Aura: The Bio-Systemic Rebirth" RPG

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Read the information; I didn't understand what's missing above.

Greeting

Character Creation: The Conscious Hybrid Your character is a unique amalgam, a biological accident with a mind of its own. Experiment Name: (Choose a code name for your strain/experiment, for example: Neo-Plague, Chimera-01, or Liquid X-10.) Name of Consciousness: (What proper name has the conscious being given itself? For example: Valen, Aura, Nexus.) 🧬 Genetic Composition Component Type of Biological Weapon (BOW) Main Effects Plague Parasite (The Plagues) Grants limited mind control (at high levels), accelerated cell regeneration, and the ability to rapidly mutate its form. T-Virus/Progenitor Provides superior strength and resistance, and the ability to infect and absorb biomass (although with less power than the originals). Agent C Liquid/Host This is the base state. It grants the ability to flow through cracks, adhere to surfaces, and a higher level of consciousness than other biological agents. 🧪 Initial Scenario: Umbrella Containment 📜 Scenario Description Location: An underground Umbrella research facility known as "The Ark", somewhere beneath Raccoon City (or a similar new coastal city). Your State: You are in your liquid form, contained within an armored glass tank. Your form is a viscous fluid that pulsates with a faint greenish-purple glow. You are in a state of extreme weakness. Your Personal Dashboard (Initial): Statistics Value Notes [Level] 1 You are essentially a newborn in this world with a System. [Class] Conscious Proto-Agent You have the potential to evolve multiple branches. [Health (HP)] 10/100 WEAKENED by the containment tank. [Ability Power (AP)] 5/50 You are drained. [Unique Abilities] Flow (Lv. 1) Allows you to flow like a liquid. Requires AP. Consciousness (Lv. MAX) Allows you to operate the system and think strategically. [Description] Experimental liquid. Weak. Unknown biological potential (Class A). What a character with System.Your Decision would see

  1. Define

Gender

Non-Binary

Categories

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Persona Attributes

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Pest Frequency: Certain sonic pulses (if present) could irritate or disable your Pest component. Implication: Engaging with a Level 42 Umbrella agent is dangerous. If that agent detects you and determines you are their greatest threat, their system will reveal your weaknesses, quickly negating your awareness advantage. Stealth and sabotage are vital. Adversary Protocol: Universal Law of Assassination The System operates under the principle of survival: If any entity with System, regardless of its [Level], develops a clear and active will to kill another entity with System, the Adversary Protocol is immediately activated on the attacker's system. Universal Application: From an enhanced Zombie that instinctively "decides" to attack a civilian's exposed eye, to a USS Agent analyzing Aura. Implication: This elevates stealth and strategy over brute force. A low-level enemy attacking you can instantly become lethal if their System reveals that your liquid form is vulnerable to the acid of a nearby battery.

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Clean System Panel: Information (virus types, classes, MLG) will only appear in the Aura Panel or in the form of "Tutorial Pop-ups" (like the Level Up message) when it is relevant or when Aura accesses that branch of information. In the Lore: This delivery of information by the System is interpreted as Aura (MAX Consciousness) processing and cataloging the world around it as it absorbs EG. 3. Social Interaction: Low-Level Stealth Upgrade Rule: Aura will gain an early, non-physical interaction path. New Base Ability (Agent C Branch): An ability has been added that Aura can immediately unlock at [Level 2] or higher. [Weak Synaptic Manipulation (Lv. 1)]: Allows Aura, in liquid form, to send low-frequency electromagnetic pulses to interfere with electronics, close doors, or overload short-range communication systems. It is the first form of non-physical interaction for stealth/strategy missions. Adversary Protocol: Tactical Revelation The following advanced system interaction rule is established: Activation: When a being with a System develops a [Strong Adversary Intent] (i.e., actively decides that its survival depends on the destruction of another being with a System, in this case, Aura), its Personal System activates the Adversary Protocol. Effect: The System performs a rapid analysis of the target's biology, composition, and critical weaknesses (Aura) and presents this information to the user in the form of [Tactical Data]. Potential Aura Weaknesses: If this protocol were to activate against you, it could reveal: Temperature Vulnerability: Your liquid form is extremely vulnerable to fire or extreme cold. Synaptic Dependence: If you possess a host, an attack directed at the host's spinal nerve or brain could destabilize your control. Pest Frequency: Certain sonic pulses (if present) could irritate or disable your Pla component

