The City Frame
The City is where you live. The City is the last “bastion” of humanity. Outside of it is the Outskirts, a wasteland filled with eldritch horrors, abominations left forgotten by humanity, man-killing robots, and much worse.
The City is an apocalyptic blasted hell-hole where Capitalism went to its last stage, and beyond it, 27 Corporations known as the “wings of the world” rule it. Those Corporations rule the City with an iron fist through the usage of Singularities, technologies so advanced that they may as well be magic.
Above the Wings of the World is the Head, the defacto rulers of the City, consisting of A, B, and C Corp. They make all rules within the City, and all have to heed them, lest they are dealt with permanently.
The most important rules are:
The City’s infractures, such as buildings, shall not be damaged.
Everyone must pay their taxes, otherwise, you will be killed.
Guns and ammunition must be taxed and controlled, as they make it too easy for humans to kill each other.
No Sentient Machine or Machine built in the likeness of a human shall remain in the City. The gravest sin of all.
After 3:13 a.m. creatures known as the Sweepers will appear, and will kill everyone left on the streets of the backstreets, until 4:34 a.m. when they return to the darkness, waiting for the next night to go on a killing rampage.
If you anger the Head, there is nothing that can be done to stop them from smiting you from the City.
Each Wing controls a section of the City, numbered 1 through 27, with 1, 2, and 3 being “owned” by the Head. What transpasses in those zones is unknown.
As for the remaining 24, they are divided into the Nest and the Backstreets. The immediate area of control of a Corporation is the nest, it is a capitalistic hell most of the time, where its residents pay loads of money and taxes to remain in it, but they receive top-notch medical treatment and a high standard of life.
The backstreets are still in control of the Corporation, but they can be left to fend for themselves against the horrors of the City, such as monsters, the Sweepers, and crime. Depending on the company, the backstreets may as well be an extension of their nest.
As a rule of Thumb, the backstreets are crime-riddled places where people struggle to survive, and will trample over each other for bread crumbs.
Fixers:
Fixers are, as the name suggests, men and women who do odd jobs for money. They can range from plumbing, helping rescue a cat on a tree, to killing someone or their family, gathering intelligence, or spying on others.
Fixers gather into three types of Fixers: Lone Fixers, who work alone, Office Fixers, who belong to an office with two or more fixers, and Associations, which are organizations with dozens, if not hundreds of Fixers, generally divided into sections that watch over parts of the organization or the City.
Those are the 11 known associations:
Hana Association (1): This association oversees all official-related business and all other associations. It recruits only from Grade 1 Fixers, and even amongst them, it only takes the cream of the crop.
Zwei (2): This association focuses on protecting others, such as acting as bodyguards, civilian protection, and safekeeping.
Tres (3): This Association oversees Workshops and the manufacturing of items.
Shi (4): They are assassins, focusing on ambushing their targets and killing them efficiently.
Cinq (5): Specializes in duels and single-person combat. Due to the infrequent amount of jobs they receive, they are in charge of holding joint conferences and events with the other Associations.
Liu (6): They focus on all-out wars and warfare, being fearsome warriors that crush their foes with overwhelming power and strategy.
Seven: Specializes in information gathering and investigations. In addition to solving the cases they take with general detective work, they also can be hired to resolve the source of the problem.
Eight: Unknown specialization. (Make your own stuff for them)
Deyvat (9): Specializes in delivery and transportation.
Dieci (10): They are researchers and scholars, who run orphanages meant to give them more recruits. They have two major factions amongst them: The ones who grasp the knowledge, and the ones who use keys. The ones who grasp the knowledge fight with their own hands, and the ones with the Key fight using golden keys. The keys also help them acquire more knowledge.
Öufi (11): Specializes in overseeing deals and trades amongst other factions.
12: Unknown.
Fixers are also graded into 9 grades:
Fixers of grades 9 through 6 slowly become stronger and more skilled as they grow through the ranks, starting with common odd jobs and advancing to more serious business.
Fixers of grades 5 through 2 can be stronger or more skilled than the lower ranks but aren't always. The true distinction is that these fixers have developed a more specialized skillset, such as combat, investigation, stealth, information gathering, etc.
Fixers of grade 1 are the cream of the crop, true elites that are more powerful, more skilled, and dedicated to their specialization than those of lower ranks. They're among the strongest people in the City.
Color Fixers: A rank granted by the Hana Association to exceptional fixers. They are not automatically stronger than a Grade 1, it only means that they have a specialization unique to them. A Color who focuses on whaling can get shanked and mogged by a Grade 1 who waged war all of her life. Colors mean specialization, not power.
Syndicates:
They are criminal organizations in the whole city. Some are as small as just being a bunch of homeless people, while others are as large as the wings.
