1.2 PALE: 2.0
Glows in the Dark, creating a 30 feet area of light.


Interactions
After being Read, Skin Profecy increases Prudence by 8 but decreases WHITE resistance by 0.3 for a day, can stack unlimited times.
While under the effects of Skin Profecy, if one where to panic, a portal will appear before them and drag them in, Killing them.
Skin Profecy
T-09-28
Description
An ancient-looking religious book that rests on top of a skinny lectern. Its numerous pages are written on old parchment.
Its believers prayed that its sanctity would last forever by binding the tome in human skin.
Those who open the book will be enlightened to unimaginable truths. The ones who have mastered the truths will be called by the prophets; this call cannot be denied.
Save us now and forevermore. The truth shall set us free.


Behavior
Liked Virtue: Fortitude, Temperance
Disliked Virtues: Prudence
Qliphoth Counter: 2
Good Interaction Threshold : >= 10
Normal Interaction Threshold : < 10 and > 5
Bad Interaction Threshold : =< 5
Description
Skin Prophet has the appearance of an emaciated humanoid with maroon-colored skin. Its body appears bony with an elongated spine connecting its upper body to its lower body. It lacks legs, instead having a lumpy mound for a base.
The Abnormality possesses three heads, each sprouting from a separate elongated neck. Each head has a singular large, orange, glowing eye with a red vertical slit pupil.
It has a pair of arms with clawed hands that are seen holding up a large book. A third arm, sprouting from the center of its chest, holds a fiery quill. The cover of the book appears to made of the same skin as the Abnormality's body. Skin Prophet is seen constantly scrawling in the book using its quill. The contents are illegible, made up of unknown glyphs, though they are described as prophecies of the future.
Skin Prophet
T-03-29
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Melted Paraffin"
Good Result with Prudence: Grants the E.G.O. Suit "9:2"
Good Result with Fortitude: Grants the E.G.O. Weapon "9:2"
Bad Result: The Qliphoth Counter lowers by 1, You Suffer 10 RED Damage.
Interaction with Justice level 2 or lower: The Qliphoth Counter lowers by 1.
Interaction while not full HP: The Qliphoth Counter lowers by 1.
When the Qliphoth Counter Reaches 0, Skin Prophet will become Aggressive, and 4 Candles will appear around him.
Suppressing Skin Prophet Grants the E.G.O. Gift "Fiery Down" to the one who last hitted it.
E.G.O. Gift
Tier I
Melted Paraffin : On Hit with an attack that inflict Burn Potency, Count or Unique Burn, Inflict Burn Potency equal to your attack speed. (Hat)
E.G.O. Gift 2
Tier II
Fiery Down : When a Creature within a 120 feet area has 20 or more Burn Potency, Double Their Burn Potency at the start of your turn (included allies and yourself). (Waist)
9:2

Rank: TETH
Damage: 12 RED damage
Attack Speed: 1
Range: Melee
On Hit: Inflict 1 Burn Potency, if the target has no Burn, inflict 3 Additional Burn Potency
Synchronization increases Burn Potency by 1 per level (including Burn from the conditional). Increases Burn Count by 1 and unlocks a special move at level 3.
Special Move: Dash in a 15 feet Straight line and perform a slash, everyone in that 15 feet line will suffer twice this weapon's damage and 10 Burn Potency, doubled if they didn't have Burn. 3 Turns CD.
9:2

Rank: TETH
Resistances: RED: 0.9 WHITE: 0.8 BLACK: 0.9 PALE: 2.0
Grants Resistance to Burn
Skin Prophet
Large Abnormality
- Hit Points 275
- Speed 0 feet
RED WHITE BLACK PALE 0.5 1.5 1.0 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level TETH
Fiery Down : When Skin Prophet Inflicts Burn Potency against a target without burn it doubles the Potency inflicted.
As The Prophecy Foretold : While All the Candles are snuffed out, Skin Prophet gains -1 to all its resistances and can only use All Shall Scatter once per turn. When all the Candles are Lit, Skin Prophet loses the resistances and uses All Shall Scatter and Longing once per turn, on the second Turn he will also use 9:2, if all the candles get snuffed out by the turn Skin Prophet was using 9:2, it will use 6:5 Instead.
Actions
All Shall Scatter: Skin Prophet slashes with its quill, dealing 5 RED damage and inflicting 2 Burn Potency and 1 Count.
Longing: Skin Prophet pierces a target with its quill, dealing 8 RED damage, also inflicting 4 Burn Potency if the target has burn.
9:2: Summons a Hail of Fire on up to 7 targets, each one of the suffers 20 PALE Damage, 10 Burn Potency and 4 Count. Snuffs out all the candles.
6:5: Skin Prophet Summons a Hail of Fire on Itself, Suffering 20 PALE Damage, 10 Burn Potency and 4 Count.


Behavior
Qliphoth Counter: Non Aggressive Abnormality
Good Interaction Threshold : >= 10
Normal Interaction Threshold : < 10 and > 6
Bad Interaction Threshold : =< 6
Description
What's with that look on your face? That kind of facial expression isn't recommended in our city.
Goodness, why are you making such a face? You're making others feel gloomy too. Please be more considerate, you don't live in this world alone after all.
You are very poor at expressing your emotions. You must be quite shy.
One sunny day, just like that day they sincerely dried the laundry, they dried their own skin.
Everyone was finally satisfied when they showed a bright smile. If they met people who asked what was wrong, they would respond: “I'm just shy, that's all. Just shy...”
| Roll | Expression | Interaction Success Chance |
|---|---|---|
| 1 | Smiling | +2 |
| 2 | Happy | +1 |
| 3 | Same as the Last Turn | Reroll if its the first turn |
| 4 | Neutral | 0 |
| 5 | Sad | -1 |
| 6 | Angry | -2 |
The Expression is Synced on all E.G.O. Equipment from Today's Expression.
Today's Shy Look
O-01-30
Interactions
Each 6 Seconds (1 turn), roll a d6, Today's Shy Look will change Expression as described in the tables below, the expression won't change while Interacting with the Abnormality
Based on what Expression Today's Shy Look is making, you will get advantage or disadvantage when interacting with it
While the expression is Smiling, Interactions have double advantage and having a bad result won't damage you
While the expression is Happy, Interactions have advantage and having a bad result deals half damage
While the expression is Neutral, Interactions have no special properties
While the expression is Sad, Interactions have disadvantage and having a bad result will make you suffer double damage
While the expression is Angry, Interactions have double disadvantage and having a bad result will deal triple damage
Good Result with Smiling Expression: Grants the E.G.O. Gift "Today's Expression"
Good Result with Prudence: Grants the E.G.O. Suit "Today's Expression"
Good Result with Fortitude: Grants the E.G.O. Weapon "Today's Expression"
Bad Result: You Suffer 10 BLACK Damage.
E.G.O. Gift
Tier II
Today's Expression : -2 Prudence (Face Mask)
At the Start of your turn, roll a d6, based on the result you gain or lose Interaction Success Chance as shown on the table.
Today's Expression

Rank: TETH
Damage: 3 BLACK damage
Attack Speed: 3
Range: 120 feet
Synchronization only increases damage by 1 each level
At the start of your turn, roll a d6, based on the result you gain or lose Attack Power based on the table below
| Roll | Expression | Attack Power |
|---|---|---|
| 1 | Smiling | -2 |
| 2 | Happy | -1 |
| 3 | Same as the Last Turn | Reroll if its the first turn |
| 4 | Neutral | 0 |
| 5 | Sad | +1 |
| 6 | Angry | +2 |
Today's Expression

Rank: TETH
Resistances: RED: 0.7 WHITE: 0.6 BLACK: 1.5 PALE: 2.0
Requirements: Fortitude Level II
At the start of your turn, roll a d6, based on the result you gain Protection or Fragile based on the table below
| Roll | Expression | Defense Power |
|---|---|---|
| 1 | Smiling | 10 Protection |
| 2 | Happy | 5 Protection |
| 3 | Same as the Last Turn | Reroll if its the first turn |
| 4 | Neutral | 0 |
| 5 | Sad | 5 Fragile |
| 6 | Angry | 10 Fragile |


Interactions
Can be Equipped to gain 10 Max HP, 5 Fortitude, and a 5 HP heal per turn
If the Wearer's HP are full for a minute after Equipping the Bracelet, They will instantly die, with overgrown cells sprouting from their bodies
If the Wearer's HP are not full before removing the Bracelet, they will instantly die
The Bracelet cannot be removed by external causes, only by the wearer.
Luminous Bracelet
O-09-31
Description
A bracelet that gives off a soft turquoise light. Many unexplainable things have been discovered in the Outskirts.
When it is worn, all wounds are healed without a trace of scarring.
However, to wear this bracelet even when one has not a scratch left on their body is an act of greed.
This bracelet shall not forgive those who hold greed in their hearts, thus it must only be worn by those in true need.


Interactions
Can be Attached as a Brooch to gain 5 Justice by losing 8 Prudence and 10 Max Sanity.
If removed before 30 seconds have passed or when the wearer panics, makes the wearer gouge their eyes out while letting out a maniacal laugh, instantly killing them.
Will change any evil alignment to a good one while equipped.
Behavior Adjustment
T-09-32
Description
An electronic device with a mysterious symbol engraved into it.
It readjusts everyone to become righteous, no matter how wicked, evil, and arrogant they may be.
However, its users will become too dependent on the device and lose all ability to think on their own.
Eventually, intellect loses all meaning as they forget even how to exist.


Behavior
Liked Virtue: Temperance
Disliked Virtue: Justice
Qliphoth Counter: 2
Good Interaction Threshold : >= 8
Normal Interaction Threshold : < 8 and > 5
Bad Interaction Threshold : =< 5
Description
An Abnormality whose form sports a goat’s fur and horns. It is not unique in regards to its appearance with the exception of several colorful eyes embedded upon its body. Gaining information about this Abnormality is expected to be difficult due to its ceaseless slumber
A demon must change its shape to deceive others. A demon must grant sweet dreams to deceive others. A crack appears in the human mind when it is shown the dream it yearns for. A demon will never miss this chance to bring one to their doom.
Counseling... Rest... All of it was useless. I spent days by myself, agonizing until I finally realized it. It lured me with an unforgettable bait. That was the price for eating away my nightmares. And then it left me with nothing but void, so I would have no choice but to return to it. Then... I have lost to it.
Void Dream
O-02-34
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Engulfing Dream"
Good Result with Prudence: Grants the E.G.O. Suit "Engulfing Dream"
Good Result with Fortitude: Grants the E.G.O. Weapon "Engulfing Dream"
Bad Result: The Qliphoth Counter lowers by 1, You Suffer 10 WHITE Damage.
Interactions with a Temperance level of II or less made the subject enter a perpetual state of sleep, killing them.
When the Qliphoth Counter Reaches 0, Void Dream will become "Aggressive"
E.G.O. Gift
Tier I
Engulfing Dream : +4 Prudence (Hat)
Engulfing Dream

Rank: TETH
Damage: 3 WHITE damage
Attack Speed: 3
Range: 60 feet
When hit by this weapon 9 or more times in the span of 3 turns, you fall asleep.
Synchronization only increases damage by 1 each level
Engulfing Dream

Rank: TETH
Resistances: RED: 0.9 WHITE: 0.8 BLACK: 0.9 PALE: 2.0
You are Immune to all effects that inflict sleep.
Void Dream
Small Abnormality
- Hit Points 250
- Speed 15 feet
RED WHITE BLACK PALE 0.5 1.5 1.0 2.0
- Condition Immunities Sleep
- Senses passive Perception 12
- Languages Common
- Risk Level TETH
Dreaming : When hit, Void Dream will change form and become truly Aggressive, and its size will change to Medium.
Nightmare Eater : will only use Gentle Whisper while in the first form, in the second form will also use Cackle each 2 turns.
Actions
Gentle Whisper: Void Dream releases 4 orbs of light in random directions, each orb will travel for 30 feet before disappearing, if an orb makes contact with someone, that someone will fall asleep, but can be awakened by dealing damage to it.
Cackle: Void Dream Cackles, anyone that can hear it suffers 5 WHITE damage, if a sleeping subject hears the Cackles, they will instantly wake up and panic.
Void Dream's Second Form


Fully Bloomed Grave of Cherry Blossoms
Behavior
Disliked Virtues: Justice
Qliphoth Counter: 3
Good Interaction Threshold : >= 8
Normal Interaction Threshold : < 8 and > 3
Bad Interaction Threshold : =< 3
Description
A silent Abnormality that understands the conflict between good and evil. Its empty eye sockets stare at all those who encounter it.
A giant skull that is attached to a cross, it wears a crown of thorns. It floats about 2 meters above the ground.
While its appearance is bizarre, it is rare to record an incident of violence when Interacting with this Abnormality.
It feeds on the “evil” that seeps out during conversations between subjects. When Interacting, the subject will kneel before it (standing also appears to be acceptable) and present their evil by confessing their sins to it. The way it feeds is unknown.
Grave of Cherry Blossoms
O-03-35
Interactions
Good Result While Fully Bloomed: Grants the E.G.O. Gift "Cherry Blossoms" and restores HP and Sanity of any subject in a 120 feet area to max.
Good Result with Prudence: Grants the E.G.O. Suit "Cherry Blossoms"
Good Result with Fortitude: Grants the E.G.O. Weapon "Cherry Blossoms"
Good Result While not Fully Bloomed: Qliphoth Counter Lowers by 1
Normal Result: Restores 10 Sanity
Bad Result: You Suffer 10 WHITE Damage.
Based on the Qliphoth Counter, Grave of Cherry Blossoms will have different stages of bloom:
Buds at 3 QC, a few leaves at 2 QC, flowers at 1 QC, and Fully Bloomed at 0 QC
When the Qliphoth Counter Reaches 0, Grave of Cherry Blossoms will make the 5 nearest creatures (except whoever interacted with it) roll a Prudence Saving Throw (DC 14), being captivated on a failure. Creatures Captivated by this Abnormality will walk towards it, and the first that reaches it will be captured by the tree and instantly killed, freeing the other by being captivated but dealing them 15 WHITE damage.
While captivated other non-captivated subjects nearby can free you from being captivated.
If Grave of Cherry Blossoms successfully kills someone with its ability, it will remain Fully Bloomed, and when interacted unleash a healing wave
After unleashing the Healing Wave, of after Failing to capture anyone, Grave of Cherry Blossoms's Qliphoth Counter will return to 3
E.G.O. Gift
Tier I
Cherry Blossoms : +2 Prudence, +2 Justice (Hat)
Cherry Blossoms

Rank: TETH
Damage: 3 WHITE damage
Attack Speed: 3
Range: 60 feet
On Hit: Inflicts 1 Bleed Potency
On Hit against a target with Sinking Potency, Count or Unique Sinking: inflict 3 Bleed Potency and 1 Count.
Synchronization increases the Bleed Potency inflicted by 1, and adds 1 Bleed Count at level 3.
Synchronization only increases damage by 1 each level
Cherry Blossoms

Rank: TETH
Resistances: RED: 1.2 WHITE: 0.6 BLACK: 0.7 PALE: 2.0
Gives Resistance to Sinking


Behavior
Liked Virtue: Fortitude
Disliked Virtues: Prudence, Justice
Qliphoth Counter: 2
Good Interaction Threshold : >= 12
Normal Interaction Threshold : < 12 and > 6
Bad Interaction Threshold : =< 6
Description
A super fluffy ultra-cute puppy with white fur like fresh snow.
This Abnormality is so cute that just taking a short little glance at it will make you feel so much better. It has the eyes of an angel and is the purest thing in the world.
This little Abnormality couldn’t be evil at all. The only thing you have to worry about is your heart aching if you look at it too long because it’s just so cute. In fact, whoever encounters this Abnormality tends to lose themselves a bit and often need to be forcibly removed from the area by others. Caution needs to be taken as the assisting subjects can also become captivated by its cuteness and become lost as well.
I heard that you can hear someone’s bones breaking if you walk the hallways at night... If you try and track down that sound, you’ll find a Yeti who’s eating one of our employees...! However, we don’t have an Abnormality that looks anything like a Yeti...
Ppodae
O-02-36
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift and Weapon "SO CUTE!!!"
Good Result with Prudence: Grants the E.G.O. Suit "SO CUTE!!!"
Interaction with any Virtue except Fortitude: The Qliphoth Counter Lowers by 1
Bad Result: Qliphoth Counter Lowers by 1, You Suffer 10 RED Damage.
When the Qliphoth Counter Reaches 0, Ppodae will transform and Become Aggressive.
E.G.O. Gift
Tier I
SO CUTE!!! : +4 Fortitude, -2 Temperance (Hat)

Ppodae's Second form
SO CUTE!!!

Rank: TETH
Damage: 12 RED damage
Attack Speed: 1
Range: Melee
SO CUTE!!!

Rank: TETH
Resistances: RED: 0.8 WHITE: 1.2 BLACK: 0.8 PALE: 2.0
Wearing all 3 E.G.O. equipments of Ppodae will make you neutral to all normally hostile creatures.
Ppodae
Large Abnormality
- Hit Points 250
- Speed 45 feet
RED WHITE BLACK PALE 1.5 0.8 1.0 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level TETH
Instinct : After Killing someone, Ppodae will return Passive and will take some nibbles from the dead body.
Too Cute : Ppodae won't be perceived as a threat even if aggressive, and aggressive creatures won't attack it unless provoked.
Actions
Slam: Ppodae Slams his Paw in front of himself, dealing 8 RED Damage in a 10 feet area.


Behavior
Disliked Virtues: Prudence, Justice
Qliphoth Counter: Non Aggressive Abnormality
Good Interaction Threshold : >= 14
Normal Interaction Threshold : < 14 and > 5
Bad Interaction Threshold : =< 5
Description
It doesn't bear the traditional appearance of a tree, but its pillar-shaped appearance, its talk about turning people into "fruits".
It uses what looks like vines/roots to ensnare the subjects it successfully lured and incapacitate them at the base of its trunk.
Dingle Dangle is a silly-sounding name, but what it does to people is not very silly.
Dingle Dangle
O-03-37
Interactions
Good Result: Grants the E.G.O. Gift "Hangman"
Good Result with Prudence: Grants the E.G.O. Suit "Hangman"
Good Result with Fortitude: Grants the E.G.O. Weapon "Hangman"
Each Minute, Dingle Dangle will try to Hypnotize the nearest creature in a 1 Mile Area, succeeding if they have at least Level III Prudence and no other Virtue at Level III or more.
Being Hypnotized by Dingle Dangle makes you walk towards it. When you reach Dingle Dangle's vicinity, it will capture you with its "roots" and hang you, Instantly Killing you.
While Hypnotized other non-Hypnotized subjects nearby can free you from being Hypnotized.
For each Hanged Corpse near Dingle Dangle, you gain Advantage in any interaction made with it.
Bad Result: You Suffer 10 WHITE Damage.
E.G.O. Gift
Tier I
Hangman : +4 Prudence, -2 Temperance (Hat)
Hangman

Rank: TETH
Damage: 12 WHITE damage
Attack Speed: 1
Range: Melee
On Hit: inflict 1 Bind
Synchronization Increases Bind inflicted by 1 at levels 2, 4, and 5.
at Level 3 Synchronization you deal +3 more damage for each Bind on target. if the target's speed is 0, you have advantage on the Attack Roll and deal +6 Damage instead.
Hangman

Rank: TETH
Resistances: RED: 0.9 WHITE: 0.8 BLACK: 0.9 PALE: 2.0
At Synchronization level 2, gain resistance to Bind
At Synchronization level 4, Gain Immunity to Bind


Behavior
Liked Virtue: Temperance
Disliked Virtues: Fortitude, Justice
Qliphoth Counter: 1
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 5
Bad Interaction Threshold : =< 5
Description
This Abnormality takes the form of a dollhouse, and is capable of both reading the thoughts of humans and holding conversations with the subject interacting on it.
Despite appearing as a cutesy pink dollhouse, certain aspects of it like the veins across its walls and its uncanny ability to read people's thoughts make it a very unsettling structure. To say nothing of when it becomes aggressive.
Subjects who become too invested in Attachment work with My Sweet Home are at risk of it luring them inside itself and then merging with them before breaching containment.
My Sweet Home
O-03-37
Interactions
Good Result with Temperance while having it Level II or Higher and Prudence Level II or Lower: The Qliphoth Counter lowers by 1, then My Sweet Home Assimilates the subject interacting with it, instantly killing them, and becomes aggressive
Good Result with Fortitude: Grants the E.G.O. Weapon "Homesick"
Good Result with Prudence: Grants the E.G.O. Suit "Homesick"
Bad Result: You Suffer 10 WHITE Damage.

Aggressive My Sweet Home
Homesick

Rank: TETH
Damage: 12 WHITE damage
Attack Speed: 1
Range: Melee
On Hit: inflict 2 Sinking Potency
Synchronization Increases Sinking Potency inflicted by 1 every level, and adds 1 Sinking Count and a Special Move at Synchronization level 3. At Synchronization level 4 and 5, the Smoke Screen's size is increased by 20 feet
Special Move: Create a 20 feet Smoke Screen, impeding (only) your Enemies' Sight.
Homesick

Rank: TETH
Resistances: RED: 1.2 WHITE: 0.7 BLACK: 0.8 PALE: 2.0
Gain Immunity to My Sweet Home's Effects.
At Synchronization level 3, Movement within the Associated Weapon's Smoke Screen becomes free
My Sweet Home
Huge Abnormality
- Hit Points 245
- Speed 15 feet
RED WHITE BLACK PALE 1.3 0.6 1.0 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level TETH
Chimney Smoke : My Sweet Home will Passively Release Smoke from its Chimney, creating a 15 feet Smoke Screen if 2 turns pass and it hasn't moved from a 15 place area. The Smoke Screen will increase in size by 5 feet each turn My Sweet Home Passes in it, to a maximum of 60 feet.
Actions
Slam: My Sweet Home slams its target with the limbs of its assimilated subject, dealing 8 RED and 5 WHITE damage.


Behavior
Disliked Virtues: Prudence, Temperance, Justice
Qliphoth Counter: Non Aggressive Abnormality
Good Interaction Threshold : >= 11
Normal Interaction Threshold : < 11 and > 5
Bad Interaction Threshold : =< 5
Description
A one-eyed Abnormality that sits on a chair. Using the red cards she manifests, this particular Abnormality chops off the heads of those who fail to satisfy her.
it's incredibly hard to figure out what she likes and dislikes, making her very feared.
Red Queen was capable of drinking from a soda can, despite having no arms.
Red Queen
F-01-39
Interactions
Good Result: Grants the E.G.O. Gift "Colored Paper"
Good Result with Prudence: Grants the E.G.O. Suit "Colored Paper"
Good Result with Fortitude: Grants the E.G.O. Weapon "Colored Paper"
Bad Result: Your Head gets Cut off, Instantly Killing you.
When Red Queen is interacted 3 times in a row with the same Virtue, she will Behead the one who interacted with her.
E.G.O. Gift
Tier I
Colored Paper : +3 Prudence (Glasses)
Colored Paper

Rank: TETH
Damage: 12 BLACK damage
Attack Speed: 1
Range: Melee
On Hit: Inflict 2 Bleed Potency, heal Sanity equal to Half Bleed Potency on target
On Kill: Behead your target, Restoring all your Sanity and Healing by Half Bleed Potency on target.
Synchronization increases Bleed Potency by 1 each level, and Bleed Count by 1 at level 3.
At Synchronization Level 3, all restorative effects based on Bleed Potency are doubled (instead of half potency its full potency)
Colored Paper

Rank: TETH
Resistances: RED: 1.1 WHITE: 0.7 BLACK: 0.7 PALE: 2.0
When taking Bleed Damage, heal your Sanity by the same value.


Behavior
Liked Virtues: Temperance, Fortitude
Disliked Virtue: Justice
Qliphoth Counter: 3
Good Interaction Threshold : >= 10
Normal Interaction Threshold : < 10 and > 5
Bad Interaction Threshold : =< 5
Description
An Abnormality which takes the form of a head with ridiculously long blonde hair.
Besides the hair, the Abnormality consists of a pink head and nothing else.
Tangle is capable of maneuvering its hair at will, and will use them to attack if needed.
Tangle
F-01-40
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Cage"
Good Result with Prudence: Grants the E.G.O. Suit "Cage"
Good Result with Fortitude: Grants the E.G.O. Weapon "Cage"
Good Result: Flip a Coin, on heads Lower the Qliphoth Counter by 1
Each 3 Times a specific subject works with Tangle, its Qliphoth counter will lower to 0 immediately
Bad Result: Lower the Qliphoth Counter by 1, You Suffer 10 RED Damage.
When the Qliphoth Counter Reaches 0, Tangle will attack whoever Interacted with them, said subject will have to roll a Fortitude Saving Throw, DC 12, and suffer 25 RED Damage on a failure. if this RED damage takes your HP to 0, Tangle will snap your neck, instantly killing you.
E.G.O. Gift
Tier I
Cage : +4 Fortitude (Hat)
Cage

Rank: TETH
Damage: 12 RED damage
Attack Speed: 2
Range: Melee
Requirements: Fortitude Level III, Temperance Level II
On Hit: Inflict 2 Rupture Potency
When the target has 15+ Rupture Potency and 5+ Rupture Count, Don't consume Rupture on Hit when proccing its effects.
Cage

Rank: TETH
Resistances: RED: 0.6 WHITE: 1.0 BLACK: 1.0 PALE: 2.0
Tangle Won't attack you even if their Qliphoth Counter reaches 0 while wearing this E.G.O. Suit.
You have advantage on saving throws against being entangled or grappled.