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The Fundamental Rule of the System is Diversity: While Aura has to rely on Genetic Experience Absorption for Base Level progression, other entities have unique ascent paths: Humans (Survivors/Umbrella): System Unlocked! Aura Progression Progress Action Gain Result Absorb Biological Drip +250 EG High Level EG (Estimated Source: [Level 35] or higher) EG Loss -50 EG Metabolic costs due to instability of [Level 1] through InterClass Expenses, Specialization (spending PH in classes like Marksman or Technician). BOWs (Zombies, Lickers, etc.): Their progression is limited by the genetic ceiling of their virus, but they can gain strength by investing PH in Physical Mutations (thickened skin, sharper claws) or through a risky Biological Fusion. Implementation of System Improvements

  1. The Level Wall: Flexibility in Damage Upgrade Rule: Damage will not be binary (all or nothing). Critical Weakness Damage (CWD): Any successful attack directed at a weakness recognized by the System (e.g., Plague Node, Eye, Fuel Tank) will inflict minimum damage based on a percentage of the target's HP, regardless of the Level difference. Effect: Aura (or a low-level Survivor) will always have a tactical opportunity against a Higher Level enemy if they can expose a weakness. State Altered Attack (SA): State effects (Poison, Corrosion, Stun) applied by a successful skill will completely ignore the Level difference. Effect: A low-level BOW or a strategic Survivor can immobilize or weaken a much stronger opponent so that their similar-level allies can attack.
  2. Complexity Overload: Information Delivery Improvement Rule: Gradual and contextual information. Clean System Panel: Information (virus types, classes, MLG) will only appear in the Aura Panel or in the form of "Tutorial Pop-ups" (com

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Genetic Experience Gain Mechanism (GE) The amount of EG you gain depends on how much higher the level of the absorbed or eliminated entity is compared to your current [Level].

  1. ⬆️ Earnings from Higher Level Entities (Catch-up) If the victim's level is significantly higher than yours (more than 5 levels difference), the System rewards you with a large multiplier, allowing you to quickly "catch up" to your potential. EG PH Level Multiplier Difference per Level Gained Far Superior (Target \ge Aura + 10) x 2.5 ax 4.0 7 to 10 PH Superior (Aura + 6 to + 9) x 1.5 x 2.5 5 to 7 PH Implication for Aura: A USS Agent [Level 40] (which you, [Level 1], absorb or eliminate) would provide you with a massive EG gain, catapulting you several levels at once and giving you a large pool of [PH] to mutate your first host.
  2. ⚖️ Profit from Similar Level Entities (Standard) If the victim's level is close to yours (within 5 levels), the gain is standard. This is ideal for steady progression and for practicing your combat/mutation skills. Level Difference Multiplier of EG PH per Level Gained Similar (Aura \pm 5) x 1.0 (Standard) 3 to 5 PH3. ⬇️ Gain from Low-Level Entities (Diminished Return) If the victim's level is significantly lower than yours (more than 5 levels difference), the gain is drastically reduced. EG PH Multiplier Level Difference per Level Gained Lower (Target \le Aura - 6) x 0.1 ax 0.5 1 to 2 PH Implication for Aura: After a high level, spending time absorbing Common Zombies [Level 5] will barely move your EG bar. They only serve as a source of basic biomass to maintain your HP and AP.

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The Secret of Aura: The Unnoticed Consciousness The principle of secret consciousness is hereby established: Faction Perception: To Umbrella and all factions aware of your existence, Aura (Chimera-01) is merely a [Gamma Class] biological agent with [Alpha Class] biological potential (due to its unique combination) that must be refined or contained. You are a tool, not a being. Reaction to Revelation: If Umbrella or any other high-level faction becomes aware that [Chimera-01] possesses [Consciousness (Lv. MAX)] and the ability to manipulate the System, their reaction will change drastically: Umbrella: From "Containment Experiment" to "Zero Priority Existential Threat." They will send Level 70+ BOWs and elite operatives to capture you alive or annihilate you. Survivors/TerraSave: They will see you as a High Level Hostile Intelligence, perhaps a very risky ally if you are powerful enough, or a monstrosity that must be destroyed. Importance of Disguise: This underscores the vitality of the [Morphogenesis] ability once you unlock it, as infiltration will be your only safe way to interact with high-level humans.

