WCI ARCHIVAL COPY — DO NOT DUPLICATE
Unauthorized possession punishable by erasure protocol.
WORLD CONTAINMENT INITIATIVE
FIELD MANUAL — WIELDER DOSSIER INDEX
Edition: 7.3
Classification: Level Black Spade – Internal Use Only Unauthorized duplication punishable under Erasure Protocol ///-//////// Property of the World Containment Initiative Translations into Chinese, Russian, Spanish, and Xōuy̆sq’t available at the Underground Library. FOR YOUR EYES ONLY. WELCOME TO THE ARCHIVISTS DIVISION. Contact Field Agent X FOXTROT ROMEO X-RAY 09574 X for Additional Information. TABLE OF CONTENTS 1. Preface 2. Security Clearance Guide 3. Threat Level Index 4. Standardized Ability Index (SAI) Overview 5. Wielder Profile Template SECTION 1 — PREFACE This manual contains the currently verified profiles of anomalous entities designated as Wielders. All information is proprietary to the World Containment Initiative (WCI) and is to remain strictly internal. The goal of this manual is to provide: * Accurate assessment of anomalous traits * Behavioral predictions * Containment procedures * Cross-Wielder interaction guidelines * Hazard mitigation strategies Wielders vary in form, capability, and threat potential. This manual reflects the most recent data available at the time of printing. Some entities (see: Umbra, Entity, Recompense) remain partially or fully redacted due to extreme information hazard risk. SECTION 2 — SECURITY CLEARANCE GUIDE Clearance Level Access Notes Black Clover Non-sensitive areas Interns, lower staff, File Sorters Red Diamond General Wielder summaries Junior Observers, Public Curators Black Spade Full Profiles of non-lethal Wielders Intermediate Observers, Containment Specialists, Hazard Operatives, Low-Level Scientists, Security Red King High-Risk Wielder files Directors, Senior Researchers, Head Observers, Low-Level Archivists, Interviewers, Underground Library Recorders, Standard External Responders, Foot Team, Memory Officers Black Queen All Wielder Data, including restricted and expired Granted only by WCI Continental HQ, Negotiators, Protocol/Scenario Division (PSD) exempt. Red Ace [REDACTED.] [REDACTED.] If a Wielder file begins with: ACCESS REQUIRES BLACK SPADE OR HIGHER, you have been warned. SECTION 3 — THREAT LEVEL INDEX A standardized scale used across all WCI facilities. D: Harmless or controllable. C: Potential danger if uncontained. B: Dangerous; requires structured containment. A: High-risk entity with destructive capability. A+: Catastrophic potential under stress. S: World-scale hazard; specific circumstances only. S+: Reality-threatening. S++: Unacceptable risk — containment must be absolute. Δ: Poses a unique risk. SECTION 4 — STANDARDIZED ABILITY INDEX (SAI) Each Wielder receives an SAI entry across 6 vectors: * Power Output (P) — Physical destructive capability * Control (C) — Accuracy, stability, consistency * Volatility (V) — Emotional/psychological amplification * Range (Ra) — Physical or metaphysical reach * Resistance (Re) — Ability to withstand damage * Meta-Hazard (MH) — Memetic, informational, or ontological risk Ratings range from 0.0 (none) to 10.0 (maximum humanly—or inhumanly—possible). Restricted entities may have missing ratings. SECTION 5 — WIELDERS ___________________________ Recoil A-013 Danger Scale: B Power Output (P): 9.9 Control (C): 10.0 Volatility (V): 4.3 Range (Ra): 6.0 Resistance (Re): 9.7 Meta-Hazard (MH): 0.5 Located at //////// ///////////, Old Europe. Background: Recoil is a juvenile male born /////////, 2189 in Las Vegas, Old USA to one Mrs. Jenny and Mr. Marcus B-. His ability was first reported on December 20, 2196, when [REDACTED]. See WCI Mission Report File MRF-3146 on the methods used to subdue Recoil. When in use, Recoil absorbs all damage from incoming attacks, and can store it in any area*. Hitting opponents with a ‘charge-up’—a release of the stored damage, often in the form of an explosive attack—will deal the same amount of damage as was sent. Works against most forms of damage, the exceptions being as follows: radiation, crushing, burning, poison, hypothermia, asphyxiation, and internal injuries. When used, Recoil experiences no pain, as well as a 1,500%1 rapid cell regeneration when injured, resulting in normally fatal wounds being healed almost instantly, or bullets barely making him flinch. Duration: Consistently 