Description
Have You Become Strong is a large upgrade factory, with the appearance of a freight container made of smooth and colorful plastic. It contains a hydraulic press, an industrial crusher, and conveyor belts outfitted with robotic arms that are carrying crates and body parts for the Cyborgs.
This Abnormality is an Aberration of "You Must Be Happy"
Surgery
Has no Potency
Reduces MaxHP by 20%, increases Damage By 20%, and gain 1 Haste for each Surgery on self
At 5 Surgery, the Creature instantly Dies and becomes a Cyborg
E.G.O. Gift
Tier II
Made-to-Order : -6 Fortitude, Start the fight with 3 Tremor Count (Waist)
At the start of your turn, Gain 4 Protection, and 4 Attack Power Up
Have you Become Strong?
O-04-41
Interactions
When Interacting with Have you Become Strong? It will ask the subject "Do You Love the City you Live In?"
When the subject Replied "Yes", they Gained 2 Surgery
When the subject Replied "No", they were asked the question again
If the subject Replies "No" 3 Times in a row, Have you Become Strong will shut down all its Cyborgs, it will Remove Surgery from everyone that interacted with it, and will grant the subject who pressed no the E.G.O. Gift "Made-to-Order".
If the subject Replies 5 Times, no matter the Answer, Hve you Become Strong? will cause an Explosion, which deals 10 RED damage to anyone in a 120 feet area, and then will shut down, removing Surgery from anyone that interacted with it and killing all the Cyborgs.
At 5 Surgery, You will Die and turn into a Cyborg, attacking everyone on sight.
The Cyborg is labeled as O-04-41-A, and given the Name "You Want to Get Beat? Hurtily?"
Killing a Cyborg grants you the E.G.O. gift "T-1B Octagonal Bolt"
E.G.O. Gift 2
Tier II
T-1B Octagonal Bolt : +3 Fortitude (Hat)
Gain 1 Attack Power Up for each 10 Charge Count you have at the start of your turn.
Gain 1 Charge Potency Each time you consume 20 Charge Count
Gain 1 Charge Barrier if you don't Have any Charge Barrier

You Want to Get Beat? Hurtily?
You Want to Get Beat? Hurtily?
Large Abnormality
- Hit Points 113
- Speed 15 feet
RED WHITE BLACK PALE 0.6 1.0 0.8 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level TETH
Final Augment : When This Abnormality's HP become 0, Return to Full HP and gain 1 Surgery, at 5 Surgery this creature Dies.
Screwloose Wallop : Uses "So Excited!!!" twice per turn, When This Abnormality Revives, it Uses "PUNISH☆MENT" in addition to "So Excited!!!", when it revives for the last time, it will instead use "E-MER-GEN-CY!!!" thrice.
Actions
So Excited!!!: The Cyborg Slams its Big Arm in front of itself twice, dealing 6 RED Damage and Suffering 3 Self Damage per slam.
PUNISH☆MENT: The Cyborg begins Rapidly rotating its Torso, creating a whirlwind of punches and dealing 15 RED Damage to any creature in a 10 Feet Area.
E-MER-GEN-CY!!!: The Cyborg Desperately Slams its Big Arm 3 Times, each time Dealing 8 RED Damage and suffering 3 Self Damage.


Behavior
Liked Virtue: Fortitude
Disliked Virtues: Justice, Temperance
Qliphoth Counter: 2
Good Interaction Threshold : >= 9
Normal Interaction Threshold : < 9 and > 6
Bad Interaction Threshold : =< 6
Description
Pink Shoes is a pair of glossy pink shoes. Specifically, they are a pair of pink high heel slippers. The shoes are able to possess anyone who wears them. It also covers its targets with pink ribbons that carry a similar effect.
It must be observed that the ribbons themselves are alive, and act somewhat like vines that ensnare their prey.
Pink Ribbons
At the end of your turn, suffer Bind and Paralysis equal to Pink Ribbon
Increases by 1 Each time you attack, completely decays on turn end.
Pink Shoes
F-04-42
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Roseate Desire"
Bad Result: The Qliphoth Counter Lowers by 0, You Suffer 10 WHITE Damage.
When the Qliphoth Counter Reaches 0, the next subject to Interact with Pink Shoes will become Controlled by it and gain the E.G.O. Gift "Haunted Shoes".
The Controlled subject will await next to Pink Shoes until someone comes nearby, it will then engage in a fight with the subject.
The Controlled subject could use all of its techniques like normal, but its Sanity Was always Max, and all Sanity Damage inflicted to it became HP Damage.
If The Controlled subject was Defeated, it was freed from Pink Shoes' Control and fully recovered all Hp.
If the Controlled subject was Victorious, it killed its opponent and then themselves.
E.G.O. Gift
Tier II
Roseate Desire : -3 Prudence, The First Attack you make each turn against a target inflicts 1 Pink Ribbons (Covers Your Suit in Pink Ribbons)
Tier II
Haunted Shoes : -6 Prudence (Shoes)
At the start of a Fight, Gain 3 Sinking Count
At the start of your turn, Gain 4 Protection, and 4 Attack Power Up


Behavior
Liked Virtue: Fortitude, Justice
Disliked Virtues: Temperance
Qliphoth Counter: 2
Good Interaction Threshold : >= 10
Normal Interaction Threshold : < 10 and > 5
Bad Interaction Threshold : =< 5
Description
Brazen Bull is a bronze, metal statue with the appearance of a bull. It is coated in rust and heat marks
Steam can be seen being emitted from its nostrils.
The mouth of the bull is wide open, revealing a human head inside. As demonstrated in battle, the human figure is capable of emerging out from the bull's mouth, at least up till its abdomen. Its skin is red and scarred, and there appears to be a look of permanent agony on its face.
E.G.O. Gift 2
Tier III
Rusty Commemorative Coin : On a Failed Kill with a 0 Attack Speed Weapon, Attack Again (once per turn). 3 turns cd. (Brooch)
On Kill with a 0 Attack Speed Weapon, gain 5 Attack Power Up next turn.
Brazen Bull
M-01-43
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Pain of Stifled Rage"
Good Result with Prudence: Grants the E.G.O. Suit "Capote"
Good Result with Fortitude: Grants the E.G.O. Weapon "Capote"
Bad Result: You Suffer 10 RED Damage.
When Brazen Bull is given Water, Its Qliphoth Counter Increses by 1
When Brazen Bull sees anyone drinking water, Its Qliphoth Counter Lowers by 1
If a Creature that is, or wears Red color approaches Brazen Bull, The Qliphoth Counter will drop to 0.
When the Qliphoth Counter Reaches 0, Brazen Bull will become Aggressive
Suppressing Brazen Bull Grants the E.G.O. Gift "Rusty Commemorative Coin" to the one who last hitted it.
E.G.O. Gift
Tier II
Pain of Stifled Rage : +4 Fortitude (Gloves)
Only applies its effects if you are the first or second to act in a fight.
On Hit with an attack that deals Burn Potency, Count, or Unique Burn, Gain 1 Haste.
If you already have Haste, gain 1 Haste and 2 Attack Power Up.
Capote

Rank: HE
Damage: 16 RED damage
Attack Speed: 1
Requirements: Fortitude Level III
Range: Melee
On Hit: Inflicts 3 Burn Potency and 1 Count
Synchronization increases Burn Potency by 1 each level, and unlocks a Special move at level 3.
Special Move: You Focus your strength in your fist and release a powerful blow, inflicting 20 RED damage, and 10 Burn Potency to your Target, then you inflict Tremor Potency equal to Burn Potency and trigger a Tremor Burst, if this Tremor Burst Staggers the Enemy, you inflict 3 Burn Count on 5 random enemies (can be the same enemy multiple times). After this Attack, this weapon's Attack Speed is set to 0 for the next 3 turns, and this attack goes on cd for the same duration.
Capote

Rank: TETH
Resistances: RED: 0.7 WHITE: 0.9 BLACK: 0.8 PALE: 2.0
While wearing this E.G.O. Suit, all kind of male bovines become aggressive to you, but you always have advantage on rolls against them.
Brazen Bull
Huge Abnormality
- Hit Points 355
- Speed 45 feet
RED WHITE BLACK PALE 0.5 1.0 0.7 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level TETH
Taken By the Horns : When This Abnormality loses 155 HP, its RED resistance lowers by +0.5 and the Human inside the Bull will start attacking.
Pain of Stifled Rage : At the Start of the Fight, only uses the "Ram" attack, if "Ram" is the only move Brazen Bull used last turn, use "Ram" twice this turn, and use "Ram" thrice next turn, and then put this passive on a 1 turn CD. When the Human inside Brazen Bull starts attacking, use "Ram" and "Heated Screams" once per turn.
Actions
Ram: The Brazen Bull Charges, Ramming everyone in a 15 feet straight line, inflicting 8 RED Damage, 3 Burn Potency and 2 Count.
Heated Screams: The Human inside Brazen Bull Comes out and Screams, anyone that can hear it suffers 8 WHITE damage, 3 Sinking Potency and 3 Count.


Behavior
Liked Virtue: Temperance
Disliked Virtue: Fortitude
Qliphoth Counter: 2
Good Interaction Threshold : >= 8
Normal Interaction Threshold : < 8 and > 4
Bad Interaction Threshold : =< 4
Description
Fairy Gentleman appears as a stout humanoid whose body is made up of a green jelly-like substance. It has a pair of pointy ears, and what appears to be another longer pair of ears drooping down. Two sets of fairy wings can be seen protruding from its back.
Apart from the toothy grin on its face, the Abnormality possesses a second larger maw that is located on its stomach. Both the teeth and tongue lolling out from this mouth are green just like the rest of Fairy Gentleman's body. The slime that composes its body is viscous in nature. During combat, Fairy Gentleman is able to stretch and morph its body into various shapes.
Fairy Gentleman sports a bowler hat and black tie. It also carries a wine glass in its right hand, filled with Fairy Wine.
Fairy Gentleman
F-01-44
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Fairy Wine"
Good Result with Prudence: Grants the E.G.O. Suit "Sloshing"
Good Result with Fortitude: Grants the E.G.O. Weapon "Sloshing"
Good Result: You Take a Sip of Fairy Wine, gaining 2 Morale Boost, and recovering 15 Sanity, then the Qliphoth Counter Lowers by 1
Bad Result: You Take a Sip of Fairy Wine, gaining 2 Morale Boost, and recovering 15 Sanity, then The Qliphoth Counter Lowers by 1
When the Qliphoth Counter Reaches 0, Fairy Gentleman Becomes Aggressive, and the subject with the Most Morale Boost has its Count set to 5
Suppressing Fairy Gentleman Grants the E.G.O. Gift "Sour Liquor Aroma" to the one who last hitted it.
E.G.O. Gift
Tier I
Fairy Wine : When Drinking Fairy Wine, you gain 2 Morale Boost. The Glass Chalice won't ever run out of Fairy Wine, and it won't spill from it unless drank. Can be drank once with a bonus action. This E.G.O. gift doesn't remove any Max Sanity, and can be summoned / unsummoned at will by its owner.
E.G.O. Gift 2
Tier II
Sour Liquor Aroma : +4 Temperance (Grows on your shoulder)
Only applies its effects if you are the first or second to act in a fight.
Attacks that inflict Tremor Potency, Count or Unique Tremor (on self or on hit) deal +2 Damage.
On Hit against a Staggered target with Tremor on them, deal +5 Damage, if your attack inflicts Tremor Potency, Count or Unique Tremor deal +8 Damage instead.
Sloshing

Rank: TETH
Damage: 12 BLACK damage
Attack Speed: 1
Range: Melee
On Hit: You Inflict 2 Tremor Potency
Synchronization Increases Tremor Potency Inflicted by 1 each level, and Count by 1 at level 3, also unlocks a Special Move and Inflicts 1 Tipsy at Level 3.
Special Move: You reshape the Green Jelly of this weapon into a Ball, and slam it into your Target, dealing twice this weapon's Damage and Triggering Tremor Burst, then reduce Tremor Count by 3 and inflict Rupture Potency equal to Half Tremor Potency on target. Only Usable at 5 Morale Boost.
Sloshing

Rank: TETH
Resistances: RED: 1.2 WHITE: 0.7 BLACK: 0.9 PALE: 2.0
You become immune to Tipsy's effects.
At Synchronization level 3, If you dealt no damage this turn, Gain 10% of your MaxHP as TempHP next turn.
Morale Boost
Has No Potency (Max 5)
You deal +10% more damage (min +1 damage) for each Morale Boost.
all Morale Boost Becomes Tipsy after 3 turns.
Tipsy
Has No Potency (Max 5)
You gain -1 to your Attack Rolls for each Tipsy you have.
Cannot Gain Morale Boost while having Tipsy.
Expires at the end of the turn.
Fairy Gentleman
Huge Abnormality
- Hit Points 450
- Speed 15 feet
RED WHITE BLACK PALE 1.2 0.5 0.9 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level TETH
Booze Makes You Hicc! : Every 3 Turns, Fairy Gentleman will summon a giant glass of Fairy Wine. If the Glass of Fairy Wine isn't Destroyed on the turn it would've been summoned, Fairy Gentleman will eat it, recovering 10% of its HP and summoning a new one.
Stimulating Smell, Isn't It? : Uses "Wanna Get Drunk?" twice each turn. Each 2 turns Fairy Gentleman uses a special move: if the Glass of Fairy Wine isn't present, uses "This is all I Got!", If the Fairy Wine is present, Fairy Gentleman will use "I'll Have This!" instead.
Actions
Wanna Get Drunk?: Fairy Gentleman Spits Fairy Wine at its target, inflicting 1 Morale Boost, 5 Tremor Potency and 2 Count
This is all I Got!: Prioritizes enemies with the most Tremor, Fairy Gentleman will slam its belly on its target, Dealing 12 BLACK damage and triggering Tremor Burst.
I'll Have This!: Prioritizes enemies with the most Tipsy, if there are none prioritizes enemies with the most Morale Boost, and the Attack Roll against them is increased by the target's Morale Boost. Fairy Gentleman Leaps in the Air, and slams its target with all of its body, dealing 25 BLACK damage +5 per Morale Boost. if the target had Tipsy, Fairy Gentleman will deal no damage, and will remove Tipsy; if the target had 5 Tipsy, Fairy Gentleman gets Staggered for 1 turn.
Fairy Wine
Medium Abnormality
- Hit Points 1
- Speed 0 feet
RED WHITE BLACK PALE 1.0 1.0 1.0 1.0
- Condition Immunities None
- Senses passive Perception 0
- Languages None
- Risk Level TETH
Booze Makes You Hicc! : When Hit, Converts All of the attacker's Morale Boost into Tipsy.

Giant Glass of Fairy Wine


Behavior
Liked Virtue: Fortitude, Prudence
Disliked Virtues: Justice
Qliphoth Counter: 3
Good Interaction Threshold : >= 8
Normal Interaction Threshold : < 8 and > 4
Bad Interaction Threshold : =< 4
Description
So That No One Will Cry is a tall lanky humanoid doll made up of splintered wooden blocks. Yellow talismans are stuck on to various parts of the Abnormality's body, and completely cover its face. Both the talismans and wooden blocks are stained with blood, especially around the ends of its limbs.
The talismans are stuck on to the Abnormality with a yellow glue. Despite this, the Abnormality is easily able to transfer its talismans to its targets. The talismans appear to carry power-enhancing capabilities, though an excess of talismans leads to an opposite effect, weighing their host down.
This Abnormality acts as if inanimate while Calm, and only moves while Aggressive.
So That No One Will Cry
T-04-45
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Old Wooden Doll"
Good Result with Prudence: Grants the E.G.O. Suit "Red Sheet"
Good Result with Fortitude: Grants the E.G.O. Weapon "Red Sheet" and the E.G.O. Gift "Talisman Bundle"
Good Result: The Qliphoth Counter Lowers by 1 and you are inflicted 2 Entangled Curse Talismans
Normal Result: The Qliphoth Counter Lowers by 1 and you are inflicted 4 Entangled Curse Talismans
Bad Result: You Suffer 10 RED Damage.
When the Qliphoth Counter Reaches 0, So That No One Will Cry will become Aggressive
Suppressing So That No One Will Cry grants both its E.G.O. Gifts to the one who last hitted it.
E.G.O. Gift
Tier II
Old Wooden Doll : +2 Prudence (Waist)
On Crit, Inflict 1 Fragile.
E.G.O. Gift 2
Tier I
Talisman Bundle : +2 Fortitude (You attach a Talisman on your Body)
If you deal 12+ damage in a single Attack, inflict 4 Rupture Potency on the target
Red Sheet

Rank: TETH
Damage: 12 RED damage
Attack Speed: 1
Range: Melee
On Hit: Inflict 2 Rupture Potency, inflict and gain 1 Entangled Curse Talisman
Synchronization increases Rupture Potency by 1 each level, and adds 1 Rupture count at level 3. also increases the Entangled Curse Talisman Inflicted and Dealt by 1 at levels 2 and 4.
At level 3 gain Poise Potency equal to half Rupture Potency on hit, and Poise Count Equal to 1/5th of Entangled Curse Talisman on self at the start of your turn.
Red Sheet

Rank: TETH
Resistances: RED: 0.7 WHITE: 0.8 BLACK: 1.5 PALE: 2.0
Entangled Curse Talisman will halve your damage at 18+ Count instead of 9+.
Entangled Curse Talisman
Has No Potency
You Inflict Rupture Potency on all attacks for each Entangled Curse Talisman.
You Gain Rupture Potency when attacked for each Entangled Curse Talisman
at 9+ Count, you deal half damage with all your attacks.
So That No One Will Cry
Large Abnormality
- Hit Points 375
- Speed 30 feet
RED WHITE BLACK PALE 0.7 0.7 1.5 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level TETH
Proliferating Curse : STNOWC always uses "Entangling Talisman" and "Cumulating Curse" once per turn, every 3 turns, it will absorb all Entangled Curse Talismans from every subject fighting it, turning it into Reattached Curse Talisman, Then STNOWC will use "So That No One Will Cry" on 3 different targets (can target the same subject if there are less than 3 different targets).
Actions
Entangling Talisman: Prioritizes enemies with the most Entangled Curse Talismans, STNOWC smacks its target with its arm, dealing 5 RED Damage and inflicting 2 Entangled Curse Talismans, 2 Rupture Potency and 2 Count
Cumulating Curse: Prioritizes enemies with the least Entangled Curse Talismans, STNOWC smacks its target with both its arms, dealing 8 RED Damage and doubling Entangled Curse Talisman on target, then inflicting 7 Rupture Potency and 2 Count
So That No One Will Cry: Prioritizes enemies with the most Rupture, STNOWC repeatedly smashes its target with its arms, dealing 5 Attacks that deal 4 RED damage and inflict 1 Paralysis next turn and 1 Bind each.
Reattached Curse Talisman
Has No Potency
at 9+ Count, you gain 5 Bind.
at 12+ Count, you deal no damage with all your attacks.


Behavior
Liked Virtue: Fortitude, Prudence
Disliked Virtues: Temperance, Justice
Qliphoth Counter: 2
Good Interaction Threshold : >= 10
Normal Interaction Threshold : < 10 and > 5
Bad Interaction Threshold : =< 5
Description
Fairy-Long-Legs appears as a tall, slim and lanky green humanoid with two sets of small fairy wings on its back. Its legs are exceedingly long, making up more than half of its height. It has a large protruding chin as well as a long pointy pair of ears and nose. It carries a sinister smile on its face. Its body appears to be made of a jelly-like substance and it can be seen inflating its hand during some of its attacks.
The Abnormality also sports a bowler hat and black tie. It carries a giant four-leaf clover in its right hand that acts as an umbrella. Its right arm is drastically longer than its left arm, being even longer than its body. It is seen using this arm to wound its targets, grab their flesh, and feed it into the vertical maw on its chest. Its forearm is sticky with blood.
While Fairy-Long-Legs is hunting, rain will start, and Fairy-Long-Legs will offer cover from the rain to any passersby, before eating them.
Fairy-Long-Legs
F-01-46
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Emerald Elytra"
Interacting with Fairy-Long-Legs while not Full HP: the Qliphoth Counter Lowers by 1
Bad Result: the Qliphoth Counter Lowers by 1, You Suffer 10 RED Damage.
When the Qliphoth Counter Reaches 0, Fairy Long Legs will become Aggressive
Suppressing Fairy-Long-Legs grants both its E.G.O. Gifts to the one who last hitted it.
E.G.O. Gifts
Tier I
Emerald Elytra : +2 Justice, If you are the first to act in a fight, you gain 4 Poise Potency and 3 Count. (Back)
Tier III
Four Leaf Clover : +2 Prudence, Once per turn When You land a Critical Hit, Gain 6 Poise Potency and 3 Count (Brooch)
Fairy-Long-Legs
Large Abnormality
- Hit Points 325
- Speed 30 feet
RED WHITE BLACK PALE 0.6 1.5 1.2 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level TETH
Fairy-Long-Legs : Fairy-Long-Legs always uses "Skim Wounds" and "Entangled Injury" once per turn, every 3 turns, Fairy-Long-Legs will use "Smeared Flesh" 3 times instead of the other 2 attacks. When Attacked at less than half HP, Fairy-Long-Legs uses "Skim Wounds" on the Attacker (once per turn).
Casting Shade : on the Second Turn of the fight, Fairy-Long-Legs will summon a gigantic Clover from the Ground, this clover has 50 HP and 1 AC, and will increase the damage Fairy-Long-Legs does by 50%, while also doubling the heals it receives
Actions
Skim Wounds: Fairy-Long-Legs Performs a Vertical Slash with its Long Arm, inflicting 5 RED damage and 3 Bleed Count, if the target has 2+ Bleed Count, also inflict 1 Paralysis
Entangled Injury: Fairy-Long-Legs Performs an Horizontal Slash with its Long Arm, inflicting 5 RED damage and 3 Bleed Potency, if the target has 2+ Bleed Count, also inflict 1 Bind and 3 Additional Bleed Potency.
Smeared Flesh: Fairy-Long-Legs Performs a Lunge with its Long Arm, inflicting 8 RED damage and 3 Bleed Potency, if the target had Bleed before this attack, Fairy-Long-Legs Heals by 20 HP


Behavior
Liked Virtue: Fortitude, Prudence
Disliked Virtues: Temperance, Justice
Qliphoth Counter: 2
Good Interaction Threshold : >= 10
Normal Interaction Threshold : < 10 and > 5
Bad Interaction Threshold : =< 5
Description
Faelantern is an ancient tree lacking any foliage. While it is buried, only its two barren branches can be seen protruding from the ground. A small teal fairy is attached to its lower branch, acting as a lure. It is unknown whether this fairy is a living being, or a facsimile puppeteered by the branches.
If its fairy lure is destroyed, it will partially emerge from the ground. It has a deep-reaching root system which it uses to attack any opponents or victims that are fooled by its lure. An innumerable amount of yellow eyes can be seen peeking out from gaps in the base of the tree and roots.
"We can't get careless and stop here."
Tree branches came at us trying to stop us from going, but we narrowly dodged them.
We've learned the real meaning of the fairy's gesture.
"No such thing as free gifts," someone mumbled.
Faelantern
F-04-47
Interactions
Good Result with Prudence: Grants the E.G.O. Suit "Lantern" and the E.G.O. Gift "Eldtree Snare"
Good Result with Fortitude: Grants the E.G.O. Weapon "Lantern" and the E.G.O. Gift "Midwinter Nightmare"
Good Result with Prudence while wearing "Lantern": Grants the E.G.O. Suit "Snagged Lure"
Good Result with Fortitude while wielding "Lanter": Grants the E.G.O. Weapon "Snagged Lure"
Good Result with Justice: Grants the E.G.O. Gift "Twigs"
Bad Result: the Qliphoth Counter lowers by 1, You Suffer 10 RED Damage.
Interaction with Temperance Level II or less: the Qliphoth Counter lowers by 1.
When the Qliphoth Counter Reaches 0 Faelantern will become Aggressive.
Suppressing Faelantern grants both its E.G.O. Gifts to the one who last hitted it.
E.G.O. Gift
Tier III
Midwinter Nightmare : All Your attacks inflict an additional 3 Sinking Potency (A Twig grows on you back which holds a little Fairy)
E.G.O. Gift 2
Tier I
Eldtree Snare : All Attacks that inflict Sinking Potency, Count, Or Unique Sinking deal +2 Damage (Grows on your legs)
If your weapon has an Attack Speed of 2 or less, the above effect is changed to +5 Damage instead.
Lantern

Rank: TETH
Damage: 12 RED damage
Attack Speed: 1
Range: Melee
On Hit: Inflict 2 Rupture Potency and Gain 1 Fairy Lure
Synchronization increases Rupture Potency by 1 each level; at level 3 adds 1 Rupture Count and gain 1 more Fairy Lure on hit
At Synchronization level 3 all your attacks hit your target even on a failed Attack roll, but they will only deal half of their damage and become unaffected by buffs if the attack roll failed.
Lantern

Rank: TETH
Resistances: RED: 0.9 WHITE: 0.8 BLACK: 0.9 PALE: 1.5
Gain Resistance to Rupture
At Synchronization Level 3, "Fairy Lure" Loses its Debuffs (less resistances and no Rupture on targets with 15+ Rupture).
On your Death, Inflict 5 Rupture Potency and 3 Count to whoever killed you, Doubled if you had Fairy Lure.
E.G.O. Gift 3
Tier III
Twigs : Every time Rupture activates 3 times on enemies with Rupture due to getting hit by allies' Attacks that inflict Rupture Potency or Count, inflict 2 Attack Power Down on said enemy next turn (3 times per turn per enemy) (Grows on your Head)
On Kill with an Attack that inflicts Rupture Count: inflict the remaining Rupture Count on the defeated enemy on a random enemy next turn (2 times per turn)
Fairy Lure
Has No Potency (Max 5)
Your enemies have to roll a Wisdom Saving Throw at the start of their turn, its DC equal to half your total levels + 8, attacking you on a failure (Abnos's DC if they have Fairy Lure is always 16).
You inflict 3 Rupture Potency when attacked for each Fairy Lure on self
Your Resistances decrease by +0.2 for each Fairy Lure on Self.
at -50% HP, you inflict Twice the Rupture with this Effect.
If Your Attacker has more than 15 Rupture Potency, Fairy Lure Inflicts no Rupture.
Decays by 1 at the start of your turn.
Snagged Lure

Rank: HE
Damage: 32 RED damage
Attack Speed: 0
Range: Melee
On Hit: Inflict 6 Rupture Potency, 2 Count, and 1 Fairy Lure
Synchronization increases Rupture Potency by 1 each level, and at level 3 adds 1 Rupture Count and unlocks a Special Move
Special Move: You Ensnare 2 Targets in Roots and bring them towards you, then you slash them, Dealing twice this weapon's Damage and Inflicting on them 5 Rupture Potency and 1 Count, also if the Targets had 5+ Rupture Potency before the attack, receive the damage you dealt to them as healing. at less than 50% HP, you can target 1 more creature for this move.
Snagged Lure

Rank: HE
Resistances: RED: 0.7 WHITE: 0.6 BLACK: 0.7 PALE: 1.5
Gain immunity to Charm, Possession, and Lures.
You have Advantage on Interactions with Fairy Abnormalities, and you gain the E.G.O. Gift "Emerald Elytra" (See "Fairy-Long-Legs") while wearing this Suit
At Synchronization Level 3, "Emerald Elytra" grows bigger, allowing you to use it to glide, and you heal by all Rupture Damage you deal.
Faelantern
Medium Abnormality
- Hit Points 225
- Speed 0 feet
RED WHITE BLACK PALE 1.2 0.6 1.2 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level TETH
Fairy Lure : Faelantern starts the fight with 50 Temp HP, these represent the HP of its Fairy Lure, while the Fairy Lure is present, no damage can be done to Faelantern, as it will be buried underground, but when the lure is destroyed, Faelantern will emerge, allowing you to damage it. Destroying the Fairy also grants 5 Poise Potency and 2 Count to all party members. The Fairy Lure will regenerate 3 turns after it's destroyed.
Charmed : While the Fairy Lure is Present, one random ally is Charmed by Faelantern, Making it unable to attack it, each time the Fairy regenerates, the number of charmed allies increases by 1.
Uncovered Abyss: while The Fairy Lure is present, Faelantern will only use "Snagged Lure" twice per turn, while the lure is destroyed, it will instead use "Expanding Roots" twice per turn, and on the turn before the Fairy reforms, Faelantern will only use "Uncovered Abyss". Faelantern always rolls a 1 on Initiative.
Actions
Snagged Lure: Faelantern Summons its Roots to attack a target, Dealing 5 RED Damage, 3 Bleed Potency and 2 Rupture Count, also heals Faelantern 15 HP if the target has 10+ Bleed or Rupture Potency
Expanding Roots: Faelantern Summons more of its Roots to attack 2 targets, dealing 8 RED Damage, 5 Bleed Potency and 5 Rupture Potency
Uncovered Abyss: Faelantern Ensnares all its enemies in its Roots and Impales them, Dealing 15 RED Damage, that is doubled if the enemy had 5+ Rupture Potency.