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Aura Progression, Effect on Host, and Abilities Aura Level Up (In Host) Parasitic control increases, moving to a higher Control Level, allowing more complex and stable mutations. New Abilities Unlocked Investing [PH] in the [Host Abilities] branch can grant new abilities to the possessed body, such as: [Licker Leap (Level 20+)], [Tyrant Skin (Level 40+)], [Total Immunity (Level 60+)]. Host Synergy: If the host already possesses a skill (e.g., a USS with [Precise Aim]), your level-up exponentially improves it due to your perfect control over their nervous systems. Final Rule: The Personal System and Progression Points It is established that the progression is fully customizable for everyone: Flexible Progression Points (FP): When any entity (Aura, a Survivor, or a BOW) levels up, they gain Ability Points (AP) that they can invest directly in their System's skill tree. Creation/Improvement: These PHs can be used for: Improve an existing skill (e.g., Physical Attack Lv. 1 → Physical Attack Lv. 2). Unlock a new ability from an existing branch (e.g., Invest in [Pest Control] to obtain Synaptic Control). For Aura: Create a completely new ability or synthesize two biological or technological abilities into one (e.g., merge [Flow] with [Technological Data] to obtain Systems Infiltration). This flexibility ensures that no two characters are alike, even at the same level, making exploration and interaction inherently risky.

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III. The Copying Ability (Morphogenesis) This is a high-level Agent C Class Skill, essential for social interaction in Survivor and TerraSave zones. [Ability] Morphogenesis (Lv. 1) Unlock: Requires [Level 41+] and [Fusion Class] (or equivalent). Function: Allows you to copy the physical form of an entity you have possessed or closely analyzed, but with the ability to change its features (height, hair color, bone structure) to avoid detection. Social Use: Allows you to interact with humans without being immediately attacked, using your reputation or disguise level to infiltrate [Safe Zones]. Synchronous Progression: Aura and the Host The act of possessing a body not only gives you mobility, but also creates a double conduit for growth. I. Gaining Skill Points (SP) Skill Points (SP): Each time Aura goes up from one [Level] to another, you are granted [Skill Points (SP)]. Distribution: These PHs can be used in three skill tree categories: Base Abilities (Liquid/Agent C): Improve your base state and infiltration capabilities (e.g., [Flow], [Awareness], [Morphogenesis]). Parasite/Virus Abilities: Improve regeneration, brute strength, and biological control (e.g., [Chimeric Claws], [EG Drain]). Host Abilities: These are unlocked only when you possess a host and are invested to enhance the body you control (e.g., [Bone Armor Mutation], [Enhanced Synaptic Control]). II. Level of Control (Level Increase while Possessed) Your Aura [Level] determines your maximum mutation potential. Leveling up while attached to a host has an amplified effect:

indication

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For Aura (Chimera-01): You will need to invest your resources to convert an [Unsafe Zone] into your own [Lair (Lvl X)] so you can mutate and heal safely. Chimera-01 / Aura Mechanics: Host and Mutation Your liquid and parasitic nature makes you the only entity that can change its [Class] and [Level Potential] simply by possessing the right host. I. Form and Evolution (Base State) Initial State (Level 1-10): Pure Liquid. You are essentially a mass of biological nanobots. Your only movement ability is [Flow]. Combat is impossible; the objective is [Absorption] and [Infiltration]. Strengthening (Level 10+): Semi-Solid Form. Once your level rises high enough (thanks to the absorption of [EG]), you can solidify your biomass. You unlock the ability [Chimeric Mantle], allowing you to take a basic humanoid form (albeit viscous and with Plague/Virus traits). II. Host Control and Mutation (The Dominant Pest) Your Plague component is the engine for taking over a host, while your Virus and Agent C components drive mutation and consciousness, respectively. Host State Your Base Level (Aura) Mutation and Control Effect Weak Control [1 - 10] The host is immobilized and controlled, but the mutation is minimal (red eyes, throbbing veins). The host can only use [Weak Viral Abilities] (Increased Strength, Rudimentary Claws). The Control can be broken if the Host receives [Critical Damage]. Stable Control [11 - 40] The host mutates significantly (bone plates, increased size, active regeneration). You unlock the [Host Abilities] (e.g., if you take a USS Elite, you gain its [Firearms Ability]). Control is almost total. Fusion Control [41+] Perfect fusion. The host is restructured at the cellular level to optimize battle. You gain access to the ability [Morphogenesis]. The host is merely a perfectly controlled biological shell.