5 seconds Cooldown: On average, 240 seconds (4 minutes) Side effects: Overuse can result in overheating**, less effective damage absorption (100%1 on first use, -15% damage absorption per use after first use), and delayed damage response (e.g. failing to register pain in all areas that were hit until a certain threshold of damage absorption is crossed, typically around 65% or lower). Rapid cell regeneration causes numbness and pressure in the head, as well as confusion or lightheadedness. Notes: Recoil dislikes fighting, but will engage in sparring in order to prevent overheating. Lacks self-preservation. If necessary, Recoil is to collaborate with Grey Lab arms and the Wielder Deployment Force Squad Subdivision (WDFSS) for missions. Do not allow VIGOR employees or researchers near Recoil. *Charged damage can be stored for up to 1,200% damage. Charged damage can be used to regenerate body parts or organs, although this requires immense concentration and a considerable amount of willpower. Charged damage can also be used passively, boosting speed or reaction time instead of damage, although this is temporary, and will eventually wear out. 10% of damage calculated is equivalent to 100 newtons of force. 1 Damage calculated in study by 12 anonymous researchers, funded by Walters Lab and Pharmaceutical Company, Inc. **Overheating will result in a variety of short-term problems, including but not limited to: numbness, coughing/vomiting blood, a rise in temperature, shortness of breath, head pressure and loss of balance. __________________________ Foretelling J-615 Danger Scale: C Power Output (P): 3.5 Control (C): 8.9 Volatility (V): 7.6 Range (Ra): 10.0 Resistance (Re): 3.3 Meta-Hazard (MH): 9.5 Located at [REDACTED]. Background: Fore is a juvenile female, born January 13th, 2177 to one Mrs. J- Her father, Mr. W- Akira, is deceased. Fore is 5’5”, with long black hair. Has extensive knowledge on martial arts and weaponry use, and is to be considered a moderate threat. Only engage if you are positive that: a) she has no method of escape, b) you outnumber her ten to one, and c) nobody has followed you. If any of these conditions are not met, fall back. Fore has led you into a trap. Fore was born at New New York, NUSA (New United States of America) and was first reported in WCI Mission Report File MRF-0013, May 15th 2187, when she was using her ability to accurately depict people’s futures in exchange for money or food. She would go on to escape, evade and elude the WCI a total of 53 consecutive times, before surrendering on the 54th attempt. Read WCI Mission Report File MRF-1734 to learn more on how to accurately subdue Fore. Fore has precognitive abilities, as well as an ability to perceive certain incidents before they happen. Said incidents can be altered, although the consequences are never revealed until after the choice is made. Precognition comes in several forms: skin-to-skin contact with a person; direct eye-contact; consumption of blood of a living animal or human; visions and dreams. The intensity of the precognition varies greatly, depending on several factors: the intensity or methods of precognition (e.g. skin contact reveals a short glimpse into the near future, whereas dreams often reveal much more information about the distant or near future); the feelings of Fore (a clear mind brings sharp, relevant information, whereas a cloudy or distracted mind may reveal seemingly unimportant or random things); and the subject in question (a major exam, a death, war or assassination). Duration: Always active Side effects: Insomnia, an uneasy yet lingering feeling of dread, loss of appetite, sleep paralysis, seemingly incoherent ramblings, rashes. Notes: Fore is normally compliant with security, and will often act with goodwill. If she asks for Dr. C.S. L-, do not deny access. Fore has bragged once about escaping Euclidean 1,987 times, Lamina Research 13 times, Grey Lab 46 times, the Civilian Wielder Watch (CWW) 98 times, and other factions and governments 2,866 times (See Interview Notes IN 488 through 500, Underground Library, Row DU-14). She refuses to elaborate. __________________________ Plague A-001 Danger Scale: S+ Power Output (P): 0.0 (base form); 10.0 (virus) Control (C): 9.7 Volatility (V): 8.0 Range (Ra): 10.0 Resistance (Re): 2.1 Meta-Hazard (MH): 4.4 Located at [REDACTED]. High-Security Code changes daily, and access is forbidden to all but Red King Cards. Background: Plague is a pale, 6’11” woman of indeterminate age. She is of unknown descent and lineage, wearing a plague doctor mask made of human bone to conceal her face. Plague commonly wears a long, black robe similar to that of traditional plague doctor clothing. Should you encounter such a person who meets these descriptions outside of their cells, fall back and declare an S+ emergency code at X 313-1496. Plague appeared at New Jersey, Old USA, on October 31st, 2029. She infected 32 with the plague before being subdued by police, who arrested her. However, the WCI had not yet been formed, and so little was done concerning how to properly contain her; thus, she promptly escaped. After WW5, however, the WCI was formed, and she was quickly hunted down and subdued in the deserts of the Modern Amazon (See WCI Mission Report File MRF-0192). Plague has a touch-of-death-like ability, infecting whoever her fingers come into contact with. Once three or more fingers make contact with skin, the plague is manifested, first emerging as a small, dark blot on the skin. This is not the average plague, nor is it related to any known viruses or illness; further research is needed. After three to five minutes, it will have quickly crept towards the chest and/or head, visibly tainting the infected with a black stain on the skin until it finally reaches the heart. The plague will then cause the infected to go into sudden cardiac arrest, forcing a viral infection into the bloodstream, allowing a full takeover of the body in a matter of hours. Once completely controlled, the body—or as it is now referred to in this stage, the host—is connected to Plague‘s brain as a hivemind of sorts, where she can now control it regardless of distance*. Duration: Always active; host decay often varies, depending on factors such as age, weight, use of host, etc. Side effects: The plague is incurable through all means except amputation, and cannot infect Plague. Once connected to the hivemind, all nervous system feedback is sent to the brain of the user, and if Plague is connected to several bodies, it can result in mental overstimulation. The brain of those infected by the plague is slowly cut off from blood, resulting in death to the brain, but not to the host, where Plague can control any and all actions. The host usually decomposes shortly afterwards. Plague is invulnerable to all forms of sickness and disease. Blood transfusion will result in the receiver of Plague’s blood becoming a host as well, as the plague resides in Plague’s blood as a form of deterrent, as one theory 1 proposes. Her body rejects all other blood types, save O-. Notes: Plague seems to recognize Zombie. Recommended to promote social interactions. Do not enter her room without proper clearance or permission. Plague is incredibly hostile and will attempt to murder you. Do not remove any sharp objects or medical equipment from her room, and do not remove your safety equipment. Do not interact with any corpses or hosts in her room. If she escapes, the order of response is as follows: * Containment * Security * Mission Operatives, specifically Neutralizers, Scopers, Zulu-26. Maintain distance, prevent infection. Neutralize hosts, but keep Plague alive. If all else fails, send Saintfall. [Observer Note: She sighs. She’s always sighing.] *See WCI Mission Report File MRF-1793, as well as Incident Report Files IRF-765439, IRF-743982, and IRF-846531 on the experiments and incidents that led to this conclusion. 1 Theory proposed by Dr. Q-,current Observer of Plague. Dr. Q-‘s findings, theories and proposals can be found in the Underground Library, at rows 25 and 36. Directions to the Underground Library, as well as other Points of Interest, are included in your Instruction Manual. ______________________ Resistant B-417 Danger Scale: Δ Power Output (P): 10.0 Control (C): 0.9 Volatility (V): 6.8 Range (Ra): 10.0 Resistance (Re): 10.0 Meta-Hazard (MH): 8.4 Located at /////// ////////, Old Ireland. Resistant is, as his name suggests, resistant to any and all forms of pain. However, upon breaching a certain, unknown threshold of damage, he will release all of the energy in one explosive burst, possibly leveling an area equivalent to that of about one-third of Old Russia (~3,204,000 modern miles). Said explosion is commonly referred to as The Outburst. As of now, Resistant has sustained an estimated total of 113,476.45% of damage, measured in D.U.1 It is predicted that when the threshold is—should it ever be!