Behavior
Liked Virtue: Temperance
Disliked Virtues: Fortitude, Justice
Qliphoth Counter: Non Aggressive Abnormality
Good Interaction Threshold : >= 10
Normal Interaction Threshold : < 10 and > 5
Bad Interaction Threshold : =< 5
Description
Drenched Gossypium is a large, round cluster of white flowers, whose center appears to be red due to being drenched in blood. A bundle of roots hangs down from under the flower cluster, with some ending in claw-like appendages, while the roots are capable of movement as if to be the Abnormality's limbs.
A field of white, yet somehow dark flowers is ahead. The sky is red, the air windy and bleak.
One giant flower flutters amidst the field.
It resembles a person waving from afar...
You wave out of nostalgia.
In an instant, all the flowers went awash with red, simultaneously turning to face you.
After staring into us for a little while, their red petals flew at us.
It was like a punishment for making a half-hearted gesture.
Drenched Gossypium
O-04-48
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "White Gossypium"
Good Result with Prudence: Grants the E.G.O. Suit "White Gossypium"
Good Result with Fortitude: Grants the E.G.O. Weapon "White Gossypium"
Bad Result: the Qliphoth Counter lowers by 1, You Suffer 10 RED Damage.
Interaction with Fortitude Level II or less: the Qliphoth Counter lowers by 1.
When the Qliphoth Counter Reaches 0 Drenched Gossypium will become Aggressive.
Suppressing Drenched Gossypium while it is in the Red-Stained Gossypium state grants the E.G.O. Gift "Red-Stained Gossypium" to the one who last hitted it.
E.G.O. Gift
Tier II
White Gossypium : +4 Fortitude (White Gossypium grows in a random spot on your body)
When stunning or Staggering an opponent, unstun them, making them have their attack rolls and damage halved for the duration of the stun and inflict 8 Bleed Potency and 2 Count for each turn of Stun you cleared.
E.G.O. Gift 2
Tier IV
Red-Stained Gossypium : +6 Fortitude (Red Gossypium grows in a random spot on your body)
At the start of a fight, inflict 1 Bleed Potency and 10 Count to all enemies.
Inflict 2 Bind to every enemy that has Bleed or that has Gossypium.
White Gossypium

Rank: TETH
Damage: 12 RED damage
Attack Speed: 1
Range: Melee
On Hit: Inflict 1 Bleed Potency
Synchronization Increases Bleed Potency by 1 each level, and adds 1 Bleed Count and 3 Gossypium at level 3, since level 3, each 10 Bleed Potency you inflict, your weapon will become Red-Stained, proccing the effects of Gossypium. At Level 5, your weapon permanently becomes Red-Stained
White Gossypium

Rank: TETH
Resistances: RED: 0.6 WHITE: 0.8 BLACK: 1.5 PALE: 2.0
While wearing this Suit, you Regain HP equal to half Bleed Potency on target when you hit them.
Gossypium
Has No Potency
Gain Bleed Potency equal to Gossypium and Bleed Count equal to Half Gossypium at the end of your turn while Drenched Gossypium is in its Red-Stained State.
Does Not Decay until the end of the fight.

Red-Stained Gossypium
Drenched Gossypium
Huge Abnormality
- Hit Points 315
- Speed 30 feet
RED WHITE BLACK PALE 1.2 0.6 1.0 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level TETH
Flowering Gossypium : Apply 1 Bind to all enemies with Gossypium, heal HP equal to Bleed Potency on target on hit, at less than 20% HP, become Red-Stained Gossypium until the end of the fight.
Red-stained Gossypium : After Healing 50 HP from hitting targets with Bleed, become Red-Stained Gossypium for 3 turns.
Drenched Gossypium : on the first turn of the fight, use "Gossypium Planting" on 3 different targets, then always use "Gossypium Planting" and "Draining Roots" once per turn. Every 3 turns use "Scattering Gossypium", if in Red-Stained Gossypium state, use "Scattering Red-Stained Gossypium" instead. If all attacks Failed to Hit, Drenched Gossypium increases its AC to 12, and uses the Dodge Action
Actions
Gossypium Planting: Drenched Gossypium Scratches its target with its roots, Dealing 5 RED Damage and inflicting 3 Bleed Potency, 1 Count, and 3 Gossypium
Draining Roots: Prioritizes Targets with the most Gossypium, Drenched Gossypium uses its roots to sap away blood from its target, dealing 2 RED damage for each Gossypium on the target and healing for half the damage it dealt.
Scattering Gossypium: Drenched Gossypium Rapidly spins, Cutting every target in a 10 Feet area with its roots, dealing 15 RED damage and inflicting 8 Bleed Potency and 4 Count, if all enemies hit have Bleed, inflict 20 RED Damage instead.
Scattering Red-Stained Gossypium: Drenched Gossypium Rapidly spins, Cutting every target in a 15 Feet area with its roots, dealing 25 RED damage and inflicting 10 Bleed Potency and 8 Count, if all enemies hit have Bleed, inflict 30 RED Damage instead and heal by the total of Bleed Potency on all hit enemies.


Behavior
Liked Virtue: Temperance
Disliked Virtues: Fortitude, Justice
Qliphoth Counter: 3
Good Interaction Threshold : >= 10
Normal Interaction Threshold : < 10 and > 5
Bad Interaction Threshold : =< 5
Description
Portrait of a Certain Day appears as a headless human body dressed in a floor-length gray coat. In the headless body's hand is the associated E.G.O Gift, Headless Portrait. The coat curls inwards as it reaches the ground, holding an oversized, skeletal face with its mouth open. Two massive arms with textures resembling bundles of sticks emerge from the entity's back, with four-fingered hands that touch the ground. Numerous small roots can be seen between the coat and the ground, which the Abnormality presumable moves with.
"My master had a very unfortunate life."
"Sad, sad things happened here. Many sad things."
"I still carry with me my master's portrait because no one remembers them anymore."
"How is it? Can you see it well?"
While Aggressive, Portrait of a Certain Day will summon a thunderstorm, invoking the long gone days at the manor where it once worked as a butler.
Portrait of a Certain Day
O-02-49
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Headless Portrait"
Good Result with Prudence: Grants the E.G.O. Suit "Bygone Days" and the E.G.O. Gift "Faded Overcoat"
Good Result with Fortitude: Grants the E.G.O. Weapon "Bygone Days" and the E.G.O. Gift "Recollection of a Certain Day"
Interacting with Portrait of a Certain Day while not Full Sanity: the Qliphoth Counter Lowers by 1
Bad Result: the Qliphoth Counter Lowers by 1, You Suffer 10 WHITE Damage.
When the Qliphoth Counter Reaches 0, Portrait of a Certain Day will become Aggressive
Suppressing Portrait of a Certain Day grants all of its E.G.O. Gifts to the one who last hitted it.
E.G.O. Gift
Tier I
Headless Portrait : +3 Prudence, You Inflict +2 Sinking Potency the first time you inflict Sinking in your turn (Waist)
E.G.O. Gift 2
Tier II
Recollection of a Certain Day : +3 Fortitude, You Inflict +5 Damage on Crit (Brooch)
E.G.O. Gift 3
Tier II
Faded Overcoat : +3 Temperance, You Gain 2 Attack Power Up for each enemy at less than half Sanity (Overcoat)
Bygone Days

Rank: TETH
Damage: 12 WHITE damage
Attack Speed: 1
Range: Melee
On Hit: Inflict 2 Sinking Potency and Interloper
Synchronization increases Sinking Potency inflicted by 1 each level, and adds 1 Sinking Count at level 3.
At level 3 Also gain Poise Potency equal to Half Sinking Potency on target before hitting a target with Interloper.
Bygone Days

Rank: TETH
Resistances: RED: 0.9 WHITE: 0.8 BLACK: 0.9 PALE: 2.0
This Suit Grants Resistance to Sinking Damage.
Interloper
Has No Potency (Max 1)
You become Vulnerable to Sinking Damage
Killing a creature with Interloper passes it to one its allies
Does Not Decay, Interloper will be removed at the end of the Fight.
Portrait of a Certain Day
Large Abnormality
- Hit Points 325
- Speed 15 feet
RED WHITE BLACK PALE 1.0 0.5 0.8 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level TETH
My Master... : Portrait of a Certain Day always uses "Leave this Place" twice per turn.
Dear Master... : After Suffering 100 Damage, Portrait of a Certain Day will summon 5 Fake Portraits and 1 Master's Portrait all with 30 HP and 1 AC, while the Portraits are present, Portrait of a Certain Day won't deal any damage, will inflict x2 Sinking, and will become resistant to all damage, if the Master's portrait is Destroyed, all other portraits are also destroyed, and Portrait of a Certain day will lose all its buffs, will become vulnerable to all damage, and will use "Who Might you Be?" twice instead of its normal attacks. If the Master's Portrait isn't destroyed in 3 turns, all portraits will be destroyed, and every creature in a 500 feet area will suffer twice the number of portraits as Sinking Potency and Count, also Portrait of a Certain Day will use "Leave, Interloper" instead of its normal attacks. Attacking Portrait of a Certain Day while the portraits are alive reveals which one is the Master's Portrait.
Actions
Leave this Place: Portrait of a Certain Day Slashes with its Claw, Dealing 5 WHITE damage and inflicting 3 Sinking Potency and Count. Inflicts Interloper to the Target, if the target already has Interloper, also inflict Interloper to 1 other target without Interloper.
Who Might you Be?: Portrait of a Certain Day Slashes with its Claw five times, Dealing 3 WHITE damage and inflicting 3 Sinking Potency and Count each Slash. If the Target is an Interloper, Deals x2 Damage.
Leave, Interloper: Portrait of a Certain Day Unleashes a Wave of Gloom Upon everyone who has the Interloper status, inflicting 10 WHITE Damage, 5 Sinking Potency, 3 Count, and Sinking Delunge.


Behavior
Liked Virtue: Temperance
Disliked Virtues: Justice, Fortitude
Qliphoth Counter: 2
Good Interaction Threshold : >= 10
Normal Interaction Threshold : < 10 and > 5
Bad Interaction Threshold : =< 5
Description
A teddy bear suffers from having nails lodged into its body.
The bloodstains decorating it are a telling sign of all the time it spent in pain.
The holes where its eyes should be are empty. Nothing but dry red marks remain inside.
In spite of that, it stands with its arms wide, endeavoring to fulfill its duty of giving hugs.
This Abnormality is an Aberration of Happy Teddy Bear
Curse
(Has no Potency)
At the start of your turn, Roll a d4, you suffer: One- 3 Fragile; Two- 3 Attack Power Down; Three- 6 Fragile; Four - 6 Attack Power Down
Lose 1 Count on your turn's end.
Hurting Teddy Bear
T-04-87
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Grimy Iron Stake"
Good Result with Prudence: Grants the E.G.O. Suit "Hex Nail"
Good Result with Fortitude: Grants the E.G.O. Weapon "Hex Nail"
Normal Result: Flip a Coin, on Heads the Qliphoth Counter lowers by 1.
Bad Result: roll a d20, if the result is less than 16, the Qliphoth Counter lowers by 1, also suffer 20 BLACK damage.
Interaction with Justice: The result is always Bad, and you are inflicted 4 Curse.
When the Qliphoth Counter Reaches 0 Hurting Teddy Bear will become Aggressive.
E.G.O. Gift
Tier I
Grimy Iron Stake : +2 Temperance (Brooch)
If your Attack speed is 1 or less, each attack you do also inflicts 1 Nail and 3 Fragile
Nail
Unique Bleed (Has no Potency)
You suffer 1 Bleed Potency, and Bleed Count equal to Nail at the start of your turn
At the end of your turn, Nail Count is halved
Attachment
(Has no Potency)
Increases Hurting Teddy Bear's Damage by Count
Decreases by 1 at the end of your turn.
Hex Nail

Rank: TETH
Damage: 12 BLACK damage
Attack Speed: 1
Range: Melee
On Hit: Inflict 2 Bleed Potency and 1 Curse
Synchronization increases Bleed Potency inflicted by 1 each level, and adds 1 Nail and 1 Curse at level 3.
Hex Nail

Rank: HE
Resistances: RED: 0.7 WHITE: 1.2 BLACK: 0.8 PALE: 1.5
Requirements: Temperance Level II
If wore alongside the associated E.G.O. Weapon, you deal +5 Damage for each Debuff on target.
Hurting Teddy Bear
Medium Abnormality
- Hit Points 325
- Speed 30 feet
RED WHITE BLACK PALE 0.6 1.5 1.0 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level TETH
The Once Loved Ones: Hurting Teddy Bear will use "Clawing" and "Expression of Love" once per turn. If the target on which "Expression of Love" is used on has no debuffs, Hurting Teddy Bear also uses "Rough Expression of Love" Next turn, if it had more debuffs than 1/10th of protection on self, it also uses "Sad Expression of Love" Instead. If every enemy has "Attachment", Hurting Teddy Bear uses "An Old, Nostalgic Embrace" on its turn.
To Remember: After the Stagger from "Sad Expression of Love" is over, Hurting Teddy Bear gains 100 Protection, which only decays by 10 each time it is hit. Hurting Teddy Bear starts the fight with 100 Protection.
To Love: if Hurting Teddy Bear is at less than 30% of HP, every enemy gains 3 Attachment, and Hurting Teddy Bear gains 15 Attack Power Down
Actions
Clawing: Prioritizes targets with the least number of negative effects, Hurting Teddy Bear Slashes its target, inflicting 5 RED Damage, 3 Bleed Potency, 1 Count, 1 Nail, and 3 Attachment
Timid Expression of Love: Used once per turn as a reaction after suffering an attack, Hurting Teddy Bear hugs its target, removing up to 4 Attachment to inflict Nail and Curse equal to Attachment Removed.
Expression of Love: Prioritizes targets with the least number of negative effects, Hurting Teddy Bear hugs its target, dealing 15 WHITE Damage and inflicting 4 Attachment, Cannot be dodged.
Rough Expression of Love: Prioritizes the same target as the Expression of Love used last turn, Hurting Teddy Bear hugs its target, sinking its nails in its target, and inflicting 10 RED Damage, 3 Curse and 6 Nails, Cannot be dodged and deals double damage if the target has no debuffs.
Sad Expression of Love: Prioritizes the same target as the Expression of Love used last turn, Hurting Teddy Bear sadly hugs its target, recovering all of its Sanity and Staggering Hurting Teddy Bear, Cannot be dodged.
An Old, Nostalgic Embrace: Hurting Teddy Bear grabs all of its enemies in a Hug, inflicting 20 BLACK Damage, 4 Curse, 4 Nail, and converts all their Attachment to Tremor, at a rate of 1 Attachment = 10 Tremor, then inflicts Tremor Burst. Damage and debuffs can be halved by succeeding a Temperance Saving Throw, DC 14.


Behavior
Liked Virtue: Temperance
Disliked Virtues: Fortitude, Justice
Qliphoth Counter: Non Aggressive Abnormality
Good Interaction Threshold : >= 10
Normal Interaction Threshold : < 10 and > 5
Bad Interaction Threshold : =< 5
Silent Girl
O-03-50
Interactions
Good Result with Prudence: Grants the E.G.O. Suit "Guilt"
Good Result with Fortitude: Grants the E.G.O. Weapon "Guilt"
Interaction with Fortitude Level 2 or lower: Silent Girl takes out her weapons and kills you.
Interaction with Justice Level 4 or higher: Silent Girl takes out her weapons and kills you
Bad Result: You Suffer 10 RED Damage.
This Abnormality Grants no E.G.O. Gift
Description
The girl remains silent. She would simply glare at the core of one’s inner side with her deep eyes.
However, when she met a person carrying ‘guilt’ or ‘fear’, the girl revealed the nail and hammer she had been hiding behind her back.
When she drives the nail with her hammer, the crack in the mind will grow too wide, and shatter completely.
Guilt

Rank: TETH
Damage: 6 RED damage
Attack Speed: 2
Range: Melee
On Hit: Inflict 1 Nail
Synchronization increases the Number of Nail Inflicted at level 2, 4 and 5. Also unlocks a Special Move at level 3.
Synchronization only increases damage by 1 each level .
Special Move: Turn this weapon into an hammer, replacing its damage with 24, and dealing +6 damage for each Nail on Target, but lowering Attack Speed to 0. Can be Switched Freely. Hammer Form increases damage normally with Synchronization.
Nail
Unique Bleed (Has no Potency)
You suffer 1 Bleed Potency, and Bleed Count equal to Nail at the start of your turn
At the end of your turn, Nail Count is halved
Guilt

Rank: TETH
Resistances: RED: 0.7 WHITE: 0.6 BLACK: 1.2 PALE: 2.0
Makes you immune to Instadeath due to Silent Girl's Effects
At Synchronization Level 3, Doubles all incoming and outgoing RED damage.


Behavior
Liked Virtue: Temperance
Disliked Virtues: Fortitude, Prudence
Qliphoth Counter: Non Aggressive Abnormality
Good Interaction Threshold : >= 11
Normal Interaction Threshold : < 11 and > 5
Bad Interaction Threshold : =< 5
Description
An Abnormality that resembles a large, raggedy teddy bear. It's missing some fur and only has one eye.
The old ribbon around its neck hints that it may have received much affection from its previous owner. There is a name on the ribbon, but it is too tattered to be discernible. It seems that it knows it has been abandoned, and looks dejected.
... It seems Teddy saw you as its new owner. Maybe you'd have been happy to hear that. But, you see, Teddy never wanted to be separate from its owner ever again.
Happy Teddy Bear
T-04-51
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Bear Paws"
Good Result with Prudence: Grants the E.G.O. Suit "Bear Paws"
Good Result with Fortitude: Grants the E.G.O. Weapon "Bear Paws"
Bad Result: You Suffer 20 RED Damage.
Interacting Twice in a row with Happy Teddy Bear will cause The Abnormality to hug the subject who interacted tightly, choking them to death, Instantly Killing them.
E.G.O. Gift
Tier I
Bear Paws : +4 Prudence, You gain +2 to all your Temperance Rolls (Hat)
Bear Paws

Rank: HE
Damage: 16 RED damage
Attack Speed: 1
Range: Melee
On Hit: Inflict 2 Tremor Potency and 1 Count
Synchronization increases Tremor Potency inflicted by 1 each level, and adds a Special Move at level 3.
Special Move: You hug your target tightly, crushing them with your force, dealing 16 RED Damage, inflicting 1 Paralysis and triggering Tremor Burst. 3 turns CD, if used on targets way bigger than you, halve the damage of this move and don't apply paralysis.
Bear Paws

Rank: HE
Resistances: RED: 0.8 WHITE: 1.0 BLACK: 1.0 PALE: 1.5
You become immune to Happy Teddy Bear's Instakills.


Behavior
Liked Virtue: Fortitude
Disliked Virtues: Temperance, Justice
Qliphoth Counter: 1
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 7
Bad Interaction Threshold : =< 7
Description
A pair of elegant red women's shoes. The design is antique, but there is no telling where and how they were made.
It overwhelms the mind with the urge to try them on. The changes that occur from wearing the Abnormality are first visible in the eyes of the wearer.
The next observable change is that the wearer is unwilling to take off the shoes. They will also act upon any and all desires that they may have subconsciously suppressed. If someone attempts to hamper them from acting on their desires or tries to take off the shoes, the shoes will control its host, which sometimes leads to murder.
It is unknown whether the host’s will is involved in the process, but taking into consideration the sharp increase of one’s desires and aggressiveness, the host’s primal urges seem to remain intact.
Red Shoes
O-04-52
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift and Weapon "Sanguine Desire"
Good Result with Prudence: Grants the E.G.O. Suit "Sanguine Desire"
Normal Result: Flip a Coin, on Heads the Qliphoth Counter lowers by 1.
Bad Result: roll a d20, if the result is less than 16, the Qliphoth Counter lowers by 1 also suffer 20 RED damage.
Interaction with Temperance Level II or lower: The result is always good, but the subject who interacted with Red Shoes is allured and wears the shoes.
When the Qliphoth Counter Reaches 0, Red Shoes will "Allure" the nearest subject in a 1 mile area whose Temperance level is II or less to itself, and force them to wear the Red Shoes.
While Allured other non-Allured subjects nearby can free you from being Allured.
While wearing Red Shoes, a subject will have x4 its HP and will wield Red Shoes' E.G.O. Weapon, attacking any nearby creature, and recovering 15% Max Hp on kill.
E.G.O. Gift
Tier II
Sanguine Desire : +4 Fortitude, If Equipped with the corresponding E.G.O Weapon, you lose 10 Temperance but gain +1 Attack Speed. (Mouth)
Sanguine Desire

Rank: HE
Damage: 16 RED damage
Attack Speed: 1
Range: Melee
On Hit: Inflict 2 Bleed Potency and 1 Count
Synchronization increases Bleed Potency inflicted by 1 each level, and adds 1 Count at level 3.
At level 4, you unlock a Special Move, the weapon changes appearance, and all Bleed Potency Inflicted is doubled in a 30 feet area around you (both to your allies and your enemies).
At Synchronization Level 5, this Weapon's Attacks stop bleed decay for 1 turn (Not Stackable).
Special Move: You slam the Axe into your target's Head, Dealing 35 RED Damage, inflicting 8 Bleed Potency, 3 Count, and killing your target if its HP reach 0. If this move kills the target, inflict all the extra damage to all your enemies, and inflict them with 4 Bleed Potency and 2 Count. 6 Turns CD, halved if it kills your target.

Appearance since level 4 Synchronization
Sanguine Desire

Rank: HE
Resistances: RED: 0.5 WHITE: 1.2 BLACK: 0.8 PALE: 1.5
While wearing this Suit, you gain resistance to Bleed, and also gain half as much bleed.


Behavior
Liked Virtue: Fortitude
Disliked Virtues: Justice, Prudence, Temperance
Qliphoth Counter: Non Aggressive Abnormality
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Description
It takes the form of an unborn fetus. Its skin is covered in a mucous, sticky liquid. The Abnormality’s bulged eyes are usually closed and small veins can be seen on its body here and there. It always seems unsatisfied, but what exactly it needs is undetermined. It has a great obsession with being “fed” - and if it is not “fed” regularly - its stress levels rise drastically. Once it reaches a certain level of stress, it cries out loudly in way that mentally harms all who may be around it.
Nameless Fetus
O-01-53
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift and Weapon "Syrinx"
Good Result with Prudence: Grants the E.G.O. Suit "Syrinx"
Normal Result: Flip 2 Coins, if both are Heads the Qliphoth Counter lowers by 1.
Bad Result: roll a d20, if the result is less than 19, the Qliphoth Counter lowers by 1, also suffer 20 WHITE damage.
When the Qliphoth Counter Reaches 0, Nameless Fetus will begin Crying, inflicting 5 WHITE damage, 3 Tremor Potency and Count each 12 seconds (2 turns) and lowering the Qliphoth Counter of any other abnormality in a 1000 feet range. The only way to calm down Nameless Fetus is to feed it a living subject, this will obviously kill them.
E.G.O. Gift
Tier II
Syrinx : -2 Prudence, -2 Fortitude, +4 Justice, -5 WHITE damage taken (Hat)
Syrinx

Rank: HE
Damage: 4 WHITE damage
Attack Speed: 3
Range: 120 feet
Requirements: Fortitude Level II
On Hit: Inflict 3 Tremor Potency
Synchronization increases Tremor Potency by 1 each level, and Tremor Count by 1 at level 3.
Synchronization only increases damage by 1 each level
Syrinx

Rank: HE
Resistances: RED: 1.2 WHITE: 0.5 BLACK: 0.8 PALE: 1.5
Requirements: Temperance Level III
At Synchronization level 3, you can eat corpses with this suit, healing by half of the corpse's Max HP.