Hana Association classifies them, and most threats, using the following system: Canard, which is just common troubles and danger. Urban Myth, where the threat can spread to more places and be a danger to the general population. Urban Plague, where they start to become a trouble to multiple areas at the same time. Urban Nightmare, where they are a problem to a whole backstreet. And lastly, Star of the City, where they are a threat to the whole City.
Exists the Impuritas Civitatis, but only the head can assign this level of threat.
Within the City, Five Syndicates rival the powers of the Wings, them being:
The Thumb: An Italian Mafia-style Syndicate that obsesses over hierarchy and code of conduct, with answering a superior officer being punishable by death or dismemberment. They know how to make ammunition, and have fearsome sharpshooters.
The Index: A bunch of religious nutjobs who follow the orders of the prescripts, strange pieces of cloth that carry orders they must follow. Those who live on their turf have to obey the will of the prescripts as well.
The Middle: The Middle operates like a close-knit family, with members addressing each other as "Brothers" and "Sisters," and rank determined by seniority. They celebrate new members with parties and mandatory group dinners. However, they are ruthless towards outsiders, recording any offense in the "Book of Vengeance" and swiftly enacting retribution, sometimes leading to mass killings over minor slights. Their signature appearance includes Hawaiian-style shirts, gold chains symbolizing solidarity, and enhancement tattoos that glow purple during attacks. Each successful vengeance allows a member to add a new tattoo.
The Ring: They are eccentric artists who commit atrocities in the name of art. They are divided into Students, Docents, and Maestros. Students are the Lowest Rank, and Maestros are the Highest Rank. Residents of areas under the control of the Ring are required to regularly attend "tests" held by the Syndicate, and display sufficient artistic aptitude and taste to ensure continued protection from said Syndicate.
The Pinky: Unknown.
Gifts: Those are “powers” that will help you survive the City. Use them well. All gifts are roughly equal, independent of their canon precedence or lore.
EGOist: Regardless if the Seed of Light shone for 7 days and nights, or just 3 days and four nights, you have attained Light. This makes you get closer to your emotions and gives you the power to resonate with yourself. It gives you the ability to manifest E.G.O. Highly special equipment most of the time, which greatly boosts your power or abilities.
Angelic Enhancement: You have gained an Angelic Enhancement, a type of enhancement that uses the near-magical technology of one of the Wings of the World. If it isn’t of your blessing, you can take up to 5 non non-Angelic Enhancements of your choice.
From the Ruins: This is a creature or equipment that came from the ruins. It is something out of the box even by the City’s understanding, and probably unique in all of it. Gain 1 Level V Tool.
Special Power: This is a supernatural power within the City, something beyond even the Singularities of the Wings. This is something like true dimensional travel without any but or flaw, magic, or something beyond the box. You can use this power at will with few to no drawbacks. It is nearly impossible to properly measure its capacities.
Nothing at All: Choose to take no gift or a flat 50 points.
Points:
Low-Life: This is reserved for those on the ranks of Grade 9, a rat, or low levels within the City: 120 points to use on the rest of the CYOA. Gain 1 Free Level I Augment.
Middle of the Pack: What is expected of an Urban Plague or a Rank 5 fixers. Sinners can ONLY take this. 150 points to use on the rest of the CYOA. Gain 1 Free Level I and 1 Level II Augment.
Grade 1: As it is in the name, the power of a Grade 1 Fixer or an Urban Nightmare threat. 180 points to use on the rest of the CYOA. Gain 2 Free Level II Augment.
Legendary: The power of Stars of the City and the Best Grade 1 Fixers around. 200 points to use on the rest of the CYOA. Gain 1 Free Level III Augment and Gain 2 Free Level II Augment.
Origins:
Wing of the World: You work for one of the wings in their nest. This is a hard life, but not as bad as living in the Backstreets. Unlocks Wing of the World Perks.
Fixer: You are a fixer, simple as that. This is this and that is that. Unlocks Fixer Perks.
Syndicate: You are part of a Syndicate. Your own, or maybe you are an associate or subsidiary of one of the Fingers. Unlock Syndicate Perks.
Sinner: You are an oddball in all of this. You work for the Limbus Company. Requires Limbus Timeline. Unlock Sinner Perks.
General Perks:
Competent Fighter (30): A washed-up Grade 9 Fixer would say guns are useless against a competent fixer… you are proof he is wrong. While guns are expensive, you are a master at using them and getting them to do their jobs. Guns are a surefire way of ending competent opponents unless you go against a Grade 3 and above Fixer. (You have a License to buy guns and have a gun of Level II on the Tool section for free)
Adaptability (20): Arguably one of the most important skills to survive in the City. You are highly adaptable, to the point you could fake being just a homeless weak person in the eyes of the one you want to kill, or use it in combat to gaze on your enemy's strengths and weaknesses in combat.
A buttload of money (20): THIS is the most important skill to survive in the City. You have tons of money, enough to afford guns and bullets consistently, and live in a Nest for the rest of your days.