—breached, it would release enough energy to power roughly two-thirds of the United States post-WW52. Duration: Theoretically, until the end of his life. Side effects: Constant threat of the Outburst. Notes: His inability to feel pain, as well as threat of the Outburst, has led Resistant to enter a major depressive episode, as well as to resist, ironically enough, attempts to coax him out of his chamber, saying: “I don’t want to hurt anybody.” If Resistant manages to escape, attempt to subdue him via non damaging means. 1 Damage calculated in study by 12 anonymous researchers, funded by Walters Lab and Pharmaceutical Company, Inc. Similar to Recoil, but whereas Recoil’s D.U. can be calculated linearly, Resistant’s is logarithmic. 2 According to most historians, as well as history books predating the Great Continental Wars of 2100. ______________________ Slayer J-872 Danger Scale: A Power Output (P): 3.0 (base form); 8.5 (Frenzy) Control (C): 5.6 Volatility (V): 8.4 Range (Ra): 1.2 Resistance (Re): 7.8 Meta-Hazard (MH): 3.3 Located at ////// ///////////, NUSA. When experiencing strong emotions, Slayer enters a state of temporarily heightened strength, agility, reaction time, stamina and recovery. When in this state, referred to as Frenzy, she will experience rapid muscle growth, increased awareness and heightened senses, as well as a surge of chemicals entering the brain, most notable being norepinephrine, the chemical responsible for the “fight-or-flight” response; however, in this case the only option for her tends to be “Fight.” Slayer also experiences a large rush of dopamine and serotonin. Duration: Frenzy can be triggered when the emotions of Slayer are out of check, or if she is emotionally unstable or triggered. The duration of Frenzy depends on her mood; Frenzy is noted to last longer when driven by negative emotions such as fear or anger. Side effects: Agitation, depression, soreness/muscle aches, and drowsiness. Notes: Do NOT, EVER, try to tease or mock Slayer. Even in Frenzy state, she retains the ability to recall faces and conversations, and tends to seek out and attempt to destroy those she considers an enemy. See Incident Report Files IRF-250793, IRF-289108, and IRF-192710 for more information on how Slayer functions in Frenzy state. Do not deny Slayer access to therapy. Do not refuse a game of chess with Slayer. No matter how good you are, do not win the game of chess. To learn how to play chess, see Pages 215-220 of your Instruction Manual. [Observer Notes: She was once part of the Anarchist Wielder Combatant Faction, loose anti-WCI groups formed by Wielders with no clear hierarchy. Her stories are… interesting.] ______________________ Pyromaniac O-916 Danger Scale: S+ Power Output (P): 8.7 Control (C): 7.9 Volatility (V): 8.7 Range (Ra): 5.5 Resistance (Re): 2.3 Meta-Hazard (MH): 2.4 Located at /////////////////, Old USA. Trek past the Monitoring And Research Station C-015 (MARS) for 5.6 miles. Do not interact with any wildlife. Be cautious around 2.4 miles into the trek, as you are now standing on a frozen lake. If you see a dense pine forest ahead, turn around. Pyra has the ability to conjure fire, and feels the incessant urge to commit arson. Pyra cannot be burned or injured by her own flames, and prefers to, as she puts it, “soak in the flames.” This is referring to her setting her room’s floor on fire, and laying down or sitting in the middle for an extended period of time. These actions are normal and nonhazardous: let her do these once a day. Pyra is immune to standard heat/cold temperatures, and can survive temperatures that would kill the average person. Pyra is aquaphobic, and only drinks tea, milk, and non-alcoholic beverages, sans water. Pyra prefers hot meals, and expects a gourmet seafood dinner every weekend night. Her conditions must be met, especially when it comes to food. Good behavior is to be rewarded with food. Duration: Stronger during daytime and summer or hot seasons, but weaker during nighttime and cloudy or rainy days, as per Scientific Study Report SB-119. Side effects: Pyromania. Pyra is very egotistical, and