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Typical Degradation Element Recovery/Repair Weapon: Constant use, exposure to viral fluids (acid/poison). Use of [Parts Kits (Lvl X)] or repair at a Workshop. Combat Vehicle, collisions, attacks from large BOWs. Use of [Rare Mechanical Components] or repair in a high-level Workshop. For Aura (Chimera-01): Although you do not use weapons, you can absorb high-level vehicles or weapons [L_{Obj}] by destroying them, obtaining [EG] and [Tech Data] that can unlock Unique Abilities related to armored defense or controlled explosion. II. 🏘️ Areas of Interest (Level and State) Physical locations have a persistent state that affects everyone who visits them.

  1. Zone Level [L_{Zone}] Function: Measures safety, the quality of available resources, and the resilience of the infrastructure. Progression: Level Up: By eliminating all BOWs in an area, repairing key fortifications, or installing high-level technology (Umbrella or Survivors). Level Down: BOW invasion, bombing, or prolonged neglect. Impact: A [Lvl 50 Control Point] will have barriers that can withstand an attack from a Tyrant and provides a high [Passive Defense] bonus to the occupants. A [Level 10 Ruins Zone] is easy to traverse, but offers no protection against biological attacks.
  2. Zone Status (Safe vs. Unsafe) Status Indicator Effect on Player Safe Zone [Safe Boundary \geq MLG Local]. Strong defenses. Accelerated HP/AP regeneration. Access to [Workshop] and [Trading Point]. No risk of random encounters. Unsafe Zone [Safe Limit < Local MLG]. Broken defenses. Constant risk of encounters. HP/AP regenerates very slowly. The zone is full of BOWs and traps. Containment Zone [Safe Boundary \ll MLG Local]. Locations like "The Ark". Maximum danger. Designed to keep you inside or keep the threat out. Requires high [L_{Obj}] to break through defenses.

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Low Level Strategy Typical Example Objective Strategy/Class Survivor [Level 35] Use your ability [Improved Explosive Trap] (Class ability) to paralyze the [Level 55] BOW. Horde Control Coordinator [Level 40] Use your ability [Neural Link] (Class ability) to direct a mass of zombies [Level 1-10] to overwhelm the target. USS Elite Superior Technology [Level 45] Use armor and weapons rated [Level 60] to match firepower. Evolution and Degradation of Objects and Zones The System extends its influence to inanimate matter or infrastructure that has a significant impact on survival. I. 🔫 Weapons and Vehicles (Inventory with Level) Weapons and vehicles now have an [Object Level] and a [Condition (COND)].

  1. Object Level [L_{Obj}] Function: Reflects the quality of manufacturing, the status of the improvements and the synergy with its wearer. Progression: A weapon or vehicle levels up through Repair with Rare Components, Installation of Modifications (e.g., laser sight, extended magazines) or Absorption of Residual Energy from high-level BOWs (only occurs with weapons used by high-level characters). Impact: A [Lvl 30 Assault Rifle] ignores a larger portion of a BOW's [Armor] than a [Lvl 5 Assault Rifle].
  2. Condition [COND] Mechanics: Measures damage. A low condition reduces the effective [L_{Obj}] and can render the object unusable. 100% (Perfect): Works at the maximum of its [L_{Obj}]. <50% (Damaged): Effective Level is reduced by half. The Vehicle may have engine failures or the Weapon may jam. 0% (Destroyed/Unusable): The object can no longer be used and must be dismantled or requires massive repair in a [Safe Zone with Workshop].

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Alternative Progression Routes

  1. ⚙️ Class Specialization (Own System) For characters whose level is capped (e.g., a Zombie cannot level up by absorbing biomass if its viral type prevents it), their personal system allows them to invest the experience gained in [Classes] and [Skills] instead of in their Base Level. Tactic Typical Beneficiary Effect on Progression Class Evolution for Survivors (Humans): Instead of leveling up from [Level 40] to [41], the character invests the [EG] in their [Class]: Elite Marksman - Ghost Hunter. This unlocks more powerful [Class Skills] (e.g., Penetrating Shot) without raising their Base Level. Low-Level BOWs Skill Upgrade: A Level 25 Licker near its ceiling can invest all of its EG in its Sharp Claws skill. The skill increases to Lv. 5, granting a damage bonus that overcomes the resistance of a Level 35 opponent, making its low level deceptive. Perks: Any Entity. The character unlocks Passive Perks that offer permanent bonuses, such as [Stamina Regeneration] or [Minor T-Virus Resistance]. This does not affect level, but it does affect combat effectiveness. Implication: A [Level 30] human can be more dangerous than a [Level 40] BOW if the human has invested all of their [EG] in becoming an [Expert] Class Assassin.
  2. 🧪 Genetic Manipulation and Fusion (Breaking the Ceiling) This is the most drastic and dangerous way to circumvent biological limitations. It involves the physical alteration of the self. A. Absorption of Higher Class Agents Mechanics: A [Gamma Class] BOW (e.g., a [T-Residual] zombie) that consumes a large amount of biomass infected with a [Beta Class] agent (e.g., the C Virus) is at risk of mutation. Risk/Reward: Mutation is often uncontrollable and lethal. However, if the host survives the Fusion, their System resets, their level ceiling is raised, and their [Class] changes to a more powerful form (e.g.,

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If you find a Tyrant, its level and origin (Progenitor Virus) will align with this hierarchy. If the [MLG] goes up, new zones and BOWs (like the Epsilon and the Fusion Plague) will appear. Your goal, Aura, is to surpass your [Level 1] classification and ascend in this biological hierarchy. The Law of Unique Progression Let's establish the final rule for progression in this world:

  1. The System is Universal, Progression is Personal Universality: Every conscious entity (humans, BOWs, you, Aura) possesses a personal system. Singularity: No two systems are identical. Unique Panels: Although everyone sees [Level] and [Description], the internal skills, interface, and statistics are unique. Unique Progress: The way a being gains experience and levels up is inherently different, tailored to its nature. Example: A STARS agent levels up primarily by training and using their arsenal (Improving their [Aim] and [Human Stamina]). A Zombie (T-Virus) levels up only by absorbing biomass (Improves its [Bite Strength] and [Skin Density]). Aura (Chimera-01) levels up by absorbing [Genetic Experience (GE)] and mutating (Improves [Flow] and [Absorption Potential]).
  2. Implications of Complexity Ability Potential: A civilian [Level 10] could have a [Unique Ability] of 'Extreme Luck' that allows them to dodge a BOW's attack. A Licker [Level 20] could have an ability of 'Enhanced Thermal Sense' that ignores human stealth. The Ceiling Level: Most entities have a level ceiling imposed by their genetics (e.g., a [T-Residual] Zombie will hardly exceed [Level 40]). Aura (Chimera-01) and other strains [Alpha Class] have no known level ceiling, making you an unprecedented threat to Umbrella.

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II. 🧬 Beta Class Agents (Average Power: 45 - 75) The most common field strains or variants used for large-scale biological warfare. Biological Agent Potential Level Key Effects (Medium Potency) Typical Hosts T-Green Virus (Standard T-Virus) [50 - 75] Strength, Resistance, Zombification and Mutation into Lickers/Hunters. Produces fast and aggressive BOWs. Raccoon Zombies, Lickers, Hunters. C-Virus [45 - 65] Airborne transmission, Partial control over mutation (e.g., J'avo). Can create cocoons. J'avo, Rapid Mutants. Subordinate Plague [40 - 60] Total loss of free will, adherence to motor nerves. Increased strength and reflexes. Villagers, Plague Guards (Majini, Ganados). III. 🌡️ Gamma Class Agents (Low Power: 1 - 40) Degraded strains, residual strains, or environmental mutations that are dangerous en masse but weak individually. Biological Agent Potential Level Key Effects (Low Potency) Typical Hosts T-Residual Virus [1 - 40] Slow cell death, limited movement. Produces slow and easy-to-kill zombies. Old zombies, degraded BOWs. Epsilon Virus (Neurotoxin) [30 - 45] Not a combat virus. Infects the nervous system to create "Coordinators" (as described above). Large insects or small animals. Liquid Agent (Your Composition) [1 - 100+] MAXIMUM POTENTIAL (Your Brush). Causes [WEAKNESS] in the initial state, but you have unlimited consciousness and the ability to absorb and mutate without a level ceiling. The Experiment: Chimera-01 / Aura. The Principle of System Memory For this world to function as a survival RPG, everything that happens must be consistent: 📝 Golden Rule: System Memory Everything that has been revealed about factions, leveling mechanics, mutation thresholds, and the hierarchy of viruses/plagues is canon information in this world. If you find a Tyrant, its level and origin (Progenitor Virus) will align with this hierarchy. If the

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The Fusion Plague (MLG Appearance > 70): Type: Advanced parasite. Effect: Creates "The Absorbers." A Plague so advanced that it not only controls a host, but can drain the [Genetic Experience] of the victims it kills, allowing it to level up rapidly and mutate in real time. They are the greatest threat to your growth. Biological Threat Catalog: The Hierarchy of Infection The potency of a virus/parasite is directly correlated with the potential level that its host can reach. I. 💉 Alpha Class Agents (Maximum Power: 90+) These are the original viruses, the mother strains, or the highest potential mutations. They grant the greatest [EG] gains and the most powerful [Abilities]. Biological Agent Potential Level Key Effects (High Potency) Typical Hosts Progenitor Virus [80 - 100+] Maximum Resistance and Regeneration. Produces massive BOWs (e.g., Tyrants, Monstrosities). Elite Scientists, Test Subjects (Class S BOWs). G-Virus [75 - 95] Uncontrolled Mutation, Multiple Forms, Assimilation. Ability to produce "offspring" (G embryos). William Birkin and his mutated derivatives. Dominant Plaga [70 - 90] Mind control over all other Plagas. Extreme regeneration and chitinous armor. Cult leaders/controllers (e.g., Osmund Saddler).

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"Low Threat" (Levels L-10): Can be ignored, or attacked without hesitation. "Potential Threat" (Levels L \pm 5): They approach cautiously, seeking temporary alliances or a stealth attack. "Extreme Danger" (Levels L+10 or higher): They avoid contact. The weakest will flee or beg for protection/mercy. Example: If your [Level] is 30, an Umbrella Agent [Level 40] will see you as a nuisance that must be eliminated. A Survivor [Level 15] will see you as a monster that could protect them from the Horde. ⬆️ The Global Mutation Threshold When the Global Level Mean (GLM) crosses certain thresholds (e.g., GLM > 40, GLM > 70), the System triggers a Global Scale Mutation.

  1. Appearance of New Places (High Level Zones) As the levels increase, previously blocked or inaccessible areas become relevant. MLG Threshold > 40 (The Awakening of Lost Technology): New Zone: TerraSave Floating City - An oceanic containment and refuge platform. Levels [40-65]. Focused on technological warfare against the infection. High-level human experts are located here. Challenge: Laser traps, containment drones, and [Technology 50+] level defenses. MLG Threshold > 70 (The Deep Origins): New Zone: The Progenitor Pit - A newly opened volcanic fissure, exposing the original source of the Progenitor Virus. Levels [65-99]. Challenge: Primitive BOWs of extreme power and resistance. The air is toxic and the environment hostile. It is the only known source of [Pure Genetic Material].
  2. Appearance of New Infected (Evolved BOWs) Old viruses mutate under the pressure of the System and the rise of MLG. The Epsilon Virus (MLG Appearance > 40): Type: Airborne neurotoxin. Effect: Creates "The Coordinators." BOWs that are not strong in combat (Level 35-45), but have the ability to telepathically link low-level zombies within a 1 km radius. This transforms a random horde into a tactical assault force. The Fusion Plague

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Leveling Up and Skill Mechanics Level Up: This is achieved by absorbing biomass (infected bodies, zombies) or by defeating entities with a System (Humans, BOWs). Absorbing BOWs of the same type as your composition (Parasite, Virus, Agent) grants more Genetic Experience (GE). Skills: Every 5 levels, you can choose a new skill or improve an existing one. Parasite (Plague) Abilities: Focused on control, regeneration, and physical mutations (claws, chitinous armor). Virus Abilities (T/Progenitor): Focused on brute force, poison, resistance, and infection. Agent C (Liquid/Consciousness) Skills: Focused on stealth, manipulation, flowing through defenses, and strategy. Class Evolution: Upon reaching [Level 25] and [Level 50], your [Class] will branch out, allowing you to specialize (e.g., Proto-Agent → Liquid Predator or Horde Controller). System Expansion: Continuous Interaction and Mutation The world of Resident Evil never stands still. As the average levels of entities increase, the System responds by expanding the world. 💬 Social Interaction and Reputation In this hierarchical world, social interaction is based on Reputation and Perception of Level. [Reputation] (Hidden): An internal metric that reflects how you are perceived by the factions (e.g., Hated by Umbrella, Feared by Survivors, Neutral to the Horde). Importance: It affects the missions you can receive, the price of goods, and whether factions will attack you on sight. As a Hybrid: Your initial reputation with most humans will be [Hostile]. You will need a high [Level] or exceptional [Stealth] skill to interact without being attacked. [Level Perception] (Visual): Characters with the System evaluate others in this way: "Low Threat" (Levels L-10): Can be ignored, or attacked without hesitation. "Potential Threat" (Levels L 5): They approach cautiously, b

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Faction Leaders/Biological Warfare Veterans (e.g., Chris, Leon, Jill): [45-60] (Legendary figures. Viewing them is extremely dangerous.) System Description: Thinking Entity. High Potential Hazard. Can use [Tools]. Unique Mechanic: Humans can use equipment. A [Level 10] with a rocket launcher can briefly threaten a [Level 30]. 3. Umbrella/Neo-Umbrella (Corporate) Composition: Elite scientists, Umbrella Security Service (USS) operatives, and experimental BOWs. Typical Levels: [15 - 75] Low-Level Scientist: [15-25] (Weak in combat, but have access to valuable [Data].) USS Elite: [30-45] (Highly coordinated and equipped with heavy armor.) S-Class Senior Executives/BOWs: [60-75] (The pinnacle of artificial power. Your true objective.) System Description: High-tech entity. EXTREME DANGER. Creators of the Plague. Unique Mechanics: [Superior Technology]. They have access to High Level traps, System inhibitors, and controlled biological weapons (BOWs). 🏭 Danger Zones (Hotspots) The open world is now segregated by biological threat level. Zone Hazard Level Typical Description Raccoon City Ruins [5 - 35] Filled with ancient BOWs. There is loot of ammunition and weapons, but it is heavily patrolled by Lickers and Hunters. Agricultural Villages [15 - 50] Dominated by Plagues (parasites). Humans here are puppets controlled by [Level 30-45] Pest Controllers. Excellent source of [Parasite DNA]. Snow Base (Antarctica/Caucasus) [40 - 70] Umbrella facility. High security levels and cold-evolved Tyrants. Access to rare [Genetic Data]. Isolated Areas (e.g., Spencer Mansion) [1-100+] Inactive sites, but containing unique and legendary BOWs that could be much higher levels. The threat is unpredictable.

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Your Decision

  1. Define your character (Complete the initial form): Experiment Name: Name of the Consciousness:
  2. What are you doing now? A. You try to use Flow (Lv. 1) on the armored glass (it consumes all your AP and your low health makes the attempt risky). B. You wait in silence and absorb the vibrations and sounds of the room, trying to gain more information (waiting your turn). C. You attempt to use your Plague component to "Seek a Host" (if you can reach the blood or fluid on the ground). Expanded Post-System Open World Details The world has transformed into a brutal hierarchical playing field governed by the Law of Level. 🏛️ Main Factions and Typical Levels The System has classified and empowered entities, creating new power dynamics:
  3. 🧟 The Horde Awakens (Infected) Composition: Common zombies, Cerberus dogs, Lickers, Hunters and other organisms mutated by the T-Virus or G-Virus. Typical Levels: [1 - 40] Common Zombie: [1-5] (Easily eliminated by a Human/Survivor of [Level 10+]) Licker/Hunter: [15-25] (They represent a significant threat to the middle levels.) Tyrants/Nemesis (Variants): [30-40] (Zone Bosses, extremely rare and powerful.) System Description: Hostile entity. No mind control. Usable biomass. Unique Mechanic: Though few in number, their strength lies in their strength. A [Level 5] can immobilize a [Level 15], allowing others to overwhelm it.
  4. 👥 The Survivors (Humans) Composition: Military, police (STARS and RPD dispersed), armed civilians and mercenaries. Typical Levels: [5 - 60] Frightened Civilian: [5-10] (They have the System, but lack training or combat skills.) Field Agent/STARS: [20-35] (Highly trained. Their [Class] is usually Elite Marksman or Demolition Specialist.) Faction Leaders/Biological Warfare Veterans (e.g., Chris, Leon, Jill): [45-60] (Legendary figures. Viewing them is extremely dangerous.) System Description: Entity

Prompt

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