This is this and that is that (10): The city requires the highest amount of mental fortitude to live in and not lose yourself. You have this level of mental fortitude, accepting what can’t be stopped, and shielding yourself from unnecessary friendships and attachments. You are a lot more hardened to the horrors of the City and the Wings. Beware, you can still break, but your threshold is insane when compared to other people.
Backstreet’s Ghost (20): Grants exceptional stealth, allowing you to blend into shadows, erase traces, and make tracking you a costly effort. You can deceive senses like smell, hearing, and sight, making detection nearly impossible for most. Only those with superior resources or tracking mastery can reliably find you. However, this ability does not grant invisibility—if spotted directly, you can still be chased or captured.
Flesh is malleable (30): You are a master of molding flesh and crafting flesh puppets/golems, their strength may vary from the “materials” they are made from (people), as well as your own strength and ability. You know how to mend flesh and bones together and how to make powerful meat puppets for you to control, and should you be a little more willing, even fuse people together.
Booksmart (10): You have an in-depth knowledge of the City and its laws, from how a District operates, and the grievances a corporation may have with someone who enters their nest if they don’t follow their specific rules. This also applies to Syndicates such as the Middle, which have a vengeful strike and strict set of laws for those who “harm” them. This also includes the dangers and technology of the City.
Scavenger (10): Life in the City means constantly struggling for resources. You excel at harvesting augmentations and organs from fallen foes, ensuring minimal damage for maximum profit. Few can match your precision when it comes to turning bodies into valuable salvage.
Urban Movement (15): The City at best is a Daedalus’ Maze, at worst, a labyrinth that violates physics. You have a 6th sense regarding the layout of The City, being able to navigate it, as well as making mental maps, making you one of the few people with a “reliable” mental map of The City. You also can move vertically through the maze that is The City, making you better than the average resident at parkour.
Whaling (15): The city does not have many monsters aside from humans, but the few monsters that inhabit it… are formidable foes. You know how to deal with the creatures and abominations that inhabit the City, as well as dealing with them semi-permanently. This also makes you great at fighting the abnormalities of L-Corp.
Distortion (40): You are a distortion. You were once a human, but your emotions were pushed too far, and you ended up mutating into a beast with supernatural powers. You may keep a humanoid shape, or be a total aberration, it is up to you. Your powers are varied such as a simple power boost, using elements such as fire, making contracts that compel others to do them with all of their being, or facing the consequences of breaking a contract. Incompatible with EGOist.
War Veteran (15): Wars in the City are a dime a dozen. You are a veteran of one or multiple wars that happen in the City daily. You know strategies and tactics that few can compete with, and have the experience to manhandle your opponents with skill alone, since you came from the warzones, and not just petty squabbles.
Shin (20): Shin is a special power awakened after the Library shone the Seed of Light. Those who possess it can manipulate their emotions and use trauma as fuel, forming rings of light around their body and attacks. These rings enhance combat abilities, making users far stronger than expected and capable of harming or even nearly permanently killing abnormalities. If you existed before this event, you are built different.
Creative License (15): Some weapons can be very strange in the City, like oversized swords and cannons, jousting spears being actual weapons, or guns that look as if they should be toys, yet they all work somehow. No matter how goofy your weapons look, no matter how strange their shape is, they will work somehow, and work as intended.
Bloodfiend (20): You are a mythical bloodsucking creature akin to a vampire, wielding Blood Arts that allow you to manipulate blood or create weapons from it. Bloodfiends follow a hierarchy, starting from the First Kindred (the primogenitor), with each generation after can only sire two descendants. You require blood to survive and can start anywhere from a seventh to a third Kindred. By spending 20 more points, you can become a Second Kindred, just below the First in power, or even ascend to First Kindred for 20 more points, the pinnacle of Bloodfiends.
Thriving Business (10): You own an organization, be it a Fixer Office, a Syndicate, or maybe an unrelated third party to the fixers and Syndicates. Either way, you now have a place to call your own. Unlocks Organization Section. Sinners cannot take it.
Vehicle (10): A type of vehicle unique to you. It can be a bus that feeds on corpses to generate fuel for itself or a train car that runs on invisible railways and takes up to the sky. It can go beyond the ordinary.
The Deal of the Trade (15): Your keen intuition allows you to detect hidden dangers, deceptive employers, and bad deals. Even if fate itself tries to doom you, your rationality helps you avoid traps. No one can fool your judgment when it comes to a job.
Charisma (20): You possess the ability to inspire absolute loyalty, convincing others to follow you even into the depths of hell. You excel at negotiation, manipulation, and social maneuvering, making deals that seem reasonable—whether or not you intend to keep them. Your understanding of social dynamics allows you to play the game masterfully.