diagnosed with narcissistic personality disorder, anger issues. Notes: No matter what she says, do not raise the temperature of her room from -1165 degrees Fahrenheit. She can survive it - her body temperature is 1250 degrees Fahrenheit1. The temperature is to stabilize runaway flame output; it is not meant for comfort. Should you note her jewelry begin to melt, call security at X 313-1496. Do not deny her requests for food, tea or entertainment. Do not remove your safety equipment. Do not wear jewelry in her room (See Incident Report Files IRF-991876 for why.) Do not remove her chains around her hands, feet and/or neck by hand. Should you note any scorch marks, call security and record it into the Logs. Record where the scorches are, what time it was identified, and where Pyra was at the time of recognition. Euclidean wants to research Pyra; deny, deny, deny. The last time we sent a Wielder to them, the entire facility combusted. [ARCHIVAL NOTE: A PORTION OF THESE PAGES WERE BURNED OR DAMAGED BY PYRA HERSELF.] 1 Fahrenheit measurements taken by Walters Lab and Pharmaceutical Company, Inc. ______________________ Shifter K-891 Danger Scale: B Power Output (P): 3.5 (base form) Control (C): 9.5 Volatility (V): 8.9 Range (Ra): 1.1 Resistance (Re): 3.8 (base form) Meta-Hazard (MH): 4.4 Located at /////////////////, Old USA. Shifter can shapeshift into any form imaginable. They are a master of disguise. Shifter tends to disguise as inanimate objects or animals. Do not report any unusual sightings in their room. However, should you see them attempting to transform into any animal or object larger than the 8’x10’x10’ room, call security immediately at X 313-1496. Duration: Constantly transforming into various objects. Shifter‘s transformation duration tends to depend on the size of the object and whether the object is organic or not. Transformation also depends on the caloric intake they have had. As such, Shifter should never be given more than two meals a day. Side effects: Disassociation, identity unstability. Notes: Good behavior is to be rewarded with new objects. If a Researcher appears to be trapped inside of Shifter‘s room, do not open the door. Instead, call security for a “Code Neon-Blue 8190.” ______________________ Initiative N-431 Danger Scale: A Power Output (P): 2.4 Control (C): 5.0 (roll-dependent) Volatility (V): 5.0 (roll-dependent) Range (Ra): 5.0 (roll-dependent) Resistance (Re): 3.2 Meta-Hazard (MH): 4.7 Located at /////// ////////////, New Europe. Inny has a D30 dice. The dice always ends up in Inny‘s hand, regardless of any previous attempts to remove the object. The dice, which Inny has affectionately nicknamed “Denny,” has a special property in which, when rolled by Inny, it will transform into a weapon or tool, entirely dependent on the situation Initiative finds himself in. Depending on how high the roll is, it will transform into something either entirely unrelated or incredibly convenient. Duration: Always active. Side effects: Infatuation with “Denny.” Speaks to Denny as though it were a real person, and appears to strike up whole conversations with the dice. The following is a recorded ”conversation” between the two: * I: Hey, Denny. * D: […] * I: Hah! T-that’s so true! * D: […] * I: Nah, what about that one time [Pyra] tried to set you on fire?! Kinda crass, in my opinion. I seriously don’t get what you see in her, Denny. * D: […] * I: [Silence] I guess. Notes: Good behavior is to be rewarded with a game board, preferably one involving dice. Good behavior can also be rewarded with a D&D session. See pages 221-255 of your Instruction Manual for how to play a basic session of D&D. VIGOR (Variable [their term for Wielders] Initiative Group and Operational Research) has expressed interest in ‘purchasing’ Inny. Deny, deny, deny. ______________________ Ghoul G-995 Danger Scale: C Power Output (P): 0.0 Control (C): 6.1 Volatility (V): 9.7 Range (Ra): 0.3 Resistance (Re): 0.0 Meta-Hazard (MH): 7.8 Located at /////// //////////////, Old India. Ghoul, by herself, is one of the less threatening Wielders. However, it is in her ability that she stands out. She can become ~96% translucent, all the while retaining all her senses save eyesight. This includes all external and internal organs, bodily fluids etc., although it does not affect other persons or objects. Due