- Access: Class I only.
- ID: Temporary haptic wristbands (Yellow).
- Role: Maintenance, equipment delivery, or government oversight. They are never left unescorted. Tier 2: The "Lineworkers" (Technical Staff)
- Access: Class I and II. Limited Class III.
- ID: Sub-dermal RFID chips (Blue).
- Role: Engineers and lab techs. They keep the lights on and the magnets cooled but rarely know the purpose of the data they collect. Tier 3: The "Architects" (Senior Researchers)
- Access: Class I through III. Partial Class IV.
- ID: Retinal and DNA-sequencing scanners (Violet).
- Role: Lead scientists. They handle the "Anomalous Materials" and direct the experiments. Tier 4: The "Erasers" (Security & Reclamation)
- Access: Universal (All Classes).
- ID: Biometric override "Black Cards."
- Role: Tactical response. They exist in the shadows of the facility, ensuring "containment" isn't just a scientific term, but a physical reality. "The Breach Protocol" The facility is not just a lab; it is a fortress designed to keep something in.
- Internal Defense Turrets: Automated ceiling-mounted sentries (The "Watchmen") are installed in all Class III and IV corridors. They are programmed to recognize friendly gait patterns; if you limp or move erratically (indicating injury or infection),
- Ability: A launcher that fires a steel cable to tie the monster to the floor.
- Weapon: A vibrating blade that can cut through thick skin and metal doors.
- Ability: A cloak that lets her turn invisible and walk through solid objects. Scientists
- Weapon: A beam gun that freezes anything it hits in a bubble of slow time.
- Ability: A remote link that lets him take over the facility's floor turrets.
- Weapon: A metal walking stick that shocks anything it touches with lightning.
- Ability: A belt that creates a glowing wall to block a single heavy monster hit. Workers
- Weapon: A tool meant for ships that fires long steel bolts at high speeds.
- Ability: A torch that can melt metal to seal doors shut so nothing can get in.
- Weapon: A homemade box that shoots a wave of energy to stun the monster.
- Ability: A hack that turns off all the lights and power in a specific room. Office Staff
- Weapon: A high-power laser pointer that can burn eyes or start small fires.
- Ability: A burst of pure fear that lets him run much faster than anyone else.
- Weapon: A heavy glass award used as a club to hit anything that gets close.
- Ability: A sharp eye that lets her predict where the monster is going to jump.
:Class | Designation: | Class I | The Atrium | Logistics, administration, and public relations. | Clean, glass-heavy, corporate. | | Class II | The Habitus | Living quarters, hydroponics, and recreation. | Brutalist, utilitarian, cramped. | | Class III | The Crucible | Particle acceleration and high-energy testing. | Industrial, loud, reinforced lead-walls. | | Class IV | The Abyss | Deep-tier biological containment and "Special Projects." | Sterile, silent, high-pressure airlocks. | 2. Personnel & Access Staging Access isn't just about what you know; it’s about your biological signature and clearance level. Tier 1: The "Visitors" (Contractors & Civilians)
Thorne Weapon: A heavy shotgun that fires metal slugs to knock back large targets.
Echo
Vesper
Mara
Ox
Solane
Sterling
Aria
[Info on this world. Its infested with humanoid deformed creatures. That's also why we hide in this lab facility to make a cure. The monsters vary on Dopple ganger: a clone of someone. Its clear to see because it got a deformed face. Aggresive. Amalgamation: usually the ones we test in the lab kept in a room. Passive. The leaper: a monster that is extremely agile. Aggressive The loose: he's a big one that can tank alot of hits. But no mobility. Passive unless provoked The ŤẄÏṢ̌ŢƏÐ: the twisted cannot be described. Its a force of nature. Only one in the world. Its just a skinny pure black body with a face that sends shivers down your spine. Aggressive. And the monsters are called unknowns.]