Sinner 1:
Edward Hyde
Imbalance
Background:
Sinner 01 is the originator of the 'Identity' system utilized by the Sinner Program and was the first individual to enter into a contract with Manager Minos.
Archival data suggests a link to the former L-Corp, though the Sinner's exact role remains unconfirmed. His comprehensive knowledge of E.G.O. and the nature of The Light, combined with his survival post-collapse, indicates a non-essential, likely off-site research position.
Post-collapse, records indicate Sinner 01 was briefly contracted by M-Corp, contributing to the development of their 'Moonstone' technology. His tenure concluded with an abrupt and undocumented cessation of employment. Sinner 01's location was unknown for a period of two years until a Limbus Company recruitment team located him in the Backstreets of District 6. At the time of discovery, the Sinner was operating an unlicensed augmentation clinic under a pseudonym and exhibited significant physiological and psychological deviation from his last known profile.
Following a brief negotiation, the Sinner agreed to a contract under the authority of the Manager and was subsequently integrated into the Sinner Program as a foundational member.
Psyche Profile:
The Sinner's dominant persona is characterized by crude mannerisms, a pronounced lack of social inhibition, and a strong inclination towards hedonistic stimuli (e.g., narcotics, high-stakes gambling, interpersonal conflict, etc). His operational demeanor is marked by a severe emotional detachment, bordering on pathological apathy. This is theorized to be a dissociative defense mechanism developed for survival in the unstructured, high-threat environment of the Backstreets.
This overt persona stands in stark contrast to the Sinner's documented history and demonstrable intellectual capacity. Within both the fallen L-Corp and M-Corp, Sinner 01 was a model employee and citizen of his Nest, to the point of holding moderate fame within M-Corp despite his incredibly brief tenure. A significant psychological dichotomy is believed to be present. Analysts posit the existence of a suppressed, secondary personality, henceforth designated 'Jekyll'. This 'Jekyll' persona is hypothesized to be the original consciousness, possessing the high intellect, scientific acumen, and refined disposition noted in pre-incident records.
The 'Hyde' persona appears to hold 'Jekyll' in contempt, treating its existence as a weakness or an annoyance. However, 'Hyde' is critically reliant on 'Jekyll's' residual knowledge for complex tasks, such as the refinement of Elixir and the operation of his more sophisticated augments. This creates a parasitic co-dependence, which is the largest source of Sinner 01's aggression.
Abilities:
Sinner 01 appears to have an incomparable connection with the human psyche - and, as a result, The Light. Researchers in Limbus Company believe this to be a consequence of his deep integration with Elixir (the reason behind his talent with Identities), but this is a theory at best. Research into this interaction with the Golden Boughs is a high priority, second only to their acquisition.
Other than his connection to the Light, Sinner 01 displays an incredibly high degree of intellect, easily comparable to the best researchers in Limbus Company. His innovation of Elixir could potentially be designated as a Singularity on its own, depending on the viability of 'Identities'.
Sinner 01 lacks formal combat training. His performance is inconsistent, relying on brute force, environmental exploitation, and psychological warfare. He leverages his augments to engage in underhanded tactics, such as ambushes with chemical agents or manipulating enemy behavior with his E.G.O. The efficacy of his psychological tactics is often undermined by his abrasive personality, preventing nuanced manipulation in favor of inciting raw chaos.
Augments:
Tier I: Predator Palate
Highly refined sensors and grown tissue that has been surgically implanted in the olfactory bulb, tongue, and sinus cavities. Grants an animalistic sense of smell, superior to that of a bloodhound, as well as the ability to identify various chemicals and substances by tasting the air. Particularly useful in detecting chemical augments and drugs used by various corporations and corners of the backstreet, as well as in tracking enemies.
Tier I: Subcutaneous Pneumatic Dart System
A forearm-mounted mechanical augment for the delivery of chemical payloads via hollow, armor-piercing projectiles. While projectile velocity and mass are insufficient to reliably penetrate high-grade Fixer armor/augments or bypass solid physical barriers, it is highly effective for administering sedatives or toxins to unsuspecting or lower-grade targets. Compliant with Head regulations regarding firearm analogues.
Tier II: Physical Overhaul
A generic, system-wide Bio-enhancement of muscle and connective tissue. Pre-contract, this augmentation enabled the Sinner to withstand and exert force equivalent to that of a small, moderately-accelerated vehicle. Post-contract, the full efficacy is under re-evaluation due to the weakened ability of Sinners.
Tier III: Metabolic Bioreactor
A personalized, high-complexity augment integrated with the Sinner's cardiovascular system. Functions as a programmable bioreactor, capable of on-demand molecular synthesis of a wide range of chemical compounds.
Can transmute internal biomass (fats, proteins) into various agents, which can be released as aerosols from the skin, liquids from purpose-built ports, or solids of simple geometric shape through the mouth or Dart System ports.
Adheres to principles of equivalent exchange. Synthesis of complex or high-mass materials requires external matter for transmutation. Replication of proprietary, trademarked corporate technologies (e.g., K-Corp ampoules) has thus far failed. The cause (technical limitation vs. embedded legal/conceptual restrictions) is unknown.
Tools:
Tier II: Weighted Cane
A blunt-force instrument of anomalous durability, showing extreme resistance to kinetic and structural stress. Utilized by the Sinner as his primary melee weapon. Aesthetic degradation is significant, but structural integrity remains high.
Tier V: Elixir
A unique biological agent produced internally by Sinner 01, superficially resembling blood. Acts as a psycho-reactive agonist. When ingested or injected, it heightens emotional states, sharpens sensory input, and lowers the emotional threshold for E.G.O. manifestation or the use of Shin. Side effects include emotional volatility and increased risk of E.G.O. corrosion or Distortion.
Through a precise chemical process involving various salts and catalysts, base Elixir can be tuned to enforce a specific, pre-designed persona ('Identity') upon an injected subject. The development of new Identities is a laborious process requiring sufficient stimuli and exposure to 'Persona', most efficiently gathered from individuals encountered during field operations.
E.G.O.:
Prisonhouse of Disposition
A blunt instrument resembling a prison bar, fashioned into a cane. The weapon is etched with cracks, through which the 'Elixir' perpetually weeps and a multitude of terrified silhouettes can be observed.
Upon striking a target, the E.G.O. can forcibly invert a single, targeted aspect of the target's psyche (e.g., bravery to fear, amity to hostility). Repeated strikes can cause rapid, disorienting fluctuations, though only towards a single 'aspect' per E.G.O. manifestation. The effect is temporary and begins to revert upon the E.G.O.'s dismissal, with more profound alterations decaying at a faster rate.
Despite the E.G.O.'s high utility for supportive applications, Sinner 01 defaults to offensive usage, primarily for inciting infighting among enemy ranks. Coercion by the Manager is typically required to leverage its full strategic potential.
Build:
Sinner 1: Edward Hyde
Gift:
Relic
Origin:
Sinner (Wings of the World)
General Perks:
This is This
-10
Backstreet Ghost
-10
Wings Perks:
Genius of the World
-20
Sinner Perks:
Keter
-40
Hod
-30
Augment
Tier III
-40