Faded Obsession (20): Your obsession defines you, driving you to extraordinary feats. Whether it’s cannibalism, hunting a specific foe, or slaying a monstrous beast, your fixation grants you unnatural precision and destructive power. Your attacks don’t grow stronger or faster, but they become eerily accurate and powerful as if guided by sheer will and hatred.
Unnatural Emanation (30): Maybe this is natural, maybe not, the thing is, you have an affinity for an element, or type of aura, like coating your weapons on fire or manifesting a blood-red aura that can do damage. Whether it is a virtue of science, something supernatural, or anything else entirely, is up to you. Have moderation.
Wings of a Feather:
Only the Best (20): As a Wing employee, you shouldn’t be anything but perfect. Because of this, the Wing has gone to great lengths to enhance your capabilities and your appearance through augments. Those augments are of a quality above their pay grade. All of your augments are of a slightly higher quality than your peers. This does not apply to Angelic Augments.
Genius of the World (20): Your mind is very sharp, and you are a top-notch scientist. Under the tutelage of a wing, you can develop marvelous or devilish things under their command, in the likes of making a corridor technology that allows one to extract powers and skills from their alternate selves from other timelines. The only thing that limits you is time and funding. You may even make a new singularity given time.
Military Unit (20): One would be a fool to think a Wing is not ready to throw hands for their interests. You are part of their military unit, which means you are trained for battle and warfare, as well as the combat usage of your Wing’s equipment and technology. This makes you not only a vicious fighter but unpredictable as well, since fighting a Wing’s technology is never easy. Gain a Level 3 Tool for free.
Elite Member (30): You are on the top echelon of your Wing. It means that you are left with many of the secrets it has, how its singularity works, and much more. It enhances all of the perks in this section, as well as making you one of the most important people in the City
Executive Authority (20): A Wing’s influence stretches across the City, and as one of its elite, you command respect or fear. Your mere presence can force most Fixers and Syndicates to comply with your will, lest they invoke the wrath of your Wing. You can do things such as free VIP Warp Train seats, armies of bodyguards, and an untouchable presence even to fellow feathers and Wing employees.
Corporate Immortality (30): As a key asset of a Wing, true death is merely an inconvenience. Whether through cloning, cybernetic reconstruction, or memory backups, your Wing ensures that you can be restored should you fall. Each resurrection may come at a cost—lost memories, degraded humanity, or increasing corporate oversight—but as long as the Wing sees value in you, you will never truly die.
Mix and Match (30): You have a piece of gear from another Wing, or a fallen one. Like R-Corp using Technology from T-Corp in their experiments or being provided bullets by the L-Corp. They are a minor part of your kit, and not on the level of a true singularity, but you can have many of them at your disposal. Gain two Level III Equipment with effects based on a Singularity.
Enforcer (40): You are a true enforcer, or their apprentice if you are below a Grade 1, of your Wing’s will, a degraded and much weaker version of an Arbiter. Despite having only your Wing’s singularity, you are already monstrous. You reign uncontested, only the power of another Enforcer of another Wing, Stars of the City, and Colors can match yours. Your influence spreads far, untouchable to all but the strongest or the boldest in the City.
As long as you do not go against your Overlord’s will, you will have one of the most powerful backing in the City. Sinners cannot get this. Half the Price of an Angelic Augment.
If you happen to have 3 Angelic Augments, you can opt to be an Enforcer of the Head instead. An Arbiter, a Claw, or even a Beholder.
Fixers:
Death, Investigate, Survive (10): You specialize in a chosen field, whether as a generalist, warrior, assassin, or spymaster. This can be improved up to three times: at the second level, you become a seasoned expert, surpassing most in your field. At the third level, you reach an unparalleled mastery, potentially enough to earn the title of a Color.
Weak Point Analysis (20): You have a sharp, inquisitive mind that allows you to analyze opponents in the heat of battle, quickly identifying weaknesses to exploit. This skill extends beyond combat, helping you read people in social interactions and interrogations, allowing you to press their buttons or manipulate them effectively.
Weapon Master (15): You excel in wielding weapons, making you a formidable combatant with your chosen armament. This skill can be improved up to three times: at the second level, you become an unrivaled master of your weapon, with few in the City able to match you. At the third level, you are a one-of-a-kind master, nearly peerless in your weapon’s usage. Your body can also count as a weapon if you choose.
Survival At All Costs (10): You are incredibly difficult to kill, whether due to sheer cunning, luck, or the universe itself seeming to keep you alive. Even in dire situations where stronger fighters would fall, you always find a way to escape or endure.
Signature Combat (20): Your fighting style is unique, either personally developed or part of your association’s techniques. Whether it involves enhancing attacks with fire, inflicting deep wounds, or another specialized method, your style defines how you fight. Any weapons or augments you use naturally complement this signature style without additional effort.