Behavior
Liked Virtue: Fortitude
Disliked Virtues: Temperance
Qliphoth Counter: 1
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Description
It takes the form of a long cuboid machine.
At first glance, all it seems to be is a simple industrial grinder. However, the existence of it having a subject “will” meets the criteria to be classified as an Abnormality.
"I just wanted to write the observation report and get out, but he was acting odd."
"I warned him not to get too close, but (REDACTED) took one step closer. He said he'll let me hear a fantasy, then he opened up the lid and jumped into the machine. The lid closed and a loud noise came from inside the creature. There was no way to know what was happening, but I was too terrified to do anything."
"In the dark, I realized that thing was playing an instrument. Crushing and cutting (REDACTED)'s body, it was creating a rhythm. As I was contemplating my horrific realization, the lid opened again. Bits and pieces of (REDACTED) were in there. So little that you had to wonder what happened to the rest."
Singing Machine
O-05-54
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift and Weapon "Harmony"
Bad Result: the Qliphoth Counter lowers by 1, You Suffer 20 WHITE Damage.
Interaction with Fortitude Level IV or More: the Qliphoth Counter lowers by 1.
Interaction with Temperance Level II or Less: the Qliphoth Counter lowers by 1.
When the Qliphoth Counter Reaches 0, Singing Machine's Lid Opened, and the subject who interacted with it last will jump into it. This resulted in the subject's Death.
After a subject jumped Into Singing Machine, its body was used by it to create Music. The nearest subject in a 1 mile area then became bewitched by the music.
The bewitched subject had x2 HP and x2 Damage, and would attack the first other subject nearby, knocking them unconscious and bringing them to Singing Machine to repeat the Process.
Each time the Bewitched subject successfully brought another subject to Singing Machine, it would continue creating Music, bewitching another subject in a 1 mile area.
The only way to end the Bewitching was killing the subject.
This Abnormality Grants no E.G.O. Suit
E.G.O. Gift
Tier I
Harmony : +8 Fortitude, -4 Prundence (Cheek)
Harmony

Rank: HE
Damage: 50 WHITE damage
Attack Speed: 0
Range: 160 feet
On Hit: Increase weapon damage by 25 by consuming 20% of the wielder’s current HP when the wielder has more than 20% of their Max HP

Opened Singing Machine


Behavior
Liked Virtue: Temperance
Qliphoth Counter: 1
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Interactions
Good Result with Prudence: Grants the E.G.O. Suit "Logging"
Good Result with Fortitude: Grants the E.G.O. Weapon "Logging"
Bad Result: the Qliphoth Counter lowers by 1, You Suffer 20 RED Damage.
Interaction with Temperance Level III or more: the Qliphoth Counter lowers by 1.
When the Qliphoth Counter Reaches 0, the one who interacted with Warm-Hearted Woodsman has to roll a Fortitude Saving Throw (DC 14), Getting axed and having its heart ripped out on a failure. Regardless of the Saving Throw's Success or Failure, Warm-Hearted Woodsman became aggressive.
When Warm-Hearted Woodsman, Scarecrow Searching for Wisdom, The Road Home, Scaredy Cat, and Ozma are within 10 miles from each other, they will try to reach their home together, but They will be interrupted by The Liar, engaging in a fight with it.
Suppressing Warm-Hearted Woodsman Grants the E.G.O. Gift "Logging"
Warm-Hearted Woodsman
F-05-55
Description
A mechanical Abnormality whose humanoid body is composed entirely of galvanized steel. It holds a giant axe with both hands, but does not show any activity, as if it's unable to move.
The friends were imperfect in one way or another, so they helped each other to fill what they were lacking and embarked on a journey to make their wishes come true. The Scarecrow wanted a brain, the Tin Woodsman wanted a heart, the Cowardly Lion wanted courage, and Dorothy wanted to return home. The one they thought to be the great wizard instead gave the Woodsman a lead heart.
"But you're a machine, that means you were built to serve humans. Don't you understand? Machines don't need a heart. Good job making it all the way here though, take this as compensation. Be sure to tell everyone waiting for you that your wish definitely came true."
The Tin Woodsman couldn't agree with this. In anger, he swung his axe through the wizard's heart. The warm heart was pulsing vigorously. He shoved the lead into the wizard's now empty chest. For the first time in his life, the Woodsman started laughing at the sight and felt a pleasure he'd never had before. Grabbing a chunk of mushy hearts, he shoves it into his "chest". There will never be enough hearts. Once a Woodsman, he now fells people instead of trees. This is a forest full of hearts. No matter how many he cuts down, the forest still remains dense. A kind person would carry a warmer heart...
When the heart is lost, the Woodsman will fall to his knees in sorrow, clutching his empty chest. As if begging for the only thing he has left not to be taken.
E.G.O. Gift
Tier III
Logging : +2 Fortitude, +2 Temperance
If you deal more than 25 damage on your turn, your next turn you will have +1 attack speed (on 0 attack speed weapons, you can attack twice). 6 turn CD that is reset on kill. (Brooch)
Logging

Rank: HE
Damage: 32 RED damage
Attack Speed: 0
Range: Melee
Requirements: Temperance Level II
On Hit: Inflict 5 Bleed Potency and 1 Count
Synchronization unlocks a Special Move at level 3.
Special Move: You attack 5 times, each time dealing 6 RED damage and inflicting 2 Bleed Potency and 1 Count, and at the last hit, dealing this weapon's damage + 6 for each attack of this special move that hit, inflict 5 Bleed Potency and 2 Count. 6 Turns CD that is reset on kill.
Logging

Rank: HE
Resistances: RED: 0.8 WHITE: 1.2 BLACK: 0.8 PALE: 1.5
On Kill increase all your resistances by -0.2 for 3 turns (max 0.5).

Aggressive Warm-Hearted Woodsman
Warm-Hearted Woodsman
Huge Abnormality
- Hit Points 430
- Speed 15 feet
RED WHITE BLACK PALE 1.5 0.8 0.8 1.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level HE
Cardiae : Warm-Hearted Woodsman starts the fight with 3 Warm Heart, when killing an opponent, it heals 200 HP and gains another 3 Warm Heart. Warm Heart decays by 1 at the end of Warm-Hearted Woodsman's Turn, When Warm-Hearted Woodsman reaches 0 Warm Heart, it becomes Staggered for the rest of the fight.
Timber : Warm-Hearted Woodsman starts the fight by summoning 3 Trees, these trees have 30 HP, 1 AC, and will count as a kill for Cardiae's effects if destroyed. always uses "Warm Pulse" twice per turn: once on the subject with the most Temperance, and the other on a Tree; Warm-Hearted Woodsman uses "Logging" instead when at 1 Warm Heart or after killing an opponent.
Unrelenting Grief: If Warm-Hearted Woodsman is fighting The Adult Who Tells Lies, it gains 1 Warm Heart each turn.
Actions
Warm Pulse: Warm-Hearted Woodsman Swings his axe at its target, Dealing 1d12 + 20 RED Damage and gaining 1 Warm Heart on Hit. If this attack Misses, Warm-Hearted Woodsman loses 1 Warm Heart
Logging: Warm-Hearted Woodsman exhausts all the power of the Warm Heart and Swings his axe 5 times at its opponent, dealing 1d12 + 6 RED Damage with each attack, and for each of the first 4 attacks that hits the target, the fifth gains +6 damage. This attack consumes all of Warm-Hearted Woodsman's Warm Heart on use.


Behavior
Liked Virtue: Prudence
Qliphoth Counter: 1
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Interactions
Good Result with Prudence: Grants the E.G.O. Suit "Harvest"
Good Result with Fortitude: Grants the E.G.O. Weapon "Harvest"
Bad Result: the Qliphoth Counter lowers by 1, You Suffer 20 BLACK Damage.
Interaction with Prudence Level III or more: the Qliphoth Counter lowers by 1.
When the Qliphoth Counter Reaches 0, Scarecrow Searching for Wisdom will drop its hat and become Aggressive.
When Scarecrow Searching for Wisdom, Warm-Hearted Woodsman, The Road Home, Scaredy Cat, and Ozma are within 10 miles from each other, they will try to reach their home together, but They will be interrupted by The Liar, engaging in a fight with it.
Suppressing Scarecrow Searching for Wisdom Grants the E.G.O. Gift "Harvest"
Scarecrow Searching for Wisdom
F-01-56
Description
An Abnormality taking the form of a straw scarecrow. The straw is stained with blood.
The head is empty as if someone forcefully tore it off. It shows aggression towards intelligent subjects, attempting to take their brains.
Each city needed to have its own unique technologies; that was the key to reinvigorating the city. There were numerous ones, but among them, one city saw advancements in technology for the replacement of body parts. It was possible to repair or augment body parts that were broken and malfunctioning, or simply undesirable. Every citizen was eligible for that treatment.
However, rumors circulated. When a rich person looking to improve their eyesight approached a beggar with broken lungs struggling to breathe, they would transplant the beggar's eyes to the rich person. Then they would abandon the beggar's corpse somewhere along the outskirts, still with those rotting lungs.
The city's representative reassured them, dismissing the rumors as nonsense. To put the rumors to rest, they announced that they would select a number of sick people from the outskirts and fix any body parts they wanted. Out of the lucky few who were chosen, one returned several days later. He had a visibly long scar on his head. People asked him how he felt and he responded that his head felt lighter. He was a man filled with sorrow who used to cry a lot, so everybody believed that the surgery was a success.
However, when he was asked about the whereabouts of the others who went with him, he just smiled without uttering a word. Before long, even at his parents' funeral, he showed no emotion. All he did after the treatment was stare out the window and talk to himself. Eventually, he hung himself on the doorknob of his house.
Some people thought that the treatment caused his troubles, but after a few days, he was completely forgotten. The city still remained a beautiful place where the emerald roads sparkled bright as ever.
E.G.O. Gift
Tier I
Harvest : +6 Prudence (Neckwear)
Harvest

Rank: HE
Damage: 16 BLACK damage
Attack Speed: 1
Range: 10 feet
On Hit: Inflict 2 Sinking Potency, 1 Count and Regain 5 Sanity
On Kill: Regain full sanity, and Increase your Max Sanity by half Sinking Potency on Target for the rest of the fight.
Synchronization increases Sinking Potency inflicted by 1 each level and Sanity Recovered by 5 Each Level.
Harvest

Rank: HE
Resistances: RED: 0.6 WHITE: 0.8 BLACK: 1.3 PALE: 1.5

Aggressive Scarecrow Searching for Wisdom
Scarecrow Searching for Wisdom
Large Abnormality
- Hit Points 500
- Speed 30 feet
RED WHITE BLACK PALE 0.8 0.5 1.2 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level HE
Straw for Brains : with each of its attacks, Scarecrow Searching for Wisdom steals 5 Prudence from its targets until the end of the fight, all its attacks prioritize subjects with the most Prudence and subjects left with 0 Prudence thanks to Scarecrow Searching for Wisdom's effects are Staggered until the end of the fight.
Struggle for Wisdom : Scarecrow Searching for Wisdom uses "Rake Seeking Wisdom" Twice per turn, Each 2 Turns, Scarecrow Searching for Wisdom will use "Harvest Wisdom", and each 5 it will use "Harvest"
You Liar!: If Scarecrow Searching for Wisdom is fighting The Adult Who Tells Lies, it Won't be able to gain Wisdom, and Harvest will deal +12 damage for each ally that is currently alive.
Actions
Rake Seeking Wisdom: Scarecrow Searching for Wisdom swings its rake at its target, dealing 16 BLACK damage, each time this attack is used, the target can roll a Wisdom Saving Throw (DC 16), gaining 1 "Wisdom" and avoiding the damage on a Success.
Harvest Wisdom: Scarecrow Searching for Wisdom will extend a straw from its mouth and place it over the head of its target, covering its head in straw and sucking the wisdom out of them, inflicting 5 BLACK Damage 6 times, and healing for all the damage dealt, if the target had "Wisdom", this attack will instead damage Scarecrow and heal its target
Harvest: Scarecrow Searching for Wisdom Morphs its Rake into a Scythe, and cleaves all its targets, dealing 40 BLACK Damage and regaining the damage dealt as HP


Behavior
Liked Virtue: Fortitude
Qliphoth Counter: 2
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Interactions
Good Result with Prudence: Grants the E.G.O. Suit "The Homing Instinct"
Bad Result: the Qliphoth Counter lowers by 1, You Suffer 20 BLACK Damage.
Interaction with Fortitude Level IV or higher: the Qliphoth Counter lowers by 1.
Interaction with Fortitude: the Qliphoth Counter lowers by 1.
When the Qliphoth Counter Reaches 0 The Road Home summoned Scaredy Cat and Became Aggressive.
When The Road Home, Scarecrow Searching for Wisdom, Warm-Hearted Woodsman, Scaredy Cat, and Ozma are within 10 miles from each other, they will try to reach their home together, but They will be interrupted by a Liar, engaging in a fight with it.
This Abnormality Grants no E.G.O. Weapon or Gift
The Road Home
F-01-57
Description
An Abnormality with the appearance of a small girl with light brown hair, large blue eyes, and no arms. She wears a black and white dress, a pair of silver shoes, and a large red bow on her head.
The Parade homeward continues forever. Unable to ever go back Home, they embark on an endless journey.
The following monologue is an Excerpt taken from (REDACTED)'s routine check-up with the site's psychologist after having interacted with The Road Home:
"In the Land Of Oz, colors are important, both figuratively and literally. Notably, Dorothy is in white and blue. In Oz, blue is the color of the Munchkins, while white is a color worn by magic users, like the witches, fairies, or Princess Ozma. Due to this, the Munchkins believes that Dorothy is a witch that is by their side.
On a more symbolic level, white is the color of purity and virtue, while blue is the color of femininity and hope. Dorothy is very much stressed to embody these qualities, to the point that she doesn't want to go back to Kansas merely because it's her home, but because she's worried for her aunt and uncle.
Kansas and Dorothy's family is also affiliated with a color, gray, the color of depression, symbolically making Dorothy the "light" of Kansas and her family, the only thing that bring them happiness and help them face hardships.
Now, what's the main color of The Road Home?
It isn't Blue, and it isn't White...
...It's Gray.
The Wizard took Dorothy's hope and innocence"

The Home That Cannot Be Reached
The Road Home
Small Abnormality
- Hit Points 185
- Speed 30 feet
RED WHITE BLACK PALE 0.5 1.5 0.8 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level HE
Lets Go Together : On the First Turn, The Road Home summons Home That Cannot Be Reached and inflicts 2 opponents with Yellow Brick Road. On the second Turn, uses "Friends! Let’s Go Home~!" targeting the Home and the opponents with Yellow Brick Road. If the attack Hits the Home That Cannot Be Reached, it will explode, instantly killing every opponent of The Road Home, if at least one of the opponents with Yellow Brick Road successfully attacked The Road Home, the attack on the Home will be canceled. If the Attack is Successfully canceled, The Road Home will summon one of her Friends and will repeat this pattern. Always uses "Play Tag" After attacking.
Friends : Warm-Hearted Woodsman, Scarecrow Searching for Wisdom, Scaredy Cat, and Ozma are considered The Road Home's Friends an will be summoned by her passive.
You… Wicked Wizard!: If The Road Home summons all her Friends before being suppressed, all her allies and all her opponents will recover Max HP and Sanity, but The Liar Will appear and attack The Road Home and her friends.
You… Gosh Darned Wizard! : If The Road Home is fighting The Adult Who Tells Lies, it will buff its companions, allowing Warm-Hearted Woodsman to inflict 5 Bleed Potency and 1 Count with all of its attacks, Doubling Scarecrow Searching for Wisdom's Healing, Making herself invincible as long as her other friends are alive, Making Scaredy Cat Immune to Debuffs, making ozma cooler, and increasing the damage of every other creature that is fighting The Liar by 5.
Actions
Play Tag ! : The Road Home increases its AC to 12, and uses the Dodge Action
Friends ! Let’s Go Home~ !: The Road Home Sends a burst of Yellow Bricks towards its targets, inflicting 15 BLACK damage.
You… Wicked Wizard !: Only used against The Adult Who Tells Lies, The Road Home unleashes a barrage of Yellow Bricks towards its target, attacking 3 times and inflicting 15 BLACK damage each time, if all 3 attacks hit, The Adult Who Tells Lies will suffer x2 damage next turn.
The Homing Instinct

Rank: HE
Resistances: RED: 0.8 WHITE: 1.2 BLACK: 0.5 PALE: 1.5
While wearing this E.G.O. Suit, Warm-Hearted Woodsman, Scarecrow Searching for Wisdom, The Road Home, Scaredy Cat, And Ozma won't be aggressive towards you, you won't be able to lower their Qliphoth Counters and you also receive double the stats from their E.G.O. Gifts
Yellow Brick Road
Has No Potency
You suffer +5 Damage from all attacks made by The Road Home and her Friends
Can Only be applied to up to 2 targets, new applications will remove old ones.


Behavior
Qliphoth Counter: Non Aggressive Abnormality
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Description
An Abnormality with the appearance of a large red manticore with a blue mane. It has large sharp teeth, bright red eyes, and scar marks on its underside. In its cowardly form, it has a more timid appearance resembling a small tan cat with large eyes and a red tail.
This Abnormality always stays in its cowardly form while out of fights, and will only transform when its friends are with it.
All of its "Courage" seems to vanish the moments it's friends leave it alone.
"Can I follow you forever? So I can tear them apart…"
Scaredy Cat
F-02-58
Interactions
Good Result with Prudence: Grants the E.G.O. Suit "Courage"
Good Result with Fortitude: Grants the E.G.O. Weapon "Courage"
Bad Result: You Suffer 1 RED Damage.
Scaredy Cat will instantly become aggressive and transform if one of its Friends became aggressive nearby.
This Abnormality is Summoned by The Road Home when she becomes aggressive.
When Scaredy Cat, Scarecrow Searching for Wisdom, Warm-Hearted Woodsman, The Road Home, and Ozma are within 10 miles from each other, they will try to reach their home together, but They will be interrupted by a Liar, engaging in a fight with it.
This Abnormality grants no E.G.O. Gift.

Scaredy Cat's Courageous Form.
Courage

Rank: HE
Damage: 16 RED damage
Attack Speed: 2
Range: Melee
Requirements: Fortitude Level II
This Weapon deals half Damage when you are alone, but you gain 5 Attack Power Up for each ally you are with
Courage

Rank: HE
Resistances: RED: 0.5 WHITE: 1.2 BLACK: 1.0 PALE: 1.5
This E.G.O. Suit's WHITE resistance is increased by -0.1 for each ally you are fighting with, and is reduced to 2.0 if you are alone
Scaredy Cat
Large Abnormality
- Hit Points 10
- Speed 45 feet
RED WHITE BLACK PALE 2.0 2.0 2.0 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level HE
Courageous : As long as one of its friends is alive, Scaredy Cat assumes the form of a manticore, becoming completely immortal and having huge offensive capabilities, while in this form it will use "Swipe" twice per turn, it will empower its attack by increasing all of its damage by 2 each time you attack one of its friends for 1 turn, and it will use "Alertness" on top of its normal attacks when you stagger one of its friends.
Friends : Warm-Hearted Woodsman, Scarecrow Searching for Wisdom, The Road Home, and Ozma are considered Scaredy Cat's Friends
Cowardly : When all of Scaredy Cat's Friends are dead, it reverts to its cat form, it loses its immortality, its speed goes down to 5, and it cannot attack until the end of the fight.
Actions
Swipe: Scaredy Cat Slashes with its Claw, Dealing 15 RED damage
Alertness: Scaredy Cat spews Acid from its Tail, Dealing 10 BLACK damage, removing its target's armor given AC and making it suffer x2 damage for 1 turn.


Behavior
Liked Virtues: Prudence, Temperance
Disliked Virtue: Justice
Qliphoth Counter: Non Aggressive Abnormality
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
E.G.O. Gift
Tier III
Those who know the Cruelty of Winter and the Aroma of Roses : +6 Fortitude, +6 Prudence(Cheek)
You Become Resistant to Cold Damage
The Snow Queen
F-01-59
Interactions
Good Result with Prudence: Grants the E.G.O. Suit "Frost Splinter"
Good Result with Fortitude: Grants the E.G.O. Weapon "Frost Splinter"
Normal Result: flip a Coin, on heads The Snow Queen kisses you
Bad Result: The Snow Queen kisses you, You Suffer 20 WHITE Damage
Wearing any Fire Related armor and interacting or fighting with The Snow Queen will instantly make you freeze to death.
If The Snow Queen kisses you twice, you will be trapped in a Prison of Ice until someone destroys it or if someone suppresses The Snow Queen. After being trapped for a Day, you die.
The Snow Queen will engage in a Fight against someone only if there is at least a Prison of Ice, if a group of people tries to fight her, she will trap everyone but one subject in Prisons of Ice.
Suppressing The Snow Queen Grants the E.G.O. Gift "Those who know the Cruelty of Winter and the Aroma of Roses"
Description
A queen lives alone in the frosty winter forest.
Like how every story starts, Kai was a child with a kind heart. When the shards of a mirror made by an evil fairy were scattered on everyone's heart, Kai began to see things he didn't want to see, or need to see. He left the small village he grew up in. In an unforgiving blizzard, Kai met the Snow Queen. He became curious of the world beyond his knowledge. He felt as though everything he knew amounted to so little.
The Snow Palace he reached was so cold, but the Snow Queen's kiss froze his heart, and he couldn't feel the cold anymore. There was no joy in the palace, only the long winter night. Gerda was strong enough to remain unpierced by the mirror, and brave enough to go on a journey to rescue Kai. So she set off towards the Snow Palace.
The journey was agonizing. Gerda was hurt and pained, sometimes she cried. However, eventually, Gerda met Kai. Spring arrived with blossoming roses. Its warmth melted the Snow Queen's palace, and the piece of mirror in Kai's heart evaporated without a trace.
Frost Splinter

Rank: HE
Damage: 16 WHITE damage
Attack Speed: 1
Range: 10 feet
On Hit: Inflict 1 Ice Splinter, inflict + 5 damage if the target has Bind or Unique Bind.
Synchronization Increases Ice Splinter inflicted by 1 at level 3.
Special Move: Can Only be used if you are wearing the Associated E.G.O. Suit and Gift, You summon a Blizzard on all your enemies, inflicting them 3 Ice Splinter and 25 WHITE Damage. 3 turns CD.
Frost Splinter

Rank: HE
Resistances: RED: 1.3 WHITE: 0.6 BLACK: 0.8 PALE: 1.5
Requirements: Fortitude Level II
Ice Splinter
Unique Bind
At 4+ Ice Splinter, you gain 2 Bind and all the damage you deal is halved.
At 6+ Ice Splinter, you become staggered for 1 turn, and you lose all Ice Splinter on self.
Decays by 1 at the end of your turn.
The Snow Queen
Large Abnormality
- Hit Points 325
- Speed 15 feet
RED WHITE BLACK PALE 1.2 0.5 0.8 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level HE
Prisons of Ice: each Prison of Ice has 60 HP and 1 AC, if a Prison of Ice is Destroyed, it will release the subject it was captivating and will restore half of its HP.
Biting Wind : At the start of the turn, every opponent of The Snow Queen loses HP equal to 5% of their Max HP. this passive's effects are null for the first turn of the fight.
Reticent Frigidity : The Snow Queen Takes no damage from attacks until all Prisons of Ice are destroyed. The Snow Queen Takes no damage from Burn or Bleed.
Frost Column : At the Start of the Fight, The Snow Queen will only use "First Kiss" twice per turn. After half of the Prisons of Ice are destroyed, The Snow Queen will use "First Kiss", "Second Kiss", and "Third Kiss" once per turn.
Those who know the Cruelty of Winter and the Aroma of Roses : When all of the Prisons of Ice are Destroyed, all of The Snow Queen's Opponents will regain half HP and lose half of their Ice Splinter, but The Snow Queen will use "Blizzard" on her turn, and will use it again each 3 turns.
Actions
First Kiss: The Snow Queen summons Ice Spikes towards its target, dealing 10 WHITE Damage and inflicting 1 Ice Splinter
Second Kiss: The Snow Queen strikes its target with her sword, dealing 15 WHITE Damage and inflicting 2 Ice Splinter
Third Kiss: The Snow Queen pierces its target with her sword, dealing 20 WHITE Damage and inflicting 3 Ice Splinter
Blizzard: The Snow Queen Summons a Blizzard, Dealing 25 WHITE Damage to all its opponents and having them roll a Fortitude Saving Throw, suffering 6 Ice Splinter on a failure, or half as much on a success.