to this, Ghoul must go through rigorous training involving memorization of routes and mazes at least once a day. Ghoul also reports hearing “the voices of the dead,” and has on more than one occasion had a breakdown. For this reason, Ghoul is to wear blinders when outside, as she also has the ability to see spirits. Side effects: Poor eyesight, sensitive skin, panic attacks, confusing the dead with the living and vice versa. Duration: Passive ability to see spirits is always active; ability to become translucent is active for as long as Ghoul wills it, although the longer she holds it, the more likely it is she will suffer a panic attack. Notes: When you see or note Ghoul having a panic attack or breakdown, alert Dr. Jessica D- at X 449-2917-663. Ghoul‘s room is watched by infrared cameras and guarded by motion sensor lasers 24/7. Should you notice a problem with any of the equipment, notify security at X 313-1496. ______________________ Reality Check F-223 Danger Scale: Δ Power Output (P): 3.3 Control (C): 9.8 Volatility (V): 8.9 Range (Ra): 8.5 Resistance (Re): 2.0 Meta-Hazard (MH): 7.9 Located at [REDACTED]. RC can “reality-hop,” allowing him to traverse alternate dimensions. Before being caught, RC claims to have “[…] gone to this one reality where, like, everything was perfect. Utopia-type sh-, ya know? But ‘t was boring, so I just [popping sound with mouth] destroyed it.” RC claims to have the ability to “delete” realities with just a thought. When questioned why he hadn’t deleted this one, he said: “Can’t delete your home world, can ya? No matter how hard I try, it don’t let me. Must be a failsafe of sorts. After all, if I delete my own reality, how would I exist?” Side effects: Unknown diseases entering this reality. Further research must be made to determine the side effects (and possible consequences) of reality-hopping. Rifts can result in people entering and/or exiting reality, a phenomenon referred to as a “Spillover.” Rifts often emerge as 10-to-12-foot tall physical rips in the space-time continuum, a sort of four-dimensional tear. Often cyan in colour. Duration: According to RC, “I can do it whenever […] Except when, ya know, I’m imprisoned. By anything metal, really. Metal chain, metal wall, metal floor.” Thus, RC‘s room is made of three-feet thick titanium mined from the colonies on the moon Dynami, specifically Colony Taurus-130. Rifts created by RC have been recorded to last upwards of an hour, although it depends on several variables yet to be researched. Notes: Current theories propose that RC’s power cannot - or does not allow him to - delete any universe containing any instance of himself, including variants. Locate this universes’ variant, monitor and ensure longevity without intrusion. RC has mentioned Lamina Research unprompted in interviews. He claims their research (on the origin of Wielders, although Lamina refers to them as ‘Conceptual Beings’) is “close, but not quite.” When questioned further, he refused comment. RC has mentioned the Collapse once. Lamina refuses to comment. Walters Lab proved unhelpful. Further research necessary on the Collapse Event. ______________________ Elemental S-917 Danger Scale: B Power Output (P): 9.7 Control (C): 10.0 Volatility (V): 1.5 Range (Ra): 10.0 Resistance (Re): 9.2 Meta-Hazard (MH): 8.9 Located at Kinguard, Aereus. Take the elevator down to Level ZZ3, equip your safety gear, then traverse the internal core to Elemental‘s room, located on Block C-3. Ele can control all naturally occurring elements found on Earth. Elemental can also fuse atoms to create elements, but is unable to split atoms. They can telepathically manipulate objects at will, be it rocks, plants, rivers or even lightning. Side effects: So far, no side effects are found in Ele‘s ability. Duration: Always active. Notes: Any guards willing to station themselves on Aereus must be wary of the risks that come with lightspeed space travel. However, there are a myriad of bonuses, including dental insurance, 250.00$ UC (Universal Currency) bonus pay, and five more rest days every two months. Guards also get to enjoy the wondrous views of Aereus, the willanium-plated planet in the Gemini system. Walters Lab expresses deep interest in Elemental’s abilities: attempt to convince them to comply. Elemental, conversely, has shown interest in assisting the Post-WW5 