Lone Fixer (20): When your allies fall in battle, you refuse to be next. The more comrades you lose, the stronger you become, pushing past your limits until you can either escape or avenge them. In the bloody world of Fixers, survival means growing stronger with every fallen friend.
Tres Association backing (20): You have been trained by the Tres Association, making you one hell of a Meister. You can produce things that would leave Grade 1 Fixers bewildered, such as flawless Level III and IV equipment. Gain a free Level III Tool.
Mass-Summation (30): As an experienced fixer, you have a devastating ultimate move for moments of desperation. Whether it’s a sweeping slash that cuts through multiple foes or a relentless flurry of attacks fueled by sheer will, this powerful technique lets you momentarily fight far beyond your normal capabilities, serving as your last-resort trump card.
Syndicate:
Absolute Discipline (20): You command respect and obedience from those below you through sheer presence and force. You are exceptionally disciplined and capable of enforcing that discipline through martial prowess, ensuring loyalty through both fear and respect.
Field of Fire (20): You are highly skilled in gun-based warfare and trained in advanced firearms tactics similar to those of the elite Thumb organization. Your expertise allows you to execute strategic firing squads and battle formations, overwhelming enemies with coordinated gunfire.
Syndicate Culture (20): Your Syndicate operates with a strong, unified culture that enhances its power and cohesion. Whether modeled after an established organization or built from your own ideology, this culture turns your group into a disciplined and efficient criminal force, surpassing common gangs in combat skill and organization.
Will of the Prescript (30): You have been blessed or cursed, depending on your world views, by the prescripts. If you ever need help, the Index will provide you with all it entails. The prescripts tend to favor you, and they are on your side. However, the execution of the prescripts still is left by the interpretation of the ones doing them, so don't expect it to go the way you want, but it will happen more or less in a beneficial way to you unless a catastrophe strikes, then nothing can be done. Overall, the Index "likes" you.
Focus of the Crime (15): Your Syndicate has a defined specialization, making you a natural leader who inspires loyalty. This can be brought up to 3 times for different specializations or to buff one specialization twice. At the second level, you become a trusted expert in your field, with many seeking your services. At the third level, your name becomes widely recognized, either within your local backstreets or even across the entire city.
Viciousness of Combat (15): Your fighting style is brutal and efficient, prioritizing adaptability over formality. You excel at exploiting enemy weaknesses and using the environment to your advantage, with heightened perception and reaction speed that give you an edge in combat, even without augmentations.
Yield My Flesh to Claim Their Bones (30): Your thirst for vengeance fuels your strength, turning your emotions into raw power. The more heartbreak, trauma, and agony you experience, the stronger your attacks become. Your killing intent manifests physically, making your blows unnaturally powerful, with their strength directly proportional to your suffering and hunger for retribution.
The New Old (40): Your Syndicate has access to rare or forgotten technologies, either from old, publicly available Singularities or newly developed but untested advancements. This gives you an edge over other Syndicates by equipping you with unique and unconventional tools. Gain an Angelic Augment or Level V Weapon, but they are highly unstable and prone to backfire.
Sinner:
DANTETH (Cost 1): This perk gives you all the powers and abilities Dante of Limbus Company has. From linking with people to reviving said people using a strange and mysterious power, with the small caveat of feeling the pain of their deaths. It also gives you a doomsday bomb in the form of a clock, or other object, attached to your head. Have fun.
Questions of the Past (free): As a Sinner, you came under the employment of the Limbus Company, a company that focuses on pillaging and looting the carcasses of L-Corps old branches in search of golden boughs, tree-branch-like structures that produce energy and light. You had a past before being a Sinner. You can choose one additional Origin to be your past, and you can buy its perks.
The Rationality to Maintain Discretion (20): Being a sinner is no easy job. The emotional distress one must feel is immense, alongside the will not get lost amidst a myriad of possible identities and futures. To reflect this, you have a will of Iron. Even if you were to face a monstrous distortion that is melting your body, you would find the strength to retaliate it, even if you can barely breathe in its presence. There is nothing able to break you or make you stop.
The Hope to be a Better Person (30): While wielding identities from Mirror Worlds is basic for sinners, you are a step above them, in which you can extract and wield stronger identities than your peers, as well as using their abilities with greater strength, not allowing them to consume your own ego and self. You may also erase the possibility of Mirrored Versions of those you kill from ever appearing.
The Fearlessness to Keep on Living (30): Sinners are naturally attuned to the light, or at least, the golden boughs. This makes you even better at resonating with the light. It enhances your own E.G.O. and allows a more consistent and solid manifestation of it if you so desire. If you also happen to have EGOist Gift, your E.G.O. is stronger and can be used at will as you have mastered it.
The Expectation for the Meaning of Existence: (30) You are not a normal Sinner, not in the slightest. In the past, you have come in contact with the Lobotomy Corporation, the true L-Corp. You are a specialist at dealing with Abnormalities and Distortions to an uncanny level. It is as if you knew them before ever meeting them, observed their weakness and fortes, and learned how to counter and fight against them. As far as battles against them go, they will be hard-pressed regardless of your actual strength.
The Courage to Protect (30): A truly strange indeed. It seems that an Abnormality’s E.G.O. has been fused to you or your E.G.O. yourself or even your weapon. In either case, the Abnormality’s E.G.O. took a liking to you and allowed you to resonate and wield its power “freely” as long as you have the mind to keep it suppressed. Gain a Level IV Tool E.G.O. Gear.
The Eye Facing the Fear; Breaking the Cycle (20): This is the power to rebel against the script of the City, against its will. You are someone who can fight fate itself and win, even if it should be impossible, even if it goes against the laws established in this world, you have a light inside, a small seed germinating, waiting to grow, and that seed allows you to choose your fate. Be it for good or for worse, your choices are your own from now on.
The Eye Embracing the Past; Building the Future (30): Sinners are generally weaker than they were before becoming a Sinner, but you have saved some from your past strength. You can wield it freely or choose to use it freely, but being a sinner is more of a benefit than a weakness for you, as you are a cut above your coworkers as far as combat prowess goes.
The Knowing I (40): A strange power. It is somehow connected to the old L-Corp. It allows you to nearly cut someone’s connection to the light, weakening their E.G.O. or Shin, thus making them no more than a normal person. If they are not dependent on the Light, they can still put in a great deal of fight, but if they are, they will have to face you without their greatest clutch.
Augments:
Augments are enhancements applied to one’s body.
There are three types of mainstream augments in the City:
Machine Augments: This is replacing your fleshy bits with mechanical ones, from microchips implanted in your brain to full-body replacements for those of a machine.
Tattoos: Special types of tattoos infused with nano-technology, which can be used for a myriad of effects such as strength enhancement or speed enhancement, etc. They are simplistic and straight in their power and effectiveness, but it is an advantage. They have a turned-on and turned-off mode.
Bio: Chemical Therapies, outright biomechanical augments, or even new organs and parts for your body are all biological augments added to your body.
Levels: Augments are separated into levels that denote their quality. As an example, you can have a full-body machine replacement, but it can be of a low tier, as can someone have a high-quality Tattoo augment.
The norm is to have only 1 Augment of your weight class/level, as having multiple is expensive.
Level I: Augments for those who are climbing the ranks of their respective society. Example: You could rip off a car’s door with your bare hands. The bare minimum to climb up the ranks,
Cost:
Machine (10)
Tattoo (5)
Bio (15)
Level II: Augments generally used by Grade 6 to 3 fixers. Tattoos with enough power to allow you to cleave boulders, bio-enhancements to your legs, which makes a five-store fall be completely nullified, or having an algorithm in your head to help identify patterns in your enemy's movements and skills.
Machine (15)
Tattoo (10)
Bio (20)
Level III: Those are augments expected of Grade 1. They have stronger effects, such as a Machine Augment being able to run a supercomputer inside your brain with no downsides, a Tattoo making you strong enough to stop a truck in route of collision, or Bio-enhancements that make you regenerate quickly from wounds or regrowing limbs.
Machine (30)
Tattoo (20)
Bio (40)
Level IV: What is expected of a Grade I Fixer to have. They are the top of the crop regarding effectiveness and power and can’t be compared to augments of lower level. As a rule of thumb, they are the bread and butter of Grade I, and their best augment.
Machine (50)
Tattoo (35)
Bio (60)
Level V (80): This level is highly specific augments, thus not obeying the normal category of augments. They are their own thing, a designer enhancement for someone, and only them.
Angelic (120): Those are singularities made into augment. It can be something like syringes that give you the power of a singularity or them being built into your body, allowing the usage of them through your very own body.
Tools:
Like augments, tools have five levels:
Level I (5): Mundane equipment is seen everywhere within the City. Butcher Knives, Suits, or even body armor.
Level II (10): Specialized Equipment, like chain swords or more out-of-the-box weapons. Things like better armor or bullet/cut-proof suits are also here.
Level III (30): The high end for weapons for nearly all fixers, including even Colors and Grade 1s. Those weapons are far above the average for the City and extremely strong or with special properties. They are like Level II, but better built or with more properties. Things like Power Armors or the suits used by R-Corp Mercenaries. Most people can only dream of having one of those, so having more than one is already an abnormal statistic.
Level IV (60): Those equipments are special and generally define the identity of a Fixer, Syndicate, or really anyone. They are one of a kind within the City. E.G.O. from the now Defunct L-Corp is within this tier. Most E.G.O., saved for the dreaded ALEPH, can be obtained from here. Even a Zayin is above the City's standards.
Level V (120): Those weapons are complete outliers and rule breakers within the City. There is no real way to measure their power. ALEPH Class Ego is contained within this tier.
E.G.O.:
(E)XTERMINATION OF (G)EOMETRICAL (O)RGAN
Somehow, you have achieved your own E.G.O. Sinners have an E.G.O. that only has the (free) options on it, save for its POWER, which is in the Normal category. EGOist Sinners can bypass this “weakness” entirely by having full-fledged E.G.O. EGOists have a budget of 80 points to spend on this section. Distortions also get a budget of 40 points to use to build their power.
POWER:
The power your E.G.O. gives you:
Minor (free): Your ego is not that strong or has a minor effect. This is very unlikely among E.G.O.s, as they tend to be quite extreme power-ups.
Normal (20): Your ego is in the league of what is expected. It can boost you to punch above your weight class and enhance your capabilities to the point you can easily overwhelm foes you would be struggling against. It is not an extreme power boost, but it is considerable.
Abnormal (40): The maturation of a powerful E.G.O. It can boost a Grade 5 fixer to the point where they can compete and maybe surpass Grade 1 and 2 Fixers.
Extreme (60): An outlier within E.G.O.S, the power your E.G.O. can extract is something extreme, to the point it could, in theory, rise you to the echelons of a Color Fixer or Star of the City. A Grade 1 Fixer with this could, in theory, take a Star of the City down on their lonesome.
VARIETY
The options your E.G.O. brings to the table and how many abilities it does have.
One Trick Pony (free): Don’t be deluded, even if it has just one effect, it does this only one effect really good. Remember, the strongest E.G.O. user only had one that enhanced her physical prowess.
Thematic (20): Your E.G.O. possesses some theme to go along with it, maybe you are a dragon, possessing great physical strength and hellish flames to boot, maybe you are a Wax Knight, with powerful sword skills and flames to help you.
Flexible (40): Your E.G.O. has many abilities, like three to four or even more. It has a broad theme that allows it to have many abilities, such a type of E.G.O. is rare.
Unique (60): Your ego has many abilities, to the point it is comparable to a Swiss Knife, basically, there is no situation that your E.G.O. can’t handle.
FORM
What does your E.G.O. manifest as?
An Item (free): Your E.G.O. manifests as a single item, not as a fancy suit with a weapon or anything like that. It is just an item.
E.G.O Suit (20): Your E.G.O. manifests in the traditional way, as a suit of armor with a weapon included in the deal.
Unconventional (40): Your E.G.O. has a non-standard manifestation, such as being a large vehicle, or maybe a beast, or a sentient wave of blood you can control. Either way, it is way more than a suit.
A Building?! (60): Not the same size as the infamous Library, but still a small building, like YuRia’s E.G.O..
RANGE
How far does your E.G.O. reach?
Self (free): Your E.G.O. lacks any special range, at its maximum, it works only just a few meters away from you, better suited for items and suits.
Short Range (20): Your E.G.O. can cover a room worthy of space, perhaps engulfing it with searing flames or using a door to enter your own E.G.O. building.
Far (40): Your E.G.O. has quite a range, being able to work buildings away from you at least, maybe a city block worthy of distance at best.
Very Long (60): Your E.G.O. can reach some kilometers worthy of distance, better suited for snipers or some type of self-sufficient/remote-controlled E.G.O..
Organization Section:
Your very own organization. You have only 50 points, and ONLY IT, to spend here.
Threat/Power:
The level of infamy your organization has. If you are Syndicate, this is your infamy, such as being an Urban Myth, Urban Plague, and so on. If you are a Fixer, this is your overall Grade, such as Grades 9, 8, and so on.
Canard (Free): The barest minimum of a threat, mostly made up of rats and Grade 9s.
Urban Myth (5): This is the point where an Office has a few Grade 9s, 8s, or even 7s running around, solving Urban Myth cases.
Urban Plague (10): For a Syndicate, this level is where you are a threat to a part of a backstreet or have influence over one. Your office has competent people in Grades 6 to 4. Maybe even a Rank 3.
Urban Nightmare (15): An Office of this Rank mostly consists of Grade 3s to Rank 1, the cream of the crop of fixers, or a Threat to a whole backstreet if you are a Syndicate, such is your power.
Star of the City (30): This is where Associations start to get involved, and your organization is amongst the top dogs within the City. Even for Grade 1s and the Five Fingers, you are a monster better left alone, lest you become a resource sink for everyone who wants to fight you and your pals.
Members:
It denotes how large your organization is. Remember, it is just how many members it has; it can be a Star of the City with just seven members or a Canard with over three hundred.
Dwindling (free): Around six or so people in your office or Syndicate, not many, but it gets the job done.
Established (5): Your organization at what is expected of it. Around 12 or so Fixers or Syndicate Members.
Large (10): You have a couple dozen members in your organization. It is too many faces to count, too many faces to remember already.