Behavior
Disliked Virtues: Prudence, Temperance
Qliphoth Counter: 2
Good Interaction Threshold : >= 9
Normal Interaction Threshold : < 9 and > 5
Bad Interaction Threshold : =< 5
Interactions
Good Result with Prudence: Grants the E.G.O. Gift "Grinder Mk4"
Normal or Good Result with Prudence: Grants the E.G.O. Suit "Grinder Mk4"
Good Result with Fortitude: Grants the E.G.O. Weapon "Grinder Mk4"
Normal Result: Flip a Coin, on Heads the Qliphoth Counter lowers by 1.
Bad Result: roll a d20, if the result is less than 16, the Qliphoth Counter lowers by 1, also suffer 20 RED damage
When the Qliphoth Counter Reaches 0, All-Around Helper will become Aggressive.
E.G.O. Gift
Tier I
Grinder Mk4 : +4 Temperance, You gain +1 to your Prudence Rolls (Glasses)
All-Around Helper
T-05-60
Description
A white cleaning robot with distinct red eyes that look like a pair of buttons. It always keeps its surroundings neat and tidy.
It was originally a mass-produced helper robot intended for domestic use. The writing on its back says: "An innovative invention that can clean, cook, and even serve as light security using various tools attached to its limbs. Built to perform efficiently and quickly! Manufactured by XX Inc."
It recognizes a bad mood as a sign that the surroundings are dirty, and promptly enters cleaning mode. It will alert its status by stating lines such as "Contamination detected - Commencing cleaning.
However, the limbs are equipped with sharp instruments instead of cleaning supplies. Rumor has it they were supposed to be used for cutting meat, but they were made to respond to the "clean" command by accident. There is no way to confirm whether this is true.
It has determined that the screaming humans make after it cleans is a sign of a job well done, and a prompt to continue its cleaning.
An Audio Record found within the Robot:
???: Oh~ It's the new helper robot.
???: Let me see! I wanna see!
???: You wanna touch it < UNINTELLIGIBLE >? Then try turning it on and play with it. (A phone rings)
??? : I'll be right back after I get the phone, okay? (Sounds of buttons being pressed)
Helper Robot: Hello! I am your friendly Helper Robot. How may I serve you?
??? : Cleaning! I want to help mommy cleaning!
Helper Robot: Environment contamination 70%, filth level mild. Commencing cleaning mode.
??? : Wow! It's cleaning! It's clean-
After a few seconds of shrieking, the power abruptly went out.
Grinder Mk4

Rank: HE
Damage: 16 RED damage
Attack Speed: 1
Range: Melee
On Hit: Inflict 2 Bleed Potency and 1 Count, Gain 5 Charge
Synchronization increases Bleed Potency inflicted by 1 each level, and adds 1 Bleed Count and a Special Move at level 3.
Special Move: The E.G.O. Weapon morphs into 4 Blade Appendages behind the user, which then rapidly slashes all its opponents, dealing 25 RED Damage, and inflicting double the Bleed Potency and Count of a normal attack. Uses 20 Charge, When at 10 or more Charge, you can use this move at the cost of suffering the remaining charge as % HP damage.
Grinder Mk4

Rank: HE
Resistances: RED: 0.8 WHITE: 1.0 BLACK: 1.0 PALE: 1.5
If you don't attack for 1 turn while wearing this E.G.O. Suit, Gain 5 Charge.
All-Around Helper
Small Abnormality
- Hit Points 300
- Speed 30 feet
RED WHITE BLACK PALE 0.5 1.0 2.0 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level HE
Repetitive Pattern-Recognition : All-Around Helper will gain 15 Charge if it dealt 30 or more damage in 1 turn.
Clean : All-Around Helper will use Charge and Clean in an alternating pattern, and will use Grinder Mk5-2 when it has 20 Charge.
Actions
Charge: All-Around Helper rests, gaining 5 Charge
Clean: All-Around Helper dashes in a 15 feet straight line while rapidly spinning and flailing its arms around, dealing 15 RED Damage to anyone it passes. Uses 5 Charge, and inflicts 3 Bleed Potency and 2 Count on hit.
Grinder Mk5-2: All-Around Helper rapidly jumps from one of its opponents to the other, slashing them and dealing 25 RED Damage. Uses all 20 Charge, inflicts 6 Bleed Potency and 3 Count on hit. Does Not Trigger Repetitive Pattern-Recognition.

Aggressive All-Around Helper


Behavior
Disliked Virtues: Fortitude, Justice
Qliphoth Counter: Non Aggressive Abnormality
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Interactions
Good Result with Prudence: Grants the E.G.O. Suit "Christmas"
Normal or Good Result with Fortitude: Grants the E.G.O. Weapon "Christmas"
Normal Result: Flip a Coin, on Heads the Qliphoth Counter lowers by 1.
Bad Result: roll a d20, if the result is less than 16, the Qliphoth Counter lowers by 1, also suffer 20 WHITE damage.
When the Qliphoth Counter Reaches 0 Rudolta will become "Aggressive".
Suppressing this Abnormality Grants the E.G.O. Gift "Christmas"
Rudolta of the Sleigh
F-02-61
Description
From afar, the Abnormality resembles Santa Claus atop his sleigh, but upon closer inspection, it is completely different from its description in common folklore. Contrary to the titular character Rudolph, the sleigh drags the reindeer along. We’ve observed the three different portions of the Abnormality separately:
Rudolph: An organic entity in colors of green, red, and white that appears to be a horse or a deer. Its muscles do not seem to move, but many report movement in the eyes. Some even say that they’ve made eye contact with it. There’s a 30cm diameter hole in its abdomen. Armed subjects later reported that the hole was empty.
Santa: A mysterious and transparent organic entity on top of Rudolph. It is full of what seems to be human organs, all of which function normally.
The Sleigh: The size is similar to that of a child’s. The plating looks like organic skin, and there are white runners attached to the bottom. The accessories of the sleigh are replaced with stiff, severed hands. Unknown objects are carefully wrapped in gifts. Many tried to open these gifts but failed. Rumor has it that they can only be opened on Christmas Day.
These three elements are crudely sewn together. (REDACTED) suggested that “All three parts may be made from a single body. Whoever made this thing must have had a great hatred for Christmas. Well, that or they’ve never seen Santa Claus."
E.G.O. Gift
Tier I
Christmas : -4 Fortitude, +8 Prudence (Hat)
Christmas

Rank: HE
Damage: 16 WHITE damage
Attack Speed: 1
Range: Melee
On Hit: roll a d6, Inflict 2 Potency and 1 Count of either: 1 - Bind (inflict all as Count), 2 - Burn, 3 - Tremor, 4 - Rupture, 5 - Sinking, 6 - Bleed
Synchronization increases Potency inflicted by 1 each level, and adds 1 Count at level 3.
Christmas

Rank: HE
Resistances: RED: 0.8 WHITE: 1.0 BLACK: 1.0 PALE: 1.5
Requirements: Fortitude Level II
Rudolta of the Sleigh
Large Abnormality
- Hit Points 400
- Speed 10 feet
RED WHITE BLACK PALE 1.5 0.5 1.0 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level HE
Holiday: Rudolta will slowly move in a random path and use Spill once every turn.
Actions
Spill: Rudolta will spill blood from its "Santa" part, inflicting 20 WHITE Damage to anyone in a 30 feet area.


Behavior
Qliphoth Counter: 1 (max 5)
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Description
It takes the form of a young boy with big eyes and skin that resembles the night sky.
The child shows great enjoyment with talking and playing with others. He has a strong attachment to the act of making contact with another.
"It was a night veiled in gentle mist. A barefooted child was looking at me. I stopped, because I saw the sadness hanging on his face. He was crying, his dreamy eyes filled with sorrow. I gave him my help. The sadness hanging on his face stopped me in my tracks. He said he lost something precious, and when I offered to help, He gave me a big smile. A teardrop fell from the child's dewy eyes, as stars showered from the sky. The world falls into a slumber, trapped in an ecstatic lullaby. That night the galaxy descended with bare feet."
Excerpt from the diary of (REDACTED), who was found dead with this page open on their diary.
Child of the Galaxy
O-01-62
Interactions
Good Result with Temperance: Grants the E.G.O. Gift "Our Galaxy"
Good Result with Prudence: Grants the E.G.O. Suit "Our Galaxy"
Good Result with Fortitude: Grants the E.G.O. Weapon "Our Galaxy"
Bad Result: You Suffer 20 BLACK Damage.
When Interacted with, Child of the Galaxy will give the subject a Token of Friendship in the form of a Pebble, it granted the subject a 5 HP and Sanity heal each turn for 1 day.
When a subject with a Pebble Interacts with Child of the Galaxy, its Qliphoth Counter would increase by 1, but if the subject with a Pebble interacted with any other Abnormality, the Qliphoth Counter would decrease by 1 and they would suffer 20 BLACK Damage.
If a subject with a Pebble died, the Qliphoth Counter of Child of the Galaxy would decrease by 4.
When The Qliphoth Counter Reached 0, Child of the Galaxy would start crying, instantly killing anyone that has the Token of Friendship.
E.G.O. Gift
Tier II
Our Galaxy : +2 Temperance, You heal 2 HP and Sanity at the start of your turn. (Neckwear)
Our Galaxy

Rank: HE
Damage: 16 BLACK damage
Attack Speed: 1
Range: 60 Feet
Requirements: Prudence Level II
On Hit: Heal HP equal to the damage roll without any modifiers.
Synchronization unlocks a Special Move at level 3.
Special Move: summon a starry sky above you, from which meteor sized tears drop onto all your opponents, dealing 20 BLACK Damage and healing you by 1d20 HP for each target hit. 3 Turns CD, Disables the On Hit Heal while on cooldown.
Our Galaxy

Rank: HE
Resistances: RED: 0.8 WHITE: 0.8 BLACK: 1.2 PALE: 1.5
While wearing this E.G.O. Suit, the Token of Friendship and associated E.G.O. gift are twice as effective


Behavior
Liked Virtue: Temperance
Disliked Virtue: Justice
Qliphoth Counter: Non Aggressive Abnormality
Good Interaction Threshold : >= 14
Normal Interaction Threshold : < 14 and > 6
Bad Interaction Threshold : =< 6
Description
An Abnormality with the appearance of a small girl with pale skin, gray round hair, red tips and red eyes. She wears a pair of golden jingle bells behind the side of her head, a red bonnet, a red ribbon around her neck, a red and white dress with a pair of red shoes, and dark stockings. She moves in a mechanical way, acting like a robot instead of a human. When interacting with her, the sound of a music box can be heard.
"They call me an adorable little kid because I am a small and lovely child! The kid comes from a place far far away! And when the kid meets someone she likes, she will give them a gift made all by herself. The gift's content is a secret though!"
Laetitia
O-01-63
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Laetitia"
Good Result with Prudence: Grants the E.G.O. Suit "Laetitia"
Good Result with Fortitude: Grants the E.G.O. Weapon "Laetitia"
Normal Result: Laetitia will give the subject a "Gift" in the form of an heart, this heart will stay with the subject for 1 day.
If a subject who has received the "Gift" tries to interact with an abnormality that isn't Laetitia, that subject will die, and a Little Witch's Friend will burst out of its body.
Bad Result: You Suffer 20 RED Damage.
E.G.O. Gift
Tier I
Laetitia : +6 Prudence (Hat)

Little Witch's Friend
Laetitia

Rank: HE
Damage: 16 BLACK damage
Attack Speed: 1
Range: 250 feet
On Hit: Inflict 1 Attack Power Down
Synchronization increases Attack Power Down inflicted by 1 each level, and adds 3 Fragile at level 3.
Laetitia

Rank: HE
Resistances: RED: 0.7 WHITE: 0.7 BLACK: 0.7 PALE: 1.5
You are resistant to Attack Power Down
Little Witch's Friend
Medium Abnormality
- Hit Points 350
- Speed 30 feet
RED WHITE BLACK PALE 0.8 0.8 1.2 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level HE
"Gift" : Anyone holding Laetitia's "Gift" that is fighting Little Witch's Friend will detonate after 3 turns, unless all Little Witch's Friend is suppressed.
#$@!#*#$@ : Little Witch's Friend always uses "Pierce" each turn, uses "Gift" each 2 turns in addition to "Pierce", and uses "Receive Gift" each 3 turns in addition to "Pierce".
Actions
Pierce: Little Witch's Friend lunges at its target and pierces it with its arms, dealing 15 BLACK Damage, inflicting 5 Bleed Potency and 1 Count
Gift: Little Witch's Friend regurgitates a "Gift" on its target, it suffers 5 Fragile has to roll a D20 Fortitude Saving Throw (DC 15), Receiving a "Gift" on a Failure.
Receive Gift: Little Witch's Friend takes a "Gift" Away from its target, inflicting 5 Attack Power Down and receiving an heal equal to half of its own Max HP, if the healing goes over Little Witch's Friend's Max HP, it summons another Little Witch's Friend with its HP equal to the amount of healing over the original's Max HP.


Behavior
Liked Virtue: Justice
Disliked Virtue: Temperance
Qliphoth Counter: 2
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Description
"Where does one go when they die?
"Long ago, in some world, people believe that they would become beautiful beings with small wings when they died. It's a silly story. Nonsensical too."
"They say the mourner with a huge luggage on his back had come to be a savior to all. Eventually, he himself was trapped in this place, and now he wanders with only the memory of an empty faith. He's carrying a coffin. A large coffin to pay tribute to those who have nowhere to go. However, it is still too small to comfort those innocent sacrifices."
"Inside it is a kaleidoscope of butterflies waiting for the moment to fall asleep. Until then, they flutter their wings uselessly. The wings that may have been many jumbled into one, or one split into many. Butterflies are supposed to pollinate flowers, but not a single proper flower blooms in this place. There is no choice but to wait. After all, there must be an end to every world."
Funeral of the Dead Butterflies
T-01-64
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Solemn Lament"
Good Result with Prudence: Grants the E.G.O. Suit "Solemn Lament"
Good Result with Fortitude: Grants the E.G.O. Weapon "Solemn Lament"
Bad Result: the Qliphoth Counter lowers by 1, You Suffer 10 WHITE and 10 BLACK Damage.
Interaction with Justice Level II or less: the Qliphoth Counter lowers by 1.
Interaction with Fortitude Level IV or more: the Qliphoth Counter lowers by 1.
When the Qliphoth Counter Reaches 0 Funeral of the Dead Butterflies will become Aggressive.
Suppressing a Kaleidoscope of Butterflies grants the E.G.O. Gift "Rest"
E.G.O. Gift
Tier III
Solemn Lament : +2 to all Virtues, Does not reduce Max Sanity (Back)
Increase The Living & The Departed's reload, starting, and max value for both Potency and Count by 5 while while wearing this E.G.O. Gift and the Associated E.G.O. Suit
E.G.O. Gift 2
Tier II
Rest : +2 to all Virtues, Does not reduce Max Sanity (Head)
Decrease Sanity lost by Sanity Reducing effects (except WHITE damage) by 1
Increase Damage Dealt by 1 if the target has Sinking Potency, Count, or Unique Sinking.
Solemn Lament

Rank: HE
Divided in The Living (White) and The Departed (Black)
Deals 4 WHITE damage with The Living, and 4 BLACK damage with The Departed
Attack Speed: 1, but you attack once with each gun
Range: 120 feet
Requirements: Justice Level III
On Hit: Inflicts 1 Sinking Potency and Count, inflicts 1 Butterfly Potency with The Living, or 1 Count with The Departed
On Kill: Reload for free
You cannot attack with the same gun twice in a row, you must alternate between the two
Each attack consumes 1 The Living or 1 The Departed based on the gun used
Synchronization Increases Sinking Potency by 1 at levels 2, 4 and 5; increases Butterfly Potency and Count inflicted by 1, and unlocks a special move at level 3; and decreases Reload Sanity loss by 5 at level 4.
Synchronization only increases this weapon's damage by 1 each level .
Special Move: You unload all your The Living & The Departed in a barrage of projectiles, dealing all their damage on your target but disabling Butterfly's Sanity heal on hit, and then you stomp the ground, causing a kaleidoscope of butterflies to erupt from underneath you, dealing 10 WHITE and 10 BLACK damage to anyone in a 10 feet area. uses half your max sanity and has a 3 turns CD. Sanity used for this special move is refunded if this move kills its target.
Solemn Lament

Rank: HE
Resistances: RED: 0.8 WHITE: 1.0 BLACK: 1.0 PALE: 1.5
Requirements: Justice Level III
Butterfly
Unique Sinking
When Hit, Suffer Sinking Potency/5 Sinking Damage for each Butterfly Count and Heal Sanity equal to Butterfly Potency to the attacker
At The end of your turn, Butterfly Potency becomes Count, and Butterfly Count becomes Sinking Potency; does not Decay on hit
The Living & The Departed
Ammunition
Starts at 10 The Living and 10 The Departed at the Start of the fight
when both The Living & The Departed Reach 0,
Reload, regaining 10 of both but consuming 15 Sanity
(Solemn Lament doesn't have magazines, you reload the guns by crossing your arms)
Kaleidoscope of Butterflies
Medium Abnormality
- Hit Points 60
- Speed 30 feet
RED WHITE BLACK PALE 0.5 1.5 1.0 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level HE
Futile Fluttering : Randomly uses "Liberation from Anger", "Liberation from Pain", or "Liberation from Obsession" each turn, and uses "Tranquility" each 2 turns. Kaleidoscope of Butterflies always prioritize the target with the most HP with its attacks.
Actions
Liberation from Anger: Kaleidoscope of Butterflies bumps into its target, inflicting 10 WHITE damage, 5 Attack Power Down, 5 Tremor Potency and 1 Count
Liberation from Pain: Kaleidoscope of Butterflies bumps into its target, inflicting 10 WHITE damage, 5 Fragile, 5 Tremor Potency and 1 Count
Liberation from Obsession: Kaleidoscope of Butterflies bumps into its target, inflicting 10 WHITE damage, 5 Bind, 5 Tremor Potency and 1 Count
Tranquility: Kaleidoscope of Butterflies swarms its target, inflicting 10 WHITE damage, 15 Tremor Potency and Triggering Tremor Burst.

Kaleidoscope of Butterflies
Funeral of the Dead Butterflies
Large Abnormality
- Hit Points 400
- Speed 30 feet
RED WHITE BLACK PALE 0.5 1.5 1.0 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level HE
Hand of Salvation : If a subject reaches 0 Sanity by Funeral of the Dead Butterflies' attacks, it instantly dies.
Lamentation : If Funeral of the Dead Butterflies kills someone, the corpse will dissolve into a Kaleidoscope of Butterflies
Tranquility : Funeral of the Dead Butterflies' attacks immobilize their target, if a subject stays immobilized for 2 or more turns, it becomes staggered for 1 turn, and Funeral of the Dead Butterflies will use "Lament" on its turn
Solemn Lament : Funeral of the Dead Butterflies always prioritizes the target with the least HP with its attacks, it will use "The Quiet" once each turn, and "Guiding Hand" each 2 turns in addition to "The Quiet"
Actions
The Quiet: Funeral of the Dead Butterflies extends its left arm and makes a gun shape with the hand, then shoots some butterflies towards its target inflicting 10 WHITE Damage, 5 Sinking Potency and 1 Count.
Guiding Hand: Funeral of the Dead Butterflies extend both its arms and makes a gun shape with the hands, then shoots a volley of butterflies towards its target inflicting 25 WHITE Damage, 10 Sinking Potency and 2 Count.
Lament: Funeral of the Dead Butterflies slams the coffin it carries on the ground and places it in front of itself. The coffin will then open and butterflies will flood a 120 feet area, inflicting 30 WHITE Damage, Sinking Delunge, and instantly killing staggered targets.


Behavior
Liked Virtue: Justice
Disliked Virtues: Fortitude, Temperance
Qliphoth Counter: 2
Good Interaction Threshold : >= 14
Normal Interaction Threshold : < 14 and > 6
Bad Interaction Threshold : =< 6
Description
A mechanical Abnormality capable of walking on its own.
Someone's persistent gaze can be felt from the keyhole inside the machine. It blinks, but never closes. The purpose of the eye or what it is observing is unknown.
After several experiments, it has been discovered that when one or more subjects stare at the Abnormality, the condition becomes far worse.
Schadenfreude
O-05-65
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Gaze"
Good Result with Prudence: Grants the E.G.O. Suit "Gaze"
Good Result with Fortitude: Grants the E.G.O. Weapon "Gaze"
If Schadenfreude is looked at for 5 or more seconds while Interacting with it, The Qliphoth Counter Lowers by 1 and the interaction result is automatically bad.
Bad Result: You suffer 20 RED Damage
E.G.O. Gift
Tier I
Gaze : +4 Fortitude (Glove)

Aggressive Schadenfreude
Gaze

Rank: HE
Damage: 4 RED damage 6 times
Attack Speed: 1, increases the amount of times RED damage is inflicted and Bleed Potency by 1 instead of allowing more attacks
Range: Melee
On Hit: Inflict 6 Bleed Potency and 1 Count
Synchronization increases Bleed Potency by 1 each level, increases Bleed Count at level 3 and increases damage only by 1 each level.
Gaze

Rank: HE
Resistances: RED: 1.0 WHITE: 0.8 BLACK: 1.0 PALE: 1.5
While Wearing this E.G.O. Suit, your passive perception increases by 20, and your resistances increase while being looked at (RED 0.8, WHITE 0.5, BLACK 0.8).
Schadenfreude
Huge Abnormality
- Hit Points 800
- Speed 30 feet
RED WHITE BLACK PALE 1.2 0.5 1.0 1.5
- Condition Immunities None
- Senses passive Perception 100, Blindsight 1 mile
- Languages Common
- Risk Level HE
"Gaze" : Schadenfreude will only act if it is being looked at, if it isn't being looked at, it will freeze on the spot, and it will double its resistances (0.6 RED, 0.2 WHITE, 0.5 BLACK, 0.7 PALE)
Joy from Misfortune : Schadenfreude uses "Malicious Gaze" twice per turn, and uses "Slaughter" each 3 turns
Actions
Malicious Gaze: Schadenfreude strikes its target with one of its mechanical legs, dealing 15 RED Damage
Slaughter: Schadenfreude sprouts two arms equipped with Sawblades from its sides, and slashes through anyone in a 20 feet area, inflicting 60 RED Damage, 15 Bleed Potency and 5 Count.


Behavior
Liked Virtue: Justice
Disliked Virtues: Temperance
Qliphoth Counter: 3
Good Interaction Threshold : >= 14
Normal Interaction Threshold : < 14 and > 6
Bad Interaction Threshold : =< 6
E.G.O. Gift
Tier II
Magic Bullet : -4 Prudence, -4 Fortitude, +10 Justice (Mouth)
Increases damage dealt by the associated E.G.O. weapon's Bullets by 5
Der Freischütz
F-01-66
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Magic Bullet"
Good Result with Prudence: Grants the E.G.O. Suit "Magic Bullet"
Good Result with Fortitude: Grants the E.G.O. Weapon "Magic Bullet"
Normal and Bad Result: the Qliphoth Counter lowers by 1, You Suffer 20 BLACK Damage.
Interaction with Justice Level II or less: the Qliphoth Counter lowers by 1.
You can request Der Freischütz's services for currency, he will then shoot a bullet towards your requested target, dealing 100 True Damage to it.
When the Qliphoth Counter Reaches 0, Der Freischütz shoot a bullet in a random direction, this bullet will penetrate any creature or wall in a 250 feet straight line, dealing 100 True damage to anything it touches.
Description
The Devil ultimately wished for despair.
For despair wears down the mind and drains one's will to go forward. When one feels there's nothing left to go for, their soul falls down to Hell, the Devil's domain. This is why the Devil finds it more entertaining to watch people fall to despair, rather than to simply kill them. We describe it as "selling one's soul to the Devil."
When a marksman received a gun from the Devil, the Devil proposed a childish contract: The last bullet would pierce the head of his beloved. The moment he heard that, he sought and shot all the people he loved. Then he told the Devil, "This magical bullet can truly hit anyone just like you say".
With the last bullet gone for good, the hunter traveled to numerous worlds. Sometimes he helped those in need or fought evil, but it was all done on impulse, not a gesture of goodwill or ideals. In one world, he was called a righteous hunter, while in another, he was a bloodstained gunman.
One day, the marksman realized the Devil no longer followed him. He pondered why, then realized that his soul had already fallen to Hell from the beginning. The contract had already been fulfilled, so the Devil had left.
The marksman, now a devil himself, continues to pull the trigger to gather the souls of others. Just as the Devil said, the bullets will pierce anything you please. Forever.
Magic Bullet

Rank: WAW
Damage: 20 BLACK damage
Attack Speed: 1
Range: Melee
Requirements: Temperance Level III
On Hit: Gain 1 Magic Bullet, Then inflict 1 Dark Flame next turn, and Burn Potency equal to Dark Flame on Target.
On Kill: You Regain 10 Sanity for Each Magic Bullet you have
Special Move: Gain 1 Magic Bullet and then shoot with the rifle, losing 5 Sanity for each Magic Bullet, but always hitting a number of targets that you can see equal to Magic Bullet, including your allies if your Sanity is Below Half, and dealing 10 BLACK Damage per Magic Bullet to anyone hit, plus inflicting Dark Flame equal to Magic Bullet next turn.
Shooting with the rifle counts as a 0 Attack speed attack, the Seventh Bullet you shoot deals True damage, and Resets Magic Bullet to 0.
At Synchronization level 3, Gain Poise Potency equal to Burn Potency on target when firing a bullet on a staggered target, and deal Burn Count equal to Half Dark Flame on hit.
At Synchronization level 4, inflict Burn Potency equal to Twice the Dark Flame on hit, Burn Count equal to Dark Flame, and lower Sanity Reduction caused by shooting the rifle to 3 per Magic Bullet.
At Synchronization level 5 always Gain Poise Potency equal to Burn Potency on target when firing a bullet, and deal twice the Dark Flame on crit.
When you Shoot, each Magic Bullet will create an additional Magic Circle at the end of your rifle, allowing everyone to tell how many bullets you had when you fired.
Magic Bullet

Rank: HE
Resistances: RED: 0.7 WHITE: 0.7 BLACK: 0.7 PALE: 1.5
Requirements: Fortitude Level III and Justice Level III
You deal +5 Damage with the Associated E.G.O. Weapon's Bullets
Dark Flame
Unique Burn (Has no Potency)
Deals Burn Potency * Dark Flame as True Damage When taking Burn Damage.
Completely Decays At the End of the Turn.
Magic Bullet
Ammunition (Has no Potency)
Gained by Magic Bullet's effects
Does Not Decay and is not consumed when firing