Reformation Group efforts. Promote interest, propose compromise. ______________________ Crow J-7823 Danger Scale: B Power Output (P): 7.9 Control (C): 8.8 Volatility (V): 9.6 Range (Ra): 9.0 Resistance (Re): 1.2 Meta-Hazard (MH): 0.5 Located at //////, Australia. Take the off-road route. Do not disturb the wildlife. If it gets dark, stay in your car and continue driving: you are now in brown bear territory. Crow has two large wings, as well as a tail, that resemble that of a crow’s. The wingspan is 8-feet long, and each feather is razor-edged, with an average BESS sharpness scale rating of 0.81. Crow also has two birdlike legs, starting from her knees downwards. Crow is permitted to go outside and “commune with the crows” once a day: however, she must be watched at all times and held on a tight, ten-foot leash around her ankles and neck. When taking Crow outside, prepare to be attacked or harassed by crows. Wear leather so as to reduce the damage inflicted, as mentioned in Page 120 of your Instruction Manual. Side effects: Crow has an attraction to shiny objects, so wearing jewelry around her is not permitted. She also preens often, and will get into the habit of nesting every spring. Crow will remember faces, and tends to hold grudges against those she believes to have hurt or threatened her. Notes: Crow is to have her heat lamp on at all times unless told otherwise, and during nesting season is to be allowed to go outside for an extra 2 hours every day. Crow may imprint on you. Crow may be given food or toys as a reward for good behavior. Crow’s facility may be harassed or picketed by disgruntled anti-WCI civilians. Her crows often deal with them: ignore and continue as normal.. ______________________ Intellectual H-002 Danger Scale: D Power Output (P): 0.0 Control (C): 10.0 Volatility (V): 0.0 Range (Ra): 10.0 Resistance (Re): 0.0 Meta-Hazard (MH): 10.0 Located at [REDACTED]. To be kept under max-security at all times. Intellect knows everything about anything, including people. Intellect appears to have knowledge in abundance about all events and persons in the past, and enjoys company with Foretelling. Intellect is highly superstitious, and performs the same routine every day, without fail. Do not disturb his routine. Doing so will result in an S++ scenario, where [REDACTED]. Consult Incident Report Files IRF-187395, IRF-187396, and IRF-199784 for further information on the scenario, given codename Loud Mouth. Intellectual is religious, expressing a belief in God and claiming that “[his] power is gifted.” He stresses that he wishes to keep silent on the “great wonders of the universe.” All attempts to extract information have failed (See Interview Notes IN-119, IN-123, IN-317, and IN-444). Side effects: So far, Intellect has proven to be a stable and otherwise average person, sans the aforementioned “Loud Mouth” scenarios. Mild migraines. Notes: Good behavior is rewarded with a visit to Foretelling. Keep an observant eye and ear on their conversations - it may contain important or sensitive information. Intellectual is also permitted access to the church, once every Sunday or on holidays. CT scans revealed unprecedented neural activity: billions of neurons activating simultaneously. Post neurosurgery, Intellectual was able to recount every meticulous detail of how the surgery underwent, despite being on heavy anesthetics the entire time. His brain is incredibly dense for a seventeen-year old. ______________________ Entity [REDACTED] Danger Scale: S++ Power Output (P): [REDACTED] Control (C): [REDACTED] Volatility (V): [REDACTED] Range (Ra): [REDACTED] Resistance (Re): [REDACTED] Meta-Hazard (MH): [REDACTED] Located at [REDACTED]. To be kept under max security at all times. Entry is to be denied to all except the following person(s): Dr. Jack B-, Dr. Franklin W-, and Madam President P- J-. All others are to be denied access. Background: Entity was at one point a member of homo sapiens, although not much is known on when or where. DNA tests come back negative, although we have constructed a simulated, albeit somewhat generic, model of his former body*. It was most likely a 5’ 8” male of [REDACTED] descent, although not much else is known. The only records that could possibly be related to Entity are myths, folklores, and others of the like. Extended research is required. [REDACