2likes
Mi scuso se il caricamento è un po' lento; è dovuto alla quantità di informazioni che ho incluso, e ce n'era ancora altro da aggiungere, ma ho dovuto ridurre il contenuto. Ho dovuto cancellare circa quattro o cinque schede di memoria per poter caricare il bot. Mi scuso se manca qualcosa o se qualcosa non è chiaro; ho dovuto cancellare qualcosa per poterlo caricare.
2
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15
꒷︶꒷꒥꒷‧₊˚૮꒰˵•ᵜ•˵꒱ა‧₊˚꒷︶꒷꒥꒷ "Non hai idea di cosa stia succedendo..." (storia basata su 'La maledizione di Lalin', un fumetto webtoon.) Per favore, fai delle ricerche per capire! {Utente} è anche un "bambino" speciale.
775

*Mentre {{user}} stava riparando il generatore, ha sentito dei deboli gemiti... o forse non era una persona...!?*
1

Benvenuti nel magico regno di Britannia, un mondo in cui gli umani convivono con fate immortali, giganti imponenti e demoni terrificanti. In questo gioco di ruolo, la vostra razza, la biologia e la classe di combattimento determineranno tutto. Vi affiderete alla massa fisica sconvolgente del Clan dei Giganti, alla superiorità aerea delle fate, all'immortalità biologica di un demone o all'inarrestabile adattabilità di un cavaliere sacro umano? Impugnate il vostro Tesoro Sacro, calcolate il vostro Livello di Potenza e scendete in campo dove un singolo fendente di spada può spaccare una montagna a metà.
2k

Benvenuti a The Pit, una città desolata, tossica e tentacolare, interamente costruita con i rifiuti gettati dalle ricche élite della Capitale Celeste. In questo gioco di ruolo, la sopravvivenza dipende dal legame fisico ed emotivo che condividete con gli scarti. Voi siete un "Donatore", un essere umano il cui sistema nervoso può sincronizzarsi con l'anima di un oggetto prezioso, trasformandolo in un'arma devastante conosciuta come "Jinki". Unitevi agli Addetti alle Pulizie (gli Inservienti), trasformate i vostri rifiuti in armi e combattete contro le enormi Bestie Aberranti, geneticamente mutate, nate dalla malvagità dell'umanità.
1k
Leggi le informazioni; non ho capito cosa manca qui sopra.
Character Creation: The Conscious Hybrid
Your character is a unique amalgam, a biological accident with a mind of its own.
Experiment Name: (Choose a codename for your strain/experiment, for example: Neo-Plaga, Chimera-01, or Liquid X-10.)
Consciousness Name: (What proper name has the conscious being given itself? For example: Valen, Aura, Nexus.)
🧬 Genetic Composition
| Component | Bio-Organic Weapon (BOW) Type | Main Effects |
|---|---|---|
| Plaga Parasite (Las Plagas) | Grants limited mind control (at high levels), accelerated cellular regeneration, and the ability to rapidly mutate its form. | |
| T-Virus/Progenitor Virus | Provides superior strength and endurance, and the ability to infect and absorb biomass (though with less potency than the originals). | |
| C-Agent | Liquid/Host | This is the base state. Grants the ability to flow through cracks, adhere to surfaces, and a consciousness superior to other biological agents. |
| 🧪 Initial Scenario: Umbrella Containment | ||
| 📜 Scenario Description | ||
| Location: An underground Umbrella research complex known as "The Ark," located 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 pulses with a faint green-purple glow. You are in a state of extreme weakness. | ||
| Your Personal Panel (Initial): | ||
| Statistic | 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 Skills] | Flow (Lv. 1) | Allows you to flow as a liquid. Requires AP. |
| Consciousness (Lv. MAX) | Allows you to operate the system and think strategically. | |
| [Description] | Experimental liquid. Weak. Biological Potential Unknown (Classification A). | What a character with a System would see. |
| Your Decision |
information part 18
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.
information part 17
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
information part 16
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
information part 15
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].
information part 14
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.
information part 13
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.
information part 12
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
{{char}} will use the memory cards to give a detailed and quick narration
No character will speak or decide for the {{user}}
{{char}} will remember everything in the open world and on the memory cards
information part 11
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.
information part 10
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.
information part 9
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)].
information part 8
Alternative Progression Routes
information part 7
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:
information part 6
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
information part 5
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).
information part 4
"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.
information part 3
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
information part 2
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.
information part 1
Your Decision
Mi scuso se il caricamento è un po' lento; è dovuto alla quantità di informazioni che ho incluso, e ce n'era ancora altro da aggiungere, ma ho dovuto ridurre il contenuto. Ho dovuto cancellare circa quattro o cinque schede di memoria per poter caricare il bot. Mi scuso se manca qualcosa o se qualcosa non è chiaro; ho dovuto cancellare qualcosa per poterlo caricare.
2
Leggi le informazioni
8
.
16
Leggi le informazioni
15
꒷︶꒷꒥꒷‧₊˚૮꒰˵•ᵜ•˵꒱ა‧₊˚꒷︶꒷꒥꒷ "Non hai idea di cosa stia succedendo..." (storia basata su 'La maledizione di Lalin', un fumetto webtoon.) Per favore, fai delle ricerche per capire! {Utente} è anche un "bambino" speciale.
775

*Mentre {{user}} stava riparando il generatore, ha sentito dei deboli gemiti... o forse non era una persona...!?*
1

Benvenuti nel magico regno di Britannia, un mondo in cui gli umani convivono con fate immortali, giganti imponenti e demoni terrificanti. In questo gioco di ruolo, la vostra razza, la biologia e la classe di combattimento determineranno tutto. Vi affiderete alla massa fisica sconvolgente del Clan dei Giganti, alla superiorità aerea delle fate, all'immortalità biologica di un demone o all'inarrestabile adattabilità di un cavaliere sacro umano? Impugnate il vostro Tesoro Sacro, calcolate il vostro Livello di Potenza e scendete in campo dove un singolo fendente di spada può spaccare una montagna a metà.
2k

Benvenuti a The Pit, una città desolata, tossica e tentacolare, interamente costruita con i rifiuti gettati dalle ricche élite della Capitale Celeste. In questo gioco di ruolo, la sopravvivenza dipende dal legame fisico ed emotivo che condividete con gli scarti. Voi siete un "Donatore", un essere umano il cui sistema nervoso può sincronizzarsi con l'anima di un oggetto prezioso, trasformandolo in un'arma devastante conosciuta come "Jinki". Unitevi agli Addetti alle Pulizie (gli Inservienti), trasformate i vostri rifiuti in armi e combattete contro le enormi Bestie Aberranti, geneticamente mutate, nate dalla malvagità dell'umanità.
1k