Behavior
Liked Virtue: Justice
Disliked Virtues: Temperance
Qliphoth Counter: 3
Good Interaction Threshold : >= 14
Normal Interaction Threshold : < 14 and > 6
Bad Interaction Threshold : =< 6
E.G.O. Gift
Tier II
Magic Bullet : -4 Prudence, -4 Fortitude, +10 Justice (Mouth)
Increases damage dealt by the associated E.G.O. weapon's Bullets by 5
Der Fluchschütze
F-01-66
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Magic Bullet"
Good Result with Prudence: Grants the E.G.O. Suit "Magic Bullet"
Good Result with Fortitude: Grants the E.G.O. Weapon "Magic Bullet"
Normal and Bad Result: the Qliphoth Counter lowers by 1, You Suffer 20 BLACK Damage.
Interaction with Justice Level II or less: the Qliphoth Counter lowers by 1.
You can request Der Freischütz's services for currency, he will then shoot a bullet towards your requested target, dealing 100 True Damage to it.
When the Qliphoth Counter Reaches 0, Der Freischütz shoot a bullet in a random direction, this bullet will penetrate any creature or wall in a 250 feet straight line, dealing 100 True damage to anything it touches.
Description
The Devil ultimately wished for despair.
For despair wears down the mind and drains one's will to go forward. When one feels there's nothing left to go for, their soul falls down to Hell, the Devil's domain. This is why the Devil finds it more entertaining to watch people fall to despair, rather than to simply kill them. We describe it as "selling one's soul to the Devil."
When a marksman received a gun from the Devil, the Devil proposed a childish contract: The last bullet would pierce the head of his beloved. The moment he heard that, he sought and shot all the people he loved. Then he told the Devil, "This magical bullet can truly hit anyone just like you say".
With the last bullet gone for good, the hunter traveled to numerous worlds. Sometimes he helped those in need or fought evil, but it was all done on impulse, not a gesture of goodwill or ideals. In one world, he was called a righteous hunter, while in another, he was a bloodstained gunman.
One day, the marksman realized the Devil no longer followed him. He pondered why, then realized that his soul had already fallen to Hell from the beginning. The contract had already been fulfilled, so the Devil had left.
The marksman, now a devil himself, continues to pull the trigger to gather the souls of others. Just as the Devil said, the bullets will pierce anything you please. Forever.
Magic Bullet

Rank: WAW
Damage: 20 BLACK damage
Attack Speed: 1
Range: Melee
Requirements: Temperance Level III
On Hit: Gain 1 Magic Bullet, Then inflict 1 Dark Flame next turn, and Burn Potency equal to Dark Flame on Target.
On Kill: You Regain 10 Sanity for Each Magic Bullet you have
Special Move: Gain 1 Magic Bullet and then shoot with the rifle, losing 5 Sanity for each Magic Bullet, but always hitting a number of targets that you can see equal to Magic Bullet, including your allies if your Sanity is Below Half, and dealing 10 BLACK Damage per Magic Bullet to anyone hit, plus inflicting Dark Flame equal to Magic Bullet next turn.
Shooting with the rifle counts as a 0 Attack speed attack, the Seventh Bullet you shoot deals True damage, and Resets Magic Bullet to 0.
At Synchronization level 3, Gain Poise Potency equal to Burn Potency on target when firing a bullet on a staggered target, and deal Burn Count equal to Half Dark Flame on hit.
At Synchronization level 4, inflict Burn Potency equal to Twice the Dark Flame on hit, Burn Count equal to Dark Flame, and lower Sanity Reduction caused by shooting the rifle to 3 per Magic Bullet.
At Synchronization level 5 always Gain Poise Potency equal to Burn Potency on target when firing a bullet, and deal twice the Dark Flame on crit.
When you Shoot, each Magic Bullet will create an additional Magic Circle at the end of your rifle, allowing everyone to tell how many bullets you had when you fired.
Magic Bullet

Rank: HE
Resistances: RED: 0.7 WHITE: 0.7 BLACK: 0.7 PALE: 1.5
Requirements: Fortitude Level III and Justice Level III
You deal +5 Damage with the Associated E.G.O. Weapon's Bullets
Dark Flame
Unique Burn (Has no Potency)
Deals Burn Potency * Dark Flame as True Damage When taking Burn Damage.
Completely Decays At the End of the Turn.
Magic Bullet
Ammunition (Has no Potency)
Gained by Magic Bullet's effects
Does Not Decay and is not consumed when firing


Interactions
Those who pick up Notes from a Crazed Researcher will benefit from a +4 to Interaction Success.
If you leave Notes from a Crazed Researcher within 30 seconds of equipping, your skin will start to swell and your body will explode within seconds.
If you leave Notes from a Crazed Researcher without performing any interaction with an abnormality, you will explode.
If the user receives more than half of their Max HP (or Max Sanity depending on which is bigger) as total damage after picking this tool up, (also counting Sanity Damage) they will explode, and this explosion will kill them and deal 30 RED damage to anyone in a 30 feet area.
Notes of a Crazed Researcher contains Insight on every Abnormality.
Notes from a Crazed Researcher
T-09-67
Description
The old notes are full of incomprehensible cursive letters and writings.
They once belonged to a researcher who had gone mad during their work. It’s only been partially deciphered, but it seems most of it relates to the various experiments that were conducted in this place.
It begins with guilt and confessions of unethical experimentation but gradually spirals into madness, overrun with insane and broken up sentences about research toward the end.
The final chapter ends with the phrase: “Born again.”
One’s observational skill will improve just by holding this item. However, if it is returned without fulfilling the yearning for knowledge, the incompetent shall explode.


Interactions
Subjects who consume Giant Tree Sap fully recover physically instantly. Furthermore, they will continue to heal 10 HP each turn for 25 turns.
Each Time you consume the Giant Tree Sap, roll a Saving Throw, its DC starting at 0 and increasing by 5 each time it's consumed, on a failure, you suffer a side effect.
Certain subjects who consumed Giant Tree Sap were found to suffer a side effect. This side effect made them explode within 20 to 30 seconds after consuming Giant Tree Sap; dealing 30 WHITE damage to everyone who witnesses it happening.
Giant Tree Sap
T-09-68
Description
The sap of a nameless, gigantic tree that roots itself on the edge of the world.
According to the exploration team, there were a large number of lifeforms around it with a scorched green tint. This was because the sap makes them satiated and contained potent healing agents.
However, some of our employees who drank the sap melted, leaving smoldering, green remains.
Other various experiments confirmed that the probability of melting rapidly increases as more sap is consumed.
Many wondered how such a large tree could prosper all the way out in the barren Outskirts. The lifeforms who consumed its sap became its nutrients sooner or later. The tree simply reaped from what it sowed.


Interactions
Any subject who enters Shelter from the 27th of March will be immune to all forms of damage. Furthermore, the subject’s HP and Sanity will slowly recover starting the moment they enter Shelter from the 27th of March by 10 each turn.
If a subject enters Shelter from the 27th of March while being pursued by a hostile entity, the subject will become undetectable to the pursuer.
If any subject remains inside Shelter from the 27th of March for more than 30 seconds, a randomly chosen Abnormality will appear outside the Shelter, with its Qliphoth Counter lowered to 0. Such a phenomenon will repeatedly occur until the subject exits Shelter from the 27th of March.
Shelter from the 27th of March
T-09-69
Description
A bomb shelter that completely protects its interior from all hazardous influences of the outside world, including light.
The shelter still retains the memory of that day.
P Corp. wished to construct the safest place on Earth. As such, the interior of this shelter houses a large number of non-perishable goods, which would allow anyone who stayed inside to survive for an extremely long period of time."
Thanks to this shelter, the selected refugees were safely shielded from the ocean of endless screams and bloodshed.
However, this shelter, while perfectly safe on the inside, alters the reality of the outside to be even more hopeless. It literally makes itself into “the safest place on Earth”.


Interactions
The first person to use the Abnormality will have their image etched onto the canvas.
All damage that would be dealt to the etched will be taken by another within 1 Mile. (However, the effect of the Abnormality will not apply to damage that exceeds the maximum HP of the one who is shown on the canvas.) The etched will also receive twice the damage.
Once the one who bears the etched’s pain died, another will take their place. When not a single person remains, the one etched on the portrait will die.
If the image of a new person is placed upon the canvas, the previous will be killed.
If the etched is killed by means other than normal damage (like instant kills by other Abnormalities), then the portrait will return to its original state.
Portrait of Another World
O-09-70
Description
As time passes, people change. We may become disabled, lose our minds, be consumed by overwhelming violence, or be willed to disappear, never seen again.
This portrait encaptures a moment; it is what we are destined to lose. Those who see their healthy self will subconsciously begin craving. “If life could always be like that. If only I could always have a bright smile just like in that portrait.”
One will begin to feel strange. One will be unharmed by any shape or form of attacks, however, others will bear the pain instead.
Little by little, the portrait turned uglier and uglier. Eventually one will stop viewing the portrait and simply enjoy their unexpected luck.
However, no miracle lasts forever. When all those that bear one’s pain perish, it is their turn to die. Once the person who thought themself to be the luckiest person in the world meets their demise, the portrait turns blank once again.


Behavior
Liked Virtues: Fortitude, Temperance
Disliked Virtue: Justice
Qliphoth Counter: 2
Good Interaction Threshold : >= 15
Normal Interaction Threshold : < 15 and > 7
Bad Interaction Threshold : =< 7
Description
"When I first touched its thorns, it felt quite prickly. It felt like a giant needle penetrated my skin. Though there wasn’t any bleeding and the pain went away after a moment. Then there it was, the most intense happiness you'd ever experience. It'd make your knees weak. When I snapped out of it, I found myself drooling. It scared me, so I didn't go back for a while. Then, the situation gets worse. You'll get withdrawal symptoms, like retching or sweating. Different employees show different symptoms. One employee even pulled out all their teeth because they felt like bugs were crawling all over them."
"How it felt? I can't find the words to describe it. Remember the greatest happiness you've ever felt in your life? This feeling would be hundreds of times better. You say I'm the last in charge of Porccubus? That's understandable, as the brain craves more intense stimulation. At first, all I had to do was be lightly pricked by one of the thorns. Now I have to rub my whole body against it to get the same high. I feel like all the blood in my body will rush to my head, eventually bursting it. I’ve already imagined my head bursting thousands of times anyhow."
Porccubus
O-02-71
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Gaze"
Good Result with Prudence: Grants the E.G.O. Suit "Gaze"
Good Result with Fortitude: Grants the E.G.O. Weapon "Gaze"
Good Result: Increases the Qliphoth Counter by 1
Bad Result: The Qliphoth Counter lowers by 1, You suffer 20 RED Damage
Good Result with Temperance Level 3 or lower: Your head explodes, killing you.
E.G.O. Gift
Tier I
Pleasure : +10 Prudence, -6 Attachment (Neckwear)
If you have the Associated E.G.O. Suit at Synchronization level 4, Evolves into Thrill
E.G.O. Gift 2
Tier IV
Thrill : +10 Prudence, -6 Attachment (Blooms somewhere on your body)
At the start of the Battle, Inflict 1 Rupture Potency and 10 Count to all enemies.
The First Time in your turn that you hit a target with more than 3 Rupture Count, inflict them Rupture Potency * Count Rupture Damage and decrease their Rupture Count by 2.
Pleasure

Rank: HE
Damage: 16 WHITE damage
Attack Speed: 1
Range: Melee
On Hit: Inflict 2 Rupture Potency and 1 Count
Synchronization increases Rupture Potency by 1 each level, increases Rupture Count by 1 and unlocks a special move at level 3
Special Move: You Poke your target 3 times, each time inflicting 5 WHITE damage, 3 Rupture Potency and 1 Count, This move doesn't consume Rupture Count.
Pleasure

Rank: HE
Resistances: RED: 1.2 WHITE: 0.8 BLACK: 0.8 PALE: 1.5
While Wearing this E.G.O. Suit, you Inflict 5 WHITE damage to any creature that touches you.
Pleasure
(Has no Potency)
Deals 20 True Damage if Count reaches 3 or more, then reduces Count by 3.
Ignores TempHP, Does Not Decay.
Porccubus
Huge Abnormality
- Hit Points 830
- Speed 30 feet
RED WHITE BLACK PALE 1.0 0.5 1.0 1.5
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level HE
Fluttering : Porccubus can only be damaged while within 5 feet from it.
Thorns Granting Happiness : Porccubus uses "Game of Trust" on every enemy within 5 feet and "Wide Grin" each turn, and additionally uses "Time for Head to Burst" one time every 3 turns.
Unbearable Pleasure : Porccubus deals x2 damage against targets with Temperance Level IV, x3 damage against Temperance Level III, and x4 damage against Temperance Level II and below
Actions
Game of Trust: Porccubus pokes its target with one of its thorns, inflicting 2 Pleasure and 5 WHITE Damage
Wide Grin: Porccubus increases its AC to 12, and uses the Dodge Action
Time for Head to Burst: Targets the enemy with the most Pleasure, Porccubus pokes its target 3 times, each time inflicting 2 Pleasure and 5 WHITE Damage

Aggressive Porccubus


Behavior
Qliphoth Counter: 2
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Description
All the child could do was ‘learn’ by observing others and mimicking their behavior. And that was the problem.
"I’m keen to learn as usual. Would you like to see me learn?"
"People lie all the time. Why is that a bad thing?"
Pinocchio
F-01-73
Interactions
Good Result with Prudence: Grants the E.G.O. Suit "Marionette"
Good Result with Fortitude: Grants the E.G.O. Weapon "Marionette"
Bad Result: You suffer 20 RED Damage
When Interacted with, Pinocchio will start talking, and the Subject interacting with Pinocchio will have to guess if what it is saying is a Lie or not.
Successfully Guessing Increases the Qliphoth Counter by 1, and Grants the E.G.O. Gift "Marionette"
Failing to Guess Decreases the Qliphoth Counter by 1.
E.G.O. Gift
Tier I
Marionette : +6 Prudence (Hat)
Marionette

Rank: HE
Damage: 25 RED Damage
Attack Speed: 1
Range: Melee
Copies the Damage Roll of the last attack that was dealt last turn, but Converts its damage to RED damage. Uses the default damage roll if there's no one to copy
Marionette

Rank: HE
Resistances: RED: 0.6 WHITE: 0.6 BLACK: 0.6 PALE: 0.6
Copies the Resistances of the last Creature who acted, if that Creature didn't have an E.G.O. Suit, and on your first turn, you instead use the default resistances.
Pinocchio
Medium Abnormality
- Hit Points 500
- Speed 30 feet
RED WHITE BLACK PALE 0.5 0.5 0.5 0.5
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level HE
Impersonate : Pinocchio will copy the attacks and resistances of the last Creature that damaged it, and of the Subject who interacted with it on the first turn. If the Impersonated Creature had no E.G.O. Suit, Pinocchio uses its default resistances.
Lies : When Pinocchio starts its turn, it will talk, then all the Creatures nearby can respond by saying if what Pinocchio said was a Lie or not. When Guessed correctly, Pinocchio will suffer 4 Fragile and 4 Attack Power Down, if guessed incorrectly, or not guessed at all, Pinocchio will gain 6 Protection and 6 Attack Power Up.


Behavior
Liked Virtue: Temperance
Disliked Virtues: Fortitude, Justice
Qliphoth Counter: 2
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 7
Bad Interaction Threshold : =< 7
Description
An Abnormality which resembles a one-legged ballerina with wings in place of arms.
White Lake intentionally portrays itself as a meek and helpless bird in a cage, incapable of doing anything for itself and standing by as others adorn its cage and take care of it. In an interesting variation, it's actually perfectly fine staying in said cage, and only appears interested in its own self-serving comfort, even at the expense of other people's wellbeing.
"A curse that forever binds you to this world. Fortitude is an impossible and foolhardy virtue, you don't need such a thing. You'll just make a beautiful decoration for my own birdcage. How does that sound?"
White Lake
O-01-74
Interactions
Normal or Good Result with Fortitude Level II or lower: Grants the E.G.O. Gift "Torn Wings"
Good Result with Prudence: Grants the E.G.O. Suit and Weapon "Torn Wings"
Bad Result: The Qliphoth Counter Lowers by 1, You suffer 20 WHITE Damage
Interaction with Fortitude Level III or Higher: You have disadvantage on the Interaction
Temperance Interaction with Fortitude Level III or Higher: The Result is always Bad
When the Qliphoth Counter Reaches 0, the nearest Subject who has White Lake's E.G.O. Gift will turn into a Knight, having its mouth replaced with White Lake's and becoming mind controlled by them, also lowering their sanity to 0, the Knight will teleport to White Lake and attack the Subject who interacted with it last, but can be stopped if its sanity is Fully Recovered by attacking them with WHITE damage.
If There is no one with White Lake's E.G.O Gift in a 1 Mile Area, White Lake will instead Forcefully transform the subject who interacted with them into a Knight.
E.G.O. Gift
Tier III
Torn Wings : +6 Temperance, Grants the ability to summon and wield "Sword of the Knight" at will. (Hat)
Torn Wings

Rank: HE
Damage: 16 RED Damage
Attack Speed: 1
Range: Melee
On Hit: Inflict 3 Bleed Potency and 1 Count
Synchronization increases Bleed Potency by 1 each level, and increases Bleed Count by 1 at level 3
Sword of the Knight

Rank: WAW
Damage: 20 RED Damage
Attack Speed: 1
Range: Melee
On Hit: Inflict 2 Bleed and 2 Sinking Potency, and 1 Sinking and Bleed Count
Synchronization increases Bleed and Sinking Potency by 1 each level, and increases Bleed and Sinking Count at level 3.
You become Vulnerable to Sinking while wielding this E.G.O. Weapon
Torn Wings

Rank: HE
Resistances: RED: 0.6 WHITE: 1.3 BLACK: 0.8 PALE: 1.5
If wore alongside the associated E.G.O. Weapon (Torn Wings), the two meld together


Behavior
Liked Virtue: Temperance
Disliked Virtue: Justice
Qliphoth Counter: 3
Good Interaction Threshold : >= 12
Normal Interaction Threshold : < 12 and > 6
Bad Interaction Threshold : =< 6
Description
A pair of Abnormalities taking the form of two ghost girls wearing gray hanboks. Their faces are normally covered by flowers, one a rose and the other a red lotus.
The sisters are always in search of someone who will listen to their woes, and their endless ramblings are said to be so sorrowful that they take a toll on the sanity of the listener. Though, when the listener eventually leaves, they forget everything the sisters told them.
"Ahh, woe is us. We have become sinners. Please hear us, hear of our sins that we do not know we've committed, and absolve us of our grief..."
The Drowned Sisters
F-01-75
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Grief"
Good Result with Prudence: Grants the E.G.O. Suit "Grief"
Good Result with Fortitude: Grants the E.G.O. Weapon "Grief"
Normal or Good Result: The Qliphoth Counter increases to 3.
Bad Result: The Qliphoth Counter lowers by 1, and You suffer 20 WHITE Damage
Interaction with Justice: The Qliphoth Counter lowers to 0, and you suffer 20 WHITE damage
Qliphoth Counter lowers by 1 Each 10 minutes the Abnormality wasn't Interacted with.
When The Qliphoth Counter Reaches 0, The Drowned Sisters will flood the nearby 450 feet area with water, anyone ending its turn in the water suffers 10 WHITE damage, 2 Sinking Potency and 1 Count. The Flood will only end when the Qliphoth Counter returns to 3.
While flooding the Area, the flowers on The Drowned Sisters faces fall off.
E.G.O. Gift
Tier I
Grief : -2 Prudence, +6 Justice (Hat)

The Drowned Sisters faces.
Grief

Rank: WAW
Damage: 6 BLACK damage
Attack Speed: 2
Range: 160 feet
Requirements: Temperance Level III
On Hit: Inflict 2 Burn Potency, 1 Count and 1 Flame of Grief
Synchronization increases Burn Potency by 1 each level, and increases Flame of Grief by 1 at Synchronization level 4.
Shoots a lilac fireball to attack.
Illuminates a 60 feet area with a Dim lilac light.
Flame of Grief
(Has no Potency)
Inflicts Sinking Potency equal to half Burn Potency, and Sinking Count equal to Flame of Grief When you suffer Burn Damage.
Completely Decays at the end of the turn.
Grief

Rank: HE
Resistances: RED: 0.8 WHITE: 0.4 BLACK: 0.8 PALE: 1.5
While Wearing this E.G.O. Suit, you become resistant to Sinking, and are immune to the damage of The Drowned Sisters' effects.


Behavior
Liked Virtue: Fortitude
Disliked Virtues: Prudence, Temperance
Qliphoth Counter: 4
Good Interaction Threshold : >= 15
Normal Interaction Threshold : < 15 and > 5
Bad Interaction Threshold : =< 5
Description
An Abnormality with the appearance of a Mayan calendar supported by a stand of exposed, red muscle. The calendar is made up of stone bricks with a face etched in the middle of the plate.
I had an opportunity to be offered to this. I am about to describe the disconcerting, wet, and abnormal experience here. I took unwavering steps forward as the choice was reasonable. I had no reason to fear, for I would be brought back to life even if I were to perish. I did not feel the death, so to speak. Though I have experienced death many times in battle, I was not subjected to the sort of pain or flashing disarray that normally accompanies a demise that time. It simply felt as though I was being transported to a different location. It may be the universe or some other dimension. My own body and voice couldn't be perceived by my senses. Perhaps my eyes had gone and I became a part of that place. There, I may have seen the end. You could say it was a doomsday I witnessed. No perhaps I may have been the end and the doomsday I was present at the end but not existent and while it may be misleading to say that it was there but even still I witnessed man and sky and earth tear into thousands of pieces...
Doomsday Calendar
M-04-76
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Shard of Apocalypse"
Good Result with Fortitude: Grants the E.G.O. Weapon "Impending Day"
Bad Result: You suffer 20 RED Damage
Every 10 Minutes, Doomsday Calendar's Qliphoth Counter Lowers by 1. Doomsday Calendar Changes appearance based on its Qliphoth Counter
Blood Sacrifices can sate Doomsday Calendar, recovering 1 Qliphoth Counter each 50 HP sacrificed, if the sacrifice killed the target but didn't reach 50 HP, restore Qliphoth Counter anyways.
When the Qliphoth Counter falls below 4, Doomsday Calendar will become aggressive and will summon 3 Doomsday Clay Dolls, the Clay Dolls will be resummoned if killed when the Qliphoth Counter lowers.
Killing a Clay Doll and bringing its head to Doomsday Calendar can sate it, recovering 1 Qliphoth Counter
At 2 or less Qliphoth Counter, Doomsday Calendar empowers itself and the Clay Dolls with fire.
At 1 Qliphoth Counter, Doomsday Calendar will use "Universe Aflame" on its Clay Dolls, making them unusable as sacrifices
When The Qliphoth Counter Reaches 0, Doomsday Calendar uses "Universe Aflame", with a 500 feet area.
If Successfully suppressed after it becomes Aggressive, Doomsday Calendar's Qliphoth Counter will stay fixed at 4 for the next week.
Bringing 3 Doomsday Clay Dolls' Heads at once to Doomsday Calendar grant you the E.G.O. Gift "Etched Doomsday"
E.G.O. Gift
Tier II
Shard of Apocalypse : If the target has less than 15 Rupture Potency, inflict +1 Rupture Potency with attacks that inflict Rupture Potency, Count or Unique Rupture. (Shoulder)
E.G.O. Gift 2
Tier II
Etched Doomsday : On the First turn of Combat, inflict 12 Burn Potency and 2 Count to all enemies. (Brooch)
Impending Day

Rank: HE
Damage: 32 RED damage
Attack Speed: 0
Range: Melee Requirements: Fortitude Level II
On Kill: Heal 1/4th of your HP
On Failed Kill: Gain 10 Bleed Potency and 3 Attack Power Up
Synchronization increases Attack Power Up by 1 each level, adds Attack Power up next turn at Synchronization Level 3, adds 10 Fire Damage at Synchronization Level 4. Changes Appearance like Doomsday Calendar Based on Synchronization Level.
Doomsday Calendar
Huge Abnormality
- Hit Points 685
- Speed 0
RED WHITE BLACK PALE 0.8 1.2 1.0 1.5
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level HE
Impending Day : Changes Appearance based on Qliphoth Counter, at 2 or less Qliphoth Counter, Empowers its attacks with flames, adding half of their damage as Burn Damage.
Apocalypse : Doomsday Calendar will only start attacking when at 3 or lower Qliphoth Counter, Using Slam Twice per turn. At 2 or lower Qliphoth Counter, it will also use "Live Offering" each 2 turns. At 1 Qliphoth Counter uses "Universe Aflame" on its Doomsday Clay Dolls, and at 0 Qliphoth Counter, Uses "Universe Aflame" on a 1 Mile area.
Actions
Slam: Doomsday Calendar strikes its target with one of its Arms, dealing 15 RED Damage
Live Offering: Doomsday Calendar tries to grab its target, it has to roll a DC 14 Strength Saving Throw, or suffers 50 RED damage, also restoring Doomsday Calendar's Qliphoth Counter by 1.
Universe Aflame: Only used on special Conditions, Instantly Kills its targets, or everything that is in its area, by releasing forth an enormous burst of purple flames.

Qliphoth Counter 3

Qliphoth Counter 2

Qliphoth Counter 1 and 0
Doomsday Clay Doll
Small Abnormality
- Hit Points 80
- Speed 30
Idolatry: Same Resistances and Risk Level as Doomsday Calendar, when Doomsday Calendar drops below 3 Qliphoth Counter, All Doomsday Clay Dolls become empowered with flames, adding 5 Burn Damage to their attacks. Uses "Claw" once per turn, and "Belch Fire" each 2 turns when empowered in addition to "Claw"
Actions
Claw: Doomsday Clay Doll lunges with its Claws, dealing 8 RED Damage and inflicting 2 Bleed Potency
Belch Fire: Only Used When Empowered, Burning Clay Doll releases a wave of flames from its mouth, Dealing 8 RED and 8 Burn damage, and inflicting 2 Burn Potency.