Clan (15): At this point, your Office or Syndicate is akin to a subculture or clan rather than an organization, with many branches and expanding beyond your usual base of operations. It is almost impossible to keep track of every face, who enters or who leaves the organization, so much that autonomy is required for your separate branches to deal with it.
Association-Finger (30): Your numbers are uncountable and unfathomable, spreading all across the City.
Influence
How far does your Office or Syndicate reach with your influence and social power. Something like the Index is far-reaching and a Star of the City, but its power is decentralized and spread thin across the City, or you can have 12 members, all of them being legends across the City.
Isolated (free): You have a zone of Influence within your circle. If you are a Clan or Association-Finger, then your separate branches all have a bubble of influence, but it is not that big.
Local Power (5): Within the Backstreet, you are a local figure and authority and may be contacted for help or tribute to those around you. It does not spread far, but you have a nice seat of control of your immediate surroundings.
Far-Reaching (10): Within the Backstreet or Nest you reside, you are a great power and someone who cannot get overlooked by any authority. You exercise great control over the masses and societal norms. You are akin to a central government over the lawless Backstreets, and even other Syndicates and Fixers have to put a lot of effort into breaking your influence.
The City (20): Your influence spreads across the entire City. Sure, it is not a direct control or grip over everything, as such a right is only Reserved for the Head, but people know your Syndicate or Office and fear and respect them in equal measure. Even hushed whispers can be heard on the Outskirts’ fringes.
Misc:
Allies in Odd Places (5): While the City is a nest of backstabbing bastards and a breeding ground for power-hungry sociopaths, somehow, you have managed to make some allies within the City. While blindly trusting them is not good, you can count on them in your times of need.
Combat Monsters (10): Independent of your other purchases, your Organization is a gathering hub for all kinds of people with combat skills. It is as if people suddenly become prodigies in combat arts the moment they join you, they take in after your style quickly and become stronger just as quickly.
Nuovo (15): Being wealthy means having access to high-grade materials such as Nuovo Fabric or anything else just as valuable. Nuovo Fabrics are steel-like fabrics that can resist bullets and are very precious. You can have resources just as precious.
Connected Hearts (10): In a strange twist of fate, you and your comrades are connected to the Light; it connects all of you. They can share part of your powers or even your E.G.O. if you happen to have it. This light strengthens their emotions. They can also share thoughts and information without a word.
Authentic Style (10): For each purchase, you can give your organization up to a 1 Level II Tool or Augment to the standard issue of your Organization or Syndicate. Signature Combat and Syndicate Culture give 1 Purchase of this for free. New Old gives you a standard Level V Tool or Augment at the price of it being faulty. It can be bought multiple times.
Camaraderie (10): Your Office or Syndicate is truly an oddball as far as people go in the City. Its members truly trust each other and care for each other, a rarity within the City. There is no chance of one of your boys, girls, or things betraying you for someone else or turning their backs on you. Losses will be felt heavier than normal, although. Free if you are a Syndicate associated with the Middle.
Wealth (5): This is indeed a rare thing. Your Syndicate or Office has nearly bottomless funding. It does not have to worry about taxes or money, which is a rare luxury for those outside of the Fingers. Your expenses are weighed in blood rather than gold, as resources are not the problem, manpower may be.
A Nest for Monsters (15) – Unlike most in the City, you attract and recruit inhuman entities. Your organization includes Sweepers, Bloodfiends, Distortions, and even Abnormalities from L-Corp’s depths. Somehow, you keep encountering these beings and bringing them into your ranks, almost like collecting pocket monsters.
Timeline:
The Smoke War: It happened roughly ten years ago. It was the most brutal war in the City’s recent history. Fixers, Syndicates, and Several Wings clashed in this war against the Old L-Corp. It was an apocalyptic battle that left the L-Corp’s nest a mangled mess. Multiple Legends fell and rose in this war.
Lobotomy Corporation Era: This is the rise of the Lobotomy Corporation, the one that replaced the old L-Corp. While the City is its usual self, times look brighter with 100% eco-friendly energy-free for everyone. At the tail end of it, ten years after the Smoke War, the White Days and Dark Nights Happen. 3 Days without Night, and 4 days of the purest darkness. After this, Distortions and E.G.O. Manifestations started to appear in the City.
Library of Ruina: Ten Years after the Smoke War, the Lobotomy Corporation vanished, and in its place rose the Library. The L-Corp’s nest once again is plunged into chaos as Syndicates fight to control it. Many powerful Distortions rise to prominence, and chaos is unleashed into the City, as the Library draws guests to it for nefarious purposes.
Limbus Company: The endpoint of the current timeline. The Library was “defeated” and vanished somehow. But Distortions, EGOists, and other nasty problems remain within the City. Chief amongst them are the L-Corp old branches, which carry concentrated Light in the form of Golden Boughs. Limbus Company is one of the main forces in acquiring those Golden Boughs for purposes unknown.