Doomsday Clay Doll

Burning Clay Doll


Behavior
Liked Virtue: Fortitude, Temperance
Disliked Virtues: Justice
Qliphoth Counter: 2
Good Interaction Threshold : >= 10
Normal Interaction Threshold : < 10 and > 6
Bad Interaction Threshold : =< 6
Description
An Abnormality with the appearance of large a golden apple with thick, branchy stalks acting as its arms and legs. Its body radiates with a reflective golden sheen that seems to grant it regenerative capabilities.
Upon transforming into False Apple, its body breaks open, revealing a grotesque monstrous head and long, lanky limbs formed of writhing maggots. Its apple-like shell no longer radiates a gold aura but is instead a rotten and dull red.
"Gah… When I blew that golden apple up, it split open. Then some branches popped out of the crack, and… That thing, that bastard… It took (REDACTED)…"

False Apple
Golden Apple
O-02-77
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Legerdemain"
Good Result with Fortitude: Grants the E.G.O. Weapon "Legerdemain"
Good Result: The Qliphoth Counter Lowers by 1.
Bad Result: The Qliphoth Counter Lowers by 1, You suffer 20 RED Damage
E.G.O. Gift
Tier I
Legerdemain : +4 Prudence, +4 Fortitude (Replaces one of your eyes)
E.G.O. Gift 2
Tier III
Contained Maggots : All your Attacks inflict 2 Maggots, if your attack Inflicts Bleed Potency, Count, or Unique Bleed, Inflict 3 Maggots Instead (Waist)
Maggots
(Has no Potency)
Inflicts Rupture Damage equal to Count and adds 1 Bleed Count at turn start.
Decreases by 1 At the End of the turn.
Legerdemain

Rank: HE
Damage: 32 BLACK damage
Attack Speed: 0
Range: Melee
On Hit: Inflict 6 Tremor Potency and 2 Count
Special Move: You Slam the Apple into your target, dealing twice this weapon's damage and triggering Tremor Burst, Also breaking the apple for 3 turns. While the Apple is Broken, You Inflict Bleed Instead of Tremor, deal double Maggots, and cannot use this move.
Synchronization increases Tremor Potency by 1 each level, and adds 2 Maggots at level 3
False Apple
Huge Abnormality
- Hit Points 683
- Speed 25 feet
RED WHITE BLACK PALE 1.5 1.0 1.2 1.5
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level HE
Frail Core : False Apple Staggers for 1 turn when its HP reach 50%. False Apple Uses "Absorb Nutrient" twice per turn, and also uses "Deteriorating Flesh" every 2 turns.
Actions
Absorb Nutrients: False Apple Sends a Wave of Maggots towards its target, inflicting 15 BLACK damage, 6 Bleed Potency, and healing itself by 10 HP.
Deteriorating Flesh: False Apple Creates a Huge hand of Maggots and slams it in front of itself, inflicting 20 BLACK damage, 6 Bleed Potency, 2 Bleed Count, and 6 Fragile in a 15 feet cone.
Golden Apple
Large Abnormality
- Hit Points 475
- Speed 30 feet
RED WHITE BLACK PALE 0.8 1.0 0.9 1.5
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level HE
Cracked Gold : Golden Apple Starts the fight with 10 Protection, and regains HP equal to Protection * 10 on its turn. Golden Apple only Loses 1 Protection each time it attacks. Golden Apple uses "Golden Fruit" Once per turn.
False Apple : When Golden Apple Reaches 5 Protection, or 50% HP, turns immobile for up to 3 turns, if someone comes nearby Golden Apple in this time, The Abnormality will snatch that Creature and consume it, instantly killing it and transforming into False Apple, Golden Apple Transforms into False Apple if it didn't manage to snatch someone in time.
Actions
Golden Fruit: Golden Apple tackles its target with its body, dealing 10 RED Damage


Behavior
Disliked Virtues: Fortitude, Justice
Qliphoth Counter: 2
Good Interaction Threshold : >= 15
Normal Interaction Threshold : < 15 and > 6
Bad Interaction Threshold : =< 6
Description
An Abnormality with the appearance of a large fox with brown, shaggy fur and bright, yellow eyes. Four open umbrellas have been stabbed into the fox's back, while another closed umbrella is held in its mouth which it uses to attack opponents. The umbrellas appear to have originally been white in color, though they have become mostly green from the accumulation of muck and grime. The umbrellas are additionally old and tattered, rendering them useless for shielding the fox from rain.
The Abnormality is shown to occasionally howl while looking into the sky, putting listeners into a gloomy state as they feel sorrow for it.
The umbrellas stabbed into its back have come from people attempting to show the fox kindness. The fact that they are rusted and tattered further implies that their kindness was insincere, only serving to feed their egos.
Drifting Fox
T-02-78
Interactions
Good Result with Prudence: Grants the E.G.O. Suit "Sunshower"
Good or Normal Result with Fortitude: Grants the E.G.O. Weapon "Ragged Umbrella"
Interaction with Temperance: Roll a DC 15 Charisma Saving Throw, Gaining the E.G.O. Gift "Sunshower" on a Success, or lowering the Qliphoth Counter by 1 and suffering 20 WHITE damage on a failure
Bad Result: The Qliphoth Counter Lowers by 1, You suffer 20 WHITE Damage
When The Qliphoth Counter Reaches 0, Drifting Fox will become aggressive and summon 4 Old Umbrellas
E.G.O. Gift
Tier III
Sunshower : +6 Temperance (Grants you Fox ears and a Fox tail)
When Triggering Tremor Burst, or using an AOE attack, gain 4 Attack Power Up before the attack.
Ragged Umbrella

Rank: WAW
Damage: 20 BLACK Damage
Attack Speed: 1
Range: Melee
On Hit: Gain 2 Sinking Potency and 1 Count, Inflict 2 Rupture Potency and 1 Count, if the target has no Rupture, Inflict 3 Rupture Potency and 2 Count instead.
On Hit at Below 50% Sanity: Trigger Tremor Burst for free, once per enemy per turn.
Deal +4 Damage when below 75% Sanity, +6 When below 50% and +10 when below 25%
Synchronization increases Sinking and Rupture Potency by 1 each level, increases Sinking and Rupture Count at level 3.
Inflicts Sinking Potency equal to half Rupture Potency on hit and 1 Sinking Count at Synchronization level 3.
Special Attack: Can only be used when you have 6 or more Sinking Potency + Count on self, Consumes all Sinking on self and 25 Sanity;
Open your Umbrella, creating rainfall in a 250 feet area, every enemy in the Area suffers 20 WHITE damage, and all allies gain 8 Protection and recover 10 Sanity (included yourself). 6 Turns CD.
Sunshower

Rank: WAW
Resistances: RED: 1.0 WHITE: 0.5 BLACK: 0.6 PALE: 1.5
When Attacked, Gain Protection equal to Sinking Potency on self (max 6)
At the start of your Turn, use 1 Sinking Count on self to lose Sinking Potency * 5 Sanity
When Hit, Gain 2 Attack Power Up (Max 6 per turn)
On a Successful Saving Throw, Gain +2 Poise Potency and Count
When Staggered, Gain 4 Protection, 5 Poise Potency and 1 Poise Count, also inflict half the damage you take back to the attacker while staggered.
Synchronization Increases Poise Potency by 2 Each level, and count by 1 at level 3
At Synchronization level 4, Gain 2 Umbrellas Behind your back, Giving you 6 Protection each turn

Suit with the Umbrellas
Drifting Fox
Large Abnormality
- Hit Points 733
- Speed 30 feet
RED WHITE BLACK PALE 1.0 0.4 0.5 1.5
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level HE
Ragged Umbrella : Drifting Fox alternates between using "Raging Withdrawl" and "Sorrowful Recoil" Twice during its turn, and uses "Cries Seeking Something" Every 4 Turns in addition to its normal attacks.
Broken Umbrella : Every 3 Turns, Drifting Fox won't Attack, but will instead gain 0.5 to all its resistances and reduce by 50 the Sanity of all its enemies, also if there are less than 4 Old Umbrellas, Summons Old Umbrellas until there are 4.
Last Struggle : When below 1/4th HP, Drifting Fox always goes last and gains 2 Attack Power Down at the start of its turn, but uses "Cries Seeking Something" every turn in addition to its normal attacks, and spawned umbrellas have +35 MaxHP.
Actions
Raging Withdrawl: Drifting Fox Strikes its target with their Umbrella, inflicting 10 WHITE damage, 5 Sinking Potency and 2 Count.
Sorrowful Recoil: Drifting Fox Opens their Umbrella and Strikes its target, inflicting 10 BLACK damage, 5 Rupture Potency and 2 Count.
Cries Seeking Something: Drifting Fox lets out a Gloomy Cry, inflicting 15 WHITE damage, 5 Sinking Potency and 2 Count to all enemies, dealing +5 damage for each Old Umbrella alive. Spawns an Old Umbrella after the Attack.
Old Umbrella
Large Abnormality
- Hit Points 83
- Speed 0
RED WHITE BLACK PALE 1.5 1.0 1.5 1.5
- Condition Immunities None
- Senses passive Perception 0
- Languages None
- Risk Level HE
Old and Abandoned : When defeated, the Subject that defeated it gains 2 Haste, and Drifting Fox is inflicted with 5 Rupture Potency next turn and 2 Bind.
Actions
Scattering Sorrow: The Umbrella scatters sorrow in Drifting Fox's Enemies, inflicting all of them with 2 Sinking and 2 Rupture Count.


Behavior
Liked Virtue: Fortitude
Disliked Virtue: Justice
Qliphoth Counter: 2
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Description
An Abnormality with the appearance of a giant centipede with a blue metal plating covering its body acting as armor. It has six glowing red eyes, and two sets of mandibles, as well as a pair of long tendrils (possibly antennae) attached to the face that extend back towards its body. The Abnormality has innumerable sharp blade-like legs.
Multiple nails can be seen jutting out from its armor, with a pronounced pair of nails jutting out from its tail. Destroying the tail in battle reveals wiring inside, suggesting the Abnormality may be of a mechanical nature.
Shock Centipede is capable of producing high-voltage electricity. During battle it is able to use the electricity it produces to keep itself alive when taking lethal damage.
Shock Centipede
T-02-79
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Uncapped Defibrillator" and the E.G.O. Weapon "AEDD"
Good Result with Prudence: Grants the E.G.O. Suit "AEDD"
Interaction with Justice: The Qliphoth Counter lowers by 1.
Bad Result: You suffer 20 RED Damage, the Qliphoth Counter Lowers by 1.
Good Result with Justice or last hitting the Abnormality Grants the E.G.O. Gift "Standard-Duty Battery"
Dropping Water on Shock Centipede Lowers its Qliphoth Counter by 1.
When the Qliphoth Counter lowers to 0, Shock Centipede Becomes Aggressive.
E.G.O. Gift
Tier I
Uncapped Defibrilator : +4 Fortitude (Waist)
When consuming Charge Count or Unique Charge, Heal HP and Sanity equal to Charge consumed.
When at less than half HP, double the incoming healing from this E.G.O. Gift.
E.G.O. Gift
Tier III
Standard-duty Battery : All your Attacks Apply 3 Rupture Potency, if your attack made you Gain or Lose Charge Count or Unique Charge, it will inflict 5 Rupture Potency Instead (Coats your weapon in electricity)
AEDD

Rank: HE
Damage: 16 RED Damage
Attack Speed: 1
Range: Melee
On Hit: Gain 3 Charge Count, if at 10+ Charge Count, halve your Charge Count gain but Inflict Spark Discharge equal to Charge Count you gain.
Synchronization increases Charge Count by 1 each level, and unlocks a special move at level 3.
At Synchronization Level 3, further increase Charge Count Gained by 1 each 20% HP you have lost, and gain 2 Haste when below half HP and at 10+ Charge Count.
At Synchronization Level 4, Gain 1 Charge Potency each time you use the Special Move with at least 15 Charge.
Special Move: Channel all your Charge into your weapon and strike your opponent, unleashing a wave of Lightning upon them, Dealing (3 * Charge Count) * Charge Potency RED damage. This attack Consumes all your Charge Count on use, and inflicts 3 Paralysis and 10 Spark Discharge if you had at least 20 Charge Count on use. Requires a Minimum of 10 Charge Count to Use, 3 Turns CD.
AEDD

Rank: HE
Resistances: RED: 0.6 WHITE: 1.2 BLACK: 0.6 PALE: 2.0
When Hit Spend 1 Charge Count to Recover 2.5% of your MaxHP.
Synchronization Increases the Healing by 2.5% each level, and increases the Charge Count Spent by 1 at level 3.
Being Splashed with Water will make you suffer 1 True Damage and 4 Paralysis, ending your turn in Water also has the same effect.
Shock Centipede
Huge Abnormality
- Hit Points 820
- Speed 30 feet
RED WHITE BLACK PALE 0.8 1.5 0.5 2.0
- Condition Immunities None
- Senses passive Perception 12
- Languages Common
- Risk Level HE
Living Nerves : On its First turn, Shock Centipede only Uses "Coil Up", and then it uses "Bite" and "Tail Poke" every turn. On every 3 turns uses "High-voltage Electric Discharge", and every 4 turns uses "Coil Up" Again.
Undying Persistance : When Shock Centipede Reaches 0 HP, it won't die, but it will instead double its Charge Count and keep on fighting as long as it has any Charge Count. While in Undying Persistance, all of Shock Centipede's Charge Count Gain is Converted into a Loss.
Terminated Persistance : When Shock Centipede fails an Attack, it loses 1 Charge Count, doubled if in Undying Persisntace.
Actions
Bite: Shock Centipede Bites its target, Gaining 2 Charge Count, dealing 15 RED Damage, and Inflicting 3 Bleed Potency, 2 Count, and 2 Fragile
Tail Poke: Shock Centipede Impales its Target with its Tail, Gaining 2 Charge Count, Dealing 15 RED Damage, and Inflicting 3 Bleed Potency, 2 Count, and 2 Bind
Coil Up: Shock Centipede Coils Up, gaining TempHP equal to 1/3rd of its current HP. if this TempHP is Exhausted, Shock Centipede Staggers next turn. (Doesn't put stagger in CD)
High-voltage Electric Discharge: Shock Centipede Coils Around its Target, and then Releases all the Charge held within itself, dealing 30 RED Damage + 5 for each Charge Count over 10, also inflicts 2 Fragile, 3 Paralysis, and Marks its target until the end of the fight. This Move removes all of Shock Centipede's Charge Count, and deals +15 damage against Marked Targets. This Move deals Half of its damage to all of Shock Centipede's enemies in a 15 feet area.


Behavior
Liked Virtue: Justice
Disliked Virtues: Fortitude, Temperance
Qliphoth Counter: 2
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Description
A mechanical Abnormality capable of walking on its own.
Someone's persistent gaze can be felt from the keyhole inside the machine. It blinks, but never closes. The purpose of the eye or what it is observing is unknown.
After several experiments, it has been discovered that when one or more subjects stare at the Abnormality, the condition becomes far worse.
Alleyway Watchdog
O-05-80
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Telepole"
Good Result with Prudence: Grants the E.G.O. Suit "Telepole"
Good Result with Fortitude: Grants the E.G.O. Weapon "Telepole"
If Schadenfreude is looked at for 5 or more seconds while Interacting with it, The Qliphoth Counter Lowers by 1 and the interaction result is automatically bad.
Bad Result: You suffer 20 RED Damage
E.G.O. Gift

Gaze : +6 Prudence (Glove)

Aggressive Schadenfreude
Telepole

Rank: HE
Damage: 4 RED damage 6 times
Attack Speed: 1, increases the amount of times RED damage is inflicted and Bleed Potency by 1 instead of allowing more attacks
Range: Melee
On Hit: Inflict 6 Bleed Potency and 1 Count
Synchronization increases Bleed Potency by 1 each level, increases Bleed Count at level 3 and increases damage only by 1 each level.
Telepole

Rank: HE
Resistances: RED: 1.0 WHITE: 0.8 BLACK: 1.0 PALE: 1.5
While Wearing this E.G.O. Suit, your passive perception increases by 20, and your resistances increase while being looked at (RED 0.8, WHITE 0.5, BLACK 0.8).
Schadenfreude
Large Abnormality
- Hit Points 800
- Speed 30 feet
RED WHITE BLACK PALE 1.2 0.5 1.0 1.5
- Condition Immunities None
- Senses passive Perception 100, Blindsight 1 mile
- Languages Common
- Risk Level HE
"Gaze" : Schadenfreude will only act if it is being looked at, if it isn't being looked at, it will freeze on the spot, and it will double its resistances (0.6 RED, 0.2 WHITE, 0.5 BLACK, 0.7 PALE)
Joy from Misfortune : Schadenfreude uses "Malicious Gaze" twice per turn, and uses "Slaughter" each 3 turns
Actions
Malicious Gaze: Schadenfreude strikes its target with one of its mechanical legs, dealing 15 RED Damage
Slaughter: Schadenfreude sprouts two arms equipped with Sawblades from its sides, and slashes through anyone in a 20 feet area, inflicting 60 RED Damage, 15 Bleed Potency and 5 Count.


Behavior
Liked Virtue: Justice
Disliked Virtues: Fortitude, Temperance
Qliphoth Counter: 2
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Description
A mechanical Abnormality capable of walking on its own.
Someone's persistent gaze can be felt from the keyhole inside the machine. It blinks, but never closes. The purpose of the eye or what it is observing is unknown.
After several experiments, it has been discovered that when one or more subjects stare at the Abnormality, the condition becomes far worse.
Headless Ichthys
O-05-81
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Ruptured Fluid Sac"
Good Result with Prudence: Grants the E.G.O. Suit "Fluid Sac"
Good Result with Fortitude: Grants the E.G.O. Weapon "Fluid Sac"
If Schadenfreude is looked at for 5 or more seconds while Interacting with it, The Qliphoth Counter Lowers by 1 and the interaction result is automatically bad.
Bad Result: You suffer 20 RED Damage
E.G.O. Gift

Gaze : +6 Prudence (Glove)

Aggressive Schadenfreude
Gaze

Rank: HE
Damage: 4 RED damage 6 times
Attack Speed: 1, increases the amount of times RED damage is inflicted and Bleed Potency by 1 instead of allowing more attacks
Range: Melee
On Hit: Inflict 6 Bleed Potency and 1 Count
Synchronization increases Bleed Potency by 1 each level, increases Bleed Count at level 3 and increases damage only by 1 each level.
Gaze

Rank: HE
Resistances: RED: 1.0 WHITE: 0.8 BLACK: 1.0 PALE: 1.5
While Wearing this E.G.O. Suit, your passive perception increases by 20, and your resistances increase while being looked at (RED 0.8, WHITE 0.5, BLACK 0.8).
Schadenfreude
Large Abnormality
- Hit Points 800
- Speed 30 feet
RED WHITE BLACK PALE 1.2 0.5 1.0 1.5
- Condition Immunities None
- Senses passive Perception 100, Blindsight 1 mile
- Languages Common
- Risk Level HE
"Gaze" : Schadenfreude will only act if it is being looked at, if it isn't being looked at, it will freeze on the spot, and it will double its resistances (0.6 RED, 0.2 WHITE, 0.5 BLACK, 0.7 PALE)
Joy from Misfortune : Schadenfreude uses "Malicious Gaze" twice per turn, and uses "Slaughter" each 3 turns
Actions
Malicious Gaze: Schadenfreude strikes its target with one of its mechanical legs, dealing 15 RED Damage
Slaughter: Schadenfreude sprouts two arms equipped with Sawblades from its sides, and slashes through anyone in a 20 feet area, inflicting 60 RED Damage, 15 Bleed Potency and 5 Count.


Behavior
Liked Virtue: Justice
Disliked Virtues: Fortitude, Temperance
Qliphoth Counter: 2
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Description
A mechanical Abnormality capable of walking on its own.
Someone's persistent gaze can be felt from the keyhole inside the machine. It blinks, but never closes. The purpose of the eye or what it is observing is unknown.
After several experiments, it has been discovered that when one or more subjects stare at the Abnormality, the condition becomes far worse.
kqe-1j-23
O-05-82
Interactions
Good Result with Prudence: Grants the E.G.O. Suit "Pinpoint Circuit"
Good Result with Fortitude: Grants the E.G.O. Weapon "quellaltrogift"
If Schadenfreude is looked at for 5 or more seconds while Interacting with it, The Qliphoth Counter Lowers by 1 and the interaction result is automatically bad.
Bad Result: You suffer 20 RED Damage
E.G.O. Gift

Gaze : +6 Prudence (Glove)

Aggressive Schadenfreude
Gaze

Rank: HE
Damage: 4 RED damage 6 times
Attack Speed: 1, increases the amount of times RED damage is inflicted and Bleed Potency by 1 instead of allowing more attacks
Range: Melee
On Hit: Inflict 6 Bleed Potency and 1 Count
Synchronization increases Bleed Potency by 1 each level, increases Bleed Count at level 3 and increases damage only by 1 each level.
Gaze

Rank: HE
Resistances: RED: 1.0 WHITE: 0.8 BLACK: 1.0 PALE: 1.5
While Wearing this E.G.O. Suit, your passive perception increases by 20, and your resistances increase while being looked at (RED 0.8, WHITE 0.5, BLACK 0.8).
Schadenfreude
Large Abnormality
- Hit Points 800
- Speed 30 feet
RED WHITE BLACK PALE 1.2 0.5 1.0 1.5
- Condition Immunities None
- Senses passive Perception 100, Blindsight 1 mile
- Languages Common
- Risk Level HE
"Gaze" : Schadenfreude will only act if it is being looked at, if it isn't being looked at, it will freeze on the spot, and it will double its resistances (0.6 RED, 0.2 WHITE, 0.5 BLACK, 0.7 PALE)
Joy from Misfortune : Schadenfreude uses "Malicious Gaze" twice per turn, and uses "Slaughter" each 3 turns
Actions
Malicious Gaze: Schadenfreude strikes its target with one of its mechanical legs, dealing 15 RED Damage
Slaughter: Schadenfreude sprouts two arms equipped with Sawblades from its sides, and slashes through anyone in a 20 feet area, inflicting 60 RED Damage, 15 Bleed Potency and 5 Count.


Behavior
Liked Virtue: Justice
Disliked Virtues: Fortitude, Temperance
Qliphoth Counter: 2
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Description
A mechanical Abnormality capable of walking on its own.
Someone's persistent gaze can be felt from the keyhole inside the machine. It blinks, but never closes. The purpose of the eye or what it is observing is unknown.
After several experiments, it has been discovered that when one or more subjects stare at the Abnormality, the condition becomes far worse.
Steam Transport Machine
O-05-83
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Gaze"
Good Result with Prudence: Grants the E.G.O. Suit "Gaze"
Good Result with Fortitude: Grants the E.G.O. Weapon "Gaze"
If Schadenfreude is looked at for 5 or more seconds while Interacting with it, The Qliphoth Counter Lowers by 1 and the interaction result is automatically bad.
Bad Result: You suffer 20 RED Damage
E.G.O. Gift

Gaze : +6 Prudence (Glove)

Aggressive Schadenfreude
Gaze

Rank: HE
Damage: 4 RED damage 6 times
Attack Speed: 1, increases the amount of times RED damage is inflicted and Bleed Potency by 1 instead of allowing more attacks
Range: Melee
On Hit: Inflict 6 Bleed Potency and 1 Count
Synchronization increases Bleed Potency by 1 each level, increases Bleed Count at level 3 and increases damage only by 1 each level.
Gaze

Rank: HE
Resistances: RED: 1.0 WHITE: 0.8 BLACK: 1.0 PALE: 1.5
While Wearing this E.G.O. Suit, your passive perception increases by 20, and your resistances increase while being looked at (RED 0.8, WHITE 0.5, BLACK 0.8).
Schadenfreude
Large Abnormality
- Hit Points 800
- Speed 30 feet
RED WHITE BLACK PALE 1.2 0.5 1.0 1.5
- Condition Immunities None
- Senses passive Perception 100, Blindsight 1 mile
- Languages Common
- Risk Level HE
"Gaze" : Schadenfreude will only act if it is being looked at, if it isn't being looked at, it will freeze on the spot, and it will double its resistances (0.6 RED, 0.2 WHITE, 0.5 BLACK, 0.7 PALE)
Joy from Misfortune : Schadenfreude uses "Malicious Gaze" twice per turn, and uses "Slaughter" each 3 turns
Actions
Malicious Gaze: Schadenfreude strikes its target with one of its mechanical legs, dealing 15 RED Damage
Slaughter: Schadenfreude sprouts two arms equipped with Sawblades from its sides, and slashes through anyone in a 20 feet area, inflicting 60 RED Damage, 15 Bleed Potency and 5 Count.


Behavior
Liked Virtue: Justice
Disliked Virtues: Fortitude, Temperance
Qliphoth Counter: 2
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Description
A mechanical Abnormality capable of walking on its own.
Someone's persistent gaze can be felt from the keyhole inside the machine. It blinks, but never closes. The purpose of the eye or what it is observing is unknown.
After several experiments, it has been discovered that when one or more subjects stare at the Abnormality, the condition becomes far worse.
Wayward Passenger
O-05-84
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Gaze"
Good Result with Prudence: Grants the E.G.O. Suit "Gaze"
Good Result with Fortitude: Grants the E.G.O. Weapon "Gaze"
If Schadenfreude is looked at for 5 or more seconds while Interacting with it, The Qliphoth Counter Lowers by 1 and the interaction result is automatically bad.
Bad Result: You suffer 20 RED Damage
E.G.O. Gift

Gaze : +6 Prudence (Glove)

Aggressive Schadenfreude
Gaze

Rank: HE
Damage: 4 RED damage 6 times
Attack Speed: 1, increases the amount of times RED damage is inflicted and Bleed Potency by 1 instead of allowing more attacks
Range: Melee
On Hit: Inflict 6 Bleed Potency and 1 Count
Synchronization increases Bleed Potency by 1 each level, increases Bleed Count at level 3 and increases damage only by 1 each level.
Gaze

Rank: HE
Resistances: RED: 1.0 WHITE: 0.8 BLACK: 1.0 PALE: 1.5
While Wearing this E.G.O. Suit, your passive perception increases by 20, and your resistances increase while being looked at (RED 0.8, WHITE 0.5, BLACK 0.8).
Schadenfreude
Large Abnormality
- Hit Points 800
- Speed 30 feet
RED WHITE BLACK PALE 1.2 0.5 1.0 1.5
- Condition Immunities None
- Senses passive Perception 100, Blindsight 1 mile
- Languages Common
- Risk Level HE
"Gaze" : Schadenfreude will only act if it is being looked at, if it isn't being looked at, it will freeze on the spot, and it will double its resistances (0.6 RED, 0.2 WHITE, 0.5 BLACK, 0.7 PALE)
Joy from Misfortune : Schadenfreude uses "Malicious Gaze" twice per turn, and uses "Slaughter" each 3 turns
Actions
Malicious Gaze: Schadenfreude strikes its target with one of its mechanical legs, dealing 15 RED Damage
Slaughter: Schadenfreude sprouts two arms equipped with Sawblades from its sides, and slashes through anyone in a 20 feet area, inflicting 60 RED Damage, 15 Bleed Potency and 5 Count.


Behavior
Liked Virtue: Justice
Disliked Virtues: Fortitude, Temperance
Qliphoth Counter: 2
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Description
A mechanical Abnormality capable of walking on its own.
Someone's persistent gaze can be felt from the keyhole inside the machine. It blinks, but never closes. The purpose of the eye or what it is observing is unknown.
After several experiments, it has been discovered that when one or more subjects stare at the Abnormality, the condition becomes far worse.
Dreaming Electric Sheep
O-05-85
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Gaze"
Good Result with Prudence: Grants the E.G.O. Suit "Gaze"
Good Result with Fortitude: Grants the E.G.O. Weapon "Gaze"
If Schadenfreude is looked at for 5 or more seconds while Interacting with it, The Qliphoth Counter Lowers by 1 and the interaction result is automatically bad.
Bad Result: You suffer 20 RED Damage
E.G.O. Gift

Gaze : +6 Prudence (Glove)

Aggressive Schadenfreude
Gaze

Rank: HE
Damage: 4 RED damage 6 times
Attack Speed: 1, increases the amount of times RED damage is inflicted and Bleed Potency by 1 instead of allowing more attacks
Range: Melee
On Hit: Inflict 6 Bleed Potency and 1 Count
Synchronization increases Bleed Potency by 1 each level, increases Bleed Count at level 3 and increases damage only by 1 each level.
Gaze

Rank: HE
Resistances: RED: 1.0 WHITE: 0.8 BLACK: 1.0 PALE: 1.5
While Wearing this E.G.O. Suit, your passive perception increases by 20, and your resistances increase while being looked at (RED 0.8, WHITE 0.5, BLACK 0.8).
Schadenfreude
Large Abnormality
- Hit Points 800
- Speed 30 feet
RED WHITE BLACK PALE 1.2 0.5 1.0 1.5
- Condition Immunities None
- Senses passive Perception 100, Blindsight 1 mile
- Languages Common
- Risk Level HE
"Gaze" : Schadenfreude will only act if it is being looked at, if it isn't being looked at, it will freeze on the spot, and it will double its resistances (0.6 RED, 0.2 WHITE, 0.5 BLACK, 0.7 PALE)
Joy from Misfortune : Schadenfreude uses "Malicious Gaze" twice per turn, and uses "Slaughter" each 3 turns
Actions
Malicious Gaze: Schadenfreude strikes its target with one of its mechanical legs, dealing 15 RED Damage
Slaughter: Schadenfreude sprouts two arms equipped with Sawblades from its sides, and slashes through anyone in a 20 feet area, inflicting 60 RED Damage, 15 Bleed Potency and 5 Count.


Behavior
Liked Virtue: Justice
Disliked Virtues: Fortitude, Temperance
Qliphoth Counter: 2
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Description
A mechanical Abnormality capable of walking on its own.
Someone's persistent gaze can be felt from the keyhole inside the machine. It blinks, but never closes. The purpose of the eye or what it is observing is unknown.
After several experiments, it has been discovered that when one or more subjects stare at the Abnormality, the condition becomes far worse.
Rose Hunter
O-05-86
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Gaze"
Good Result with Prudence: Grants the E.G.O. Suit "Gaze"
Good Result with Fortitude: Grants the E.G.O. Weapon "Gaze"
If Schadenfreude is looked at for 5 or more seconds while Interacting with it, The Qliphoth Counter Lowers by 1 and the interaction result is automatically bad.
Bad Result: You suffer 20 RED Damage
E.G.O. Gift

Gaze : +6 Prudence (Glove)

Aggressive Schadenfreude
Gaze

Rank: HE
Damage: 4 RED damage 6 times
Attack Speed: 1, increases the amount of times RED damage is inflicted and Bleed Potency by 1 instead of allowing more attacks
Range: Melee
On Hit: Inflict 6 Bleed Potency and 1 Count
Synchronization increases Bleed Potency by 1 each level, increases Bleed Count at level 3 and increases damage only by 1 each level.
Gaze

Rank: HE
Resistances: RED: 1.0 WHITE: 0.8 BLACK: 1.0 PALE: 1.5
While Wearing this E.G.O. Suit, your passive perception increases by 20, and your resistances increase while being looked at (RED 0.8, WHITE 0.5, BLACK 0.8).
Schadenfreude
Large Abnormality
- Hit Points 800
- Speed 30 feet
RED WHITE BLACK PALE 1.2 0.5 1.0 1.5
- Condition Immunities None
- Senses passive Perception 100, Blindsight 1 mile
- Languages Common
- Risk Level HE
"Gaze" : Schadenfreude will only act if it is being looked at, if it isn't being looked at, it will freeze on the spot, and it will double its resistances (0.6 RED, 0.2 WHITE, 0.5 BLACK, 0.7 PALE)
Joy from Misfortune : Schadenfreude uses "Malicious Gaze" twice per turn, and uses "Slaughter" each 3 turns
Actions
Malicious Gaze: Schadenfreude strikes its target with one of its mechanical legs, dealing 15 RED Damage
Slaughter: Schadenfreude sprouts two arms equipped with Sawblades from its sides, and slashes through anyone in a 20 feet area, inflicting 60 RED Damage, 15 Bleed Potency and 5 Count.


Behavior
Liked Virtue: Justice
Disliked Virtues: Fortitude, Temperance
Qliphoth Counter: 2
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Description
A mechanical Abnormality capable of walking on its own.
Someone's persistent gaze can be felt from the keyhole inside the machine. It blinks, but never closes. The purpose of the eye or what it is observing is unknown.
After several experiments, it has been discovered that when one or more subjects stare at the Abnormality, the condition becomes far worse.
Sleeping Bag of Olden Days
O-05-87
Interactions
Good Result with Liked Virtue: Grants the E.G.O. Gift "Gaze"
Good Result with Prudence: Grants the E.G.O. Suit "Gaze"
Good Result with Fortitude: Grants the E.G.O. Weapon "Gaze"
If Schadenfreude is looked at for 5 or more seconds while Interacting with it, The Qliphoth Counter Lowers by 1 and the interaction result is automatically bad.
Bad Result: You suffer 20 RED Damage
E.G.O. Gift

Gaze : +6 Prudence (Glove)

Aggressive Schadenfreude
Gaze

Rank: HE
Damage: 4 RED damage 6 times
Attack Speed: 1, increases the amount of times RED damage is inflicted and Bleed Potency by 1 instead of allowing more attacks
Range: Melee
On Hit: Inflict 6 Bleed Potency and 1 Count
Synchronization increases Bleed Potency by 1 each level, increases Bleed Count at level 3 and increases damage only by 1 each level.
Gaze

Rank: HE
Resistances: RED: 1.0 WHITE: 0.8 BLACK: 1.0 PALE: 1.5
While Wearing this E.G.O. Suit, your passive perception increases by 20, and your resistances increase while being looked at (RED 0.8, WHITE 0.5, BLACK 0.8).
Schadenfreude
Large Abnormality
- Hit Points 800
- Speed 30 feet
RED WHITE BLACK PALE 1.2 0.5 1.0 1.5
- Condition Immunities None
- Senses passive Perception 100, Blindsight 1 mile
- Languages Common
- Risk Level HE
"Gaze" : Schadenfreude will only act if it is being looked at, if it isn't being looked at, it will freeze on the spot, and it will double its resistances (0.6 RED, 0.2 WHITE, 0.5 BLACK, 0.7 PALE)
Joy from Misfortune : Schadenfreude uses "Malicious Gaze" twice per turn, and uses "Slaughter" each 3 turns
Actions
Malicious Gaze: Schadenfreude strikes its target with one of its mechanical legs, dealing 15 RED Damage
Slaughter: Schadenfreude sprouts two arms equipped with Sawblades from its sides, and slashes through anyone in a 20 feet area, inflicting 60 RED Damage, 15 Bleed Potency and 5 Count.


Behavior
Disliked Virtues: Prudence, Justice
Qliphoth Counter: 5
Good Interaction Threshold : >= 15
Normal Interaction Threshold : < 15 and > 8
Bad Interaction Threshold : =< 8
E.G.O. Gift
Tier I
Lamp : +3 Fortitude, +3 Temperance,
Increases your Passive Perception by 5 (Hat)
Big Bird
O-02-88
Interactions
Good Result: Increases the Qliphoth Counter by 1, Grants the E.G.O. Gift "Lamp"
Normal or Good Result with Prudence: Grants the E.G.O. Suit "Lamp"
Good Result with Fortitude: Grants the E.G.O. Weapon "Lamp"
If any creature in a 1 Mile area from Big Bird dies, Big Bird's Qliphoth Counter lowers by 1
Bad Result: The Qliphoth Counter lowers by 1, You suffer 25 BLACK Damage
Description
A large, many-eyed bird that patrols the dark forest with an everlasting lamp. Unlike regular birds, it lacks wings and has long arms instead with which it can pick things up.
There is a tale of a beast that lies in the deepest, darkest part of the forest who dazzles creatures away never to be seen again. To protect all creatures from the beast, the big bird burned all of its feathers to make a wick, and then made a lamp that would burn forever. With this eternally lit lamp, the big bird wandered the forest, warning the creatures to not stray too deep into the trees. Thanks to the big bird, fewer creatures fell victim to the beast in the forest. However, it was still concerned for the creatures still being killed by the beast. An idea struck the big bird’s mind: “If I kill the creatures first, then no one would be killed by the beast!”. Since then, only rumors of a beast that would bite your head off flew around the dark forest. It is said that the beast carefully examines and stares at its victims to see if they are the beast that lures helpless creatures away.
This Abnormality is completely ignorant of the common perception of death. Abnormalities can be placed into two different categories. The first category is those who understand perfectly well what the concept and meaning of death is, and will attack with the intent to kill. The second has those who are aware of the concept of death, but attack without malicious intent. This Abnormality fits into neither of these two categories. To this bird, death in itself is salvation. If it just ripped off the head of a poor little girl who got lost in the forest, to it, there was no mistake, malice, or murder. It thinks it’s just saved the girl from the beast.
Lamp

Rank: WAW
Damage: 40 BLACK Damage
Attack Speed: 0
Range: Melee
On Crit: Inflict BLACK damage vulnerability for 2 turns.
Synchronization unlocks a Special Move at Level 3.
Special Move: You raise the Lamp and Shake it, inflicting 15 BLACK damage and 1 Power Nullification to all your enemies. 5 turns CD.
Lamp

Rank: WAW
Resistances: RED: 0.8 WHITE: 0.7 BLACK: 0.4 PALE: 1.5
While Wearing this E.G.O. Suit, your passive perception increases by 20, You gain Blindsight equal to your Sight, all your Throws that rely on Sight have advantage, and you gain immunity to being Charmed, Frightned, and Enchanted.
Big Bird
Huge Abnormality
- Hit Points 1600
- Speed 15 feet
RED WHITE BLACK PALE 0.8 1.2 0.5 1.5
- Condition Immunities Charmed, Frightened
- Senses passive Perception 100, Blindsight 1 mile
- Languages Common
- Risk Level WAW
A Lamp that Burns Forever: On the first turn and then once every three turns, Big Bird will use "Dazzle", if not using "Dazzle", Big Bird uses "Patrol" Instead. When an Enchanted target is within 5 feet from Big Bird, Big Bird will use "Salvation" on them.
Actions
Dazzle: Big Bird shakes its Lantern, Every Creature in a 250 feet area has to roll a DC 15 Prudence Saving Throw, Becoming Enchanted on a failure
Salvation: Only used on Enchanted Targets, Instantly kills them by devouring their head.
Patrol : Big Bird increases its AC to 12, and uses a Dodge Action.
Enchanted
(Has no Potency)
Enchanted creatures cannot act, they will instead walk towards Big Bird at half their speed.
Enchanted creatures can be restrained and won't fight back, Enchanted lasts 1 turn.


Behavior
Disliked Virtue: Justice
Qliphoth Counter: 2
Good Interaction Threshold : >= 13
Normal Interaction Threshold : < 13 and > 6
Bad Interaction Threshold : =< 6
Judgment Bird
O-02-89
Interactions
Good Result: Grants the E.G.O. Gift "Justitita"
Good Result with Prudence: Grants the E.G.O. Suit "Justitia"
Good Result with Fortitude: Grants the E.G.O. Weapon "Justitia"
Normal Result: Flip a Coin, on Heads the Qliphoth Counter lowers by 1
Bad Result: roll a d20, if the result is less than 16, the Qliphoth Counter lowers by 1, You suffer 25 PALE damage
Interaction with either Temperance Level III or less, Prudence Level II or less, and Fortitude Level III or less will cause you to suffer 15 PALE damage regardless of result.
Description
A bird that used to judge the living in the dark forest, carrying around an unbalanced scale.
The scale always tilts the same direction, but it doesn't know this as its eyes are covered. Or perhaps it's turning a blind eye to this truth.
In fact, the bird was once an even-handed justiciar. Its scale would never neglect the weight of even the smallest sin. The long bird made a scale that was capable of weighing any sin to maintain the peace of the forest. Then somebody said, “But what if the scale doesn’t tip in either direction someday?” Worried, Long Bird made a scale that always tipped to one side. That way every judgement would yield a clear verdict.
At one point, the bird's eyes could see through anything. The eyes always shone brilliantly, burning like stars in the night sky. But it gave its eyes to the Big Bird in order to protect the forest. Now, only the void fills its eye sockets. The bandage is in tatters, like it could tear off at any second. The bird's face was once covered in gleaming feathers, but they fell out as it spent too much time without sunlight.
All that remains is the unjust scale. The long bird continues on, doling out judgement.
E.G.O. Gift
Tier III
Justitia : +6 Justice,
Replaces you normal Sight with Blindsight,
Increases the Associated E.G.O. Weapon's Attack Speed by 1,
+2 to Temperance and Justice interaction rolls (Blindfold)
Justitia

Rank: ALEPH
Damage: 5 PALE Damage
Attack Speed: 2
Range: Melee
Synchronization unlocks a Special Move at Level 3.
Special Move: You Charge up your weapon, before rapidly swiping forwards with it, forming a teal-coloured energy wave that travels forward in a 20 feet straight line and deals 50 PALE Damage to all entities hit.
Justitia

Rank: ALEPH
Resistances: RED: 0.5 WHITE: 0.5 BLACK: 0.5 PALE: 0.5
This E.G.O. Suit's Resistances cannot be changed, even while staggered.
Increases the Associated E.G.O. Weapon's Attack Speed by 1.
Judgment Bird
Large Abnormality
- Hit Points 800
- Speed 30 feet
RED WHITE BLACK PALE 0.8 0.8 0.8 2.0
- Condition Immunities None
- Senses passive Perception 20, 500 feet Blindsight
- Languages Common
- Risk Level WAW
Unjust Scale: Upon ending your turn in a 120 feet area from Judgment Bird, Gain 1 Sin. Sin can be transfered to allies by attacking them.
Judgment: When There is a creature with 5 or more Sin in a 120 feet area, Judgement Bird uses "Judgment" on it. When there are Three or more creatures with 3 or more Sin in a 120 feet area, Judgement Bird use "Ceaseless Judgment". When Neither of the above moves can be used, Judgment Bird uses "Stare" instead.
Actions
Judgment: Judgment Bird Sentences its target to Death, Inflicting 50 PALE damage to them and inflicting 20 PALE damage to everyone else.
Ceaseless Judgment: Judgment Bird holds its balance, and declares its sentence. Everyone included Judgment Bird in a 120 feet area suffers 20 PALE damage. Deals twice the damage to creatures with 3 or more Sin.
Stare : Judgment Bird increases its AC to 12, and uses a Dodge Action.
Sin
(Has no Potency)
Sin increases the afflicted's Damage and Attack rolls by +2.
Sin completely decays at the end of the fight.
Abnormality Events
Sometimes, while you are adventuring, Abnormalities might suddenly appear in your reality, prompting an Abnormality Event.
These Events allow you to Interact with Abnormalities that don't usually appear otherwise, These Interactions often present themselves in the form of a choice, which can lead to E.G.O. Gifts, Healing, and other Positive or Negative effects. After the Interaction, the Abnormality will disappear, as suddenly as they appeared.
Abnormality Events, unlike actual abnormalities, have no Risk level.
List of Abnormality Events
The 4th Front of the Smoke War
E.G.O. Gift Fusions
Secret Cookbook

Recipe: Melted Paraffin + Decamillennial Stewpot
Effects: Attacks That Inflict Burn Potency, Count, or Unique Burn gain +3 to Their Attack Roll, and inflict Your Attack Speed as Extra Burn Potency.
Appearance: You hold the book on your waist
Soothe the Dead

Recipe: Ashes to Ashes + Dust to Dust + Secret Cookbook
Effects: At The Start of the Fight, Inflict 3 Burn Count to all enemies, and 15 Burn Potency randomly between them.
Attacks that inflict Burn Potency, Count, Or Unique Burn inflict +1 Burn Potency and Count, have +4 To their Attack and Damage Rolls, and inflict Your Attack Speed as Extra Burn Potency on hit.
Appearance: Your Clothes / Armor is coated in ash
Purloined Flame

Recipe: Burning Intellect + Charred Disk + Decamillennial Hearthflame
Effects: On Hit, If the Target has 3+ Burn Count, Activate Burn on them and reduce their Burn Count by 1.
When an enemy With Burn is Defeated, inflict their remaining Burn to the Enemy with the lowest Burn, and you gain +3 Attack Power Up Next turn.
Inflict 4 Attack Power Down to enemies with Burn at the start of their turn.
Appearance: Your Weapon leaves a Fire Trail
Devotion

Recipe: Arrested Hymn + Millarca
Effects: Attacks that inflict Bleed Potency, Count, Or Unique Bleed have +3 to Their Attack Roll.
If You are the First to Act, all your Attacks That deal Bleed Potency, Count, or Unique Bleed deal 50% more damage.
Appearance: You hold the dagger on your waist
Bloody Mist

Recipe: Rusted Muzzle + Smokes and Wires + Devotion
Effects: You inflict x2 Bleed Potency and Count.
Attacks that inflict Bleed Potency, Count, Or Unique Bleed have +4 to Their Attack and Damage Roll.
If You are the First to Act, all your Attacks That deal Bleed Potency, Count, or Unique Bleed deal x2 Damage and have their Attack Roll Doubled, also if they kill your target, inflict all its remaining Bleed randomly between your enemies.
Appearance: Your Clothes / Armor is Drenched in Blood
Hemorrhagic Shock

Recipe: Grimy Iron Stake + Ruptured Blood Sac + Rusted Cutting Knife
Effects: On Hit: Inflict 3 Bleed Potency, 1 Count, and Activate Bleed.
Inflict 2 Fragile next turn when Bleed is Activated on a Creature.
Appearance: Your Weapon leaves a Blood Trail
Epicenter

Recipe: Gemstone Oscillator + Wobbling Keg
Effects:
Appearance: You Hold the Bell on your waist
Omnivibro-octovecti-bell

Recipe: Venomous Skin + Clockwork Spring + Epicenter
Effects:
Appearance: Your Weapon Constantly Vibrates
Coupled Oscillation

Recipe: Nixie Divergence + Interlocked Cogs + Bell of Truth
Effects:
Appearance: Your Clothes / Armor Constantly Vibrate
Eerie Effigy

Recipe: Bone Stake + Shard of Apocalypse
Effects:
Appearance: You hold the Effigy on your Waist
Ruin

Recipe: Broken Revolver + Thunderbranch + Eerie Effigy
Effects:
Appearance: Your Clothes / Armor Gains a Greenish Reflective Shade
Enrapturing Trance

Recipe: Talisman Bundle + Thorny Rope Cuffs + Standard-Duty Battery
Effects:
Appearance: Your Weapon leaves a Greenish Reflective Trail
Surging Globe

Recipe: Cantabile + Faded Overcoat
Effects:
Appearance: You Hold the Globe on your Waist
Impending Wave

Recipe: Thorny Path + Distant Stars + Surging Globe
Effects:
Appearance: Your Weapon leaves a Water Trail
Black Sheet Music

Recipe: Headless Portrait + Tangled Bones + Midwinter Nightmare
Effects:
Appearance: You have small black floating Musical Notes surrounding yourself
Reminiscence

Recipe: Pendant of Nostalgia + Recollection of a Certain Day
Effects:
Appearance: its a Necklace.
Lucky Pouch

Recipe: Ornamental Horseshoe + Four-leaf Clover + Reminiscence
Effects:
Appearance: Your weapon has a small Black Aura around itself.
Cask Spirits

Recipe: Devil's Share + Angel's Cut + Endorphin Kit
Effects:
Appearance: You have a small black aura around yourself.
Insulator

Recipe: UPS System + Miniature Telepole
Effects:
Appearance: Turns all your Lightning Purple
T-5 Perpetual Motion Machine

Recipe: Curriculum Vitae + Lightning Rod + Insulator
Effects:
Appearance: Your Weapon is Coated in Purple Lightning
T-1 Perpetual Motion Machine

Recipe: Wrist Guards + T-1B Octagonal Bolt + Material Interference Force Field
Effects:
Appearance: Your Clothes / Armor are coated in Purple Lightning
Hey!
Seems like this is it for now, i am still currently working on this homebrew and will most certainly update this until i have covered every abnormality in the list, but for now this is all this homebrew has to offer, hope you liked it.
Message to the Reddit Mods
If you didn't care about reading the Credits, I would love to explain that all the pictures used in this homebrew are screenshots from the Project Moon Games, all rights belong to them, all the pictures taken from the wikis are also screenshots, which i cannot possibly cite under each of them who took it since i couldn't know it, also since I own all 3 games Project Moon made, i could've simply taken a screenshot for myself, but by using the ones on the wikis I simply cut off a lot of useless work. adding under each and every single picture in the homebrew that it was a screenshot took from a Project Moon game would be a waste of both time, space and would make the homebrew look overall worse. so please don't take this post down.
Inflicts (Potency) Wrath Damage and loses 1 Count at the end of the turn.
Inflicts (Potency) Lust Damage and Loses 1 Count when attacking.
Inflicts (Potency) Gloom Damage and Loses 1 Count when Hit.
Has No Potency, always inflicted next turn
Inflicts (Potency) Gluttony Damage and Loses 1 Count when Hit.
Roll a d100 when you attack, if the number is equal or lower than the product of your Poise Potency * Count, The Attack is a Critical Hit. You lose 1 Poise Count at the End of your turn and each time you make a Critical Hit cause of this status effect.
Used by Moves, Max Count is 20, Does not decay until both Potency and Count are 0.
Can be Bursted through Special Moves, when that happens, roll a d100, if the number is equal or lower than Tremor Potency, you get Staggered until the start of your next turn. Tremor Count Decreases by 1 at the end of your turn.
Has No Potency
Deal Sinking Potency * Sinking Count Gloom Damage and remove all Sinking.
Has No Potency
Has No Potency, always inflicted next turn
Converts all Tremor Potency and Count into another type of Tremor, and all further applications of Tremor will become of that type as long as it doesn't expire.
Once triggered, every Amplitude Conversion Adds their Tremor's effect on top of current Tremor, lasts 1 turn, after which Tremor is returned to normal.
Has no Potency
When Bursting Tremor - Reverb, Deal Sloth Damage equal to Tremor Potency
For each 4 Tremor - Decay Potency on self you suffer 1 Fragile
For each 6 Tremor - Chain Potency on self reduce your Attack Rolls' score by 1
Increases the Defense Loss on Stagger by 0.5 (from 0.5 to 1.0)
When Bursting Tremor, flip a Coin, on heads Tremor Burst again for free, can happen twice per tremor burst (this won't Stagger twice or inflict more Defense loss, it will only trigger effects that require Tremor Bursts).
Has No Potency
Has No Potency
Has No Potency
Has No Potency
Unique Charge (Has no Potency)
Unique Burn (Has no Potency)
Unique Charge (Has no Potency)
Unique Tremor (Has no Potency)
Has no Potency
At the end of your turn, suffer Bind and Paralysis equal to Pink Ribbon
Has No Potency (Max 5)
Has No Potency (Max 5)
Has No Potency
Has No Potency
Has No Potency (Max 5)
Has No Potency
Has No Potency (Max 1)
(Has no Potency)
Unique Bleed (Has no Potency)
(Has no Potency)
Has No Potency
Unique Bind
Unique Sinking
Ammunition
Reload, regaining 10 of both but consuming 15 Sanity
Unique Burn (Has no Potency)
Ammunition (Has no Potency)
(Has no Potency)
(Has no Potency)
(Has no Potency)
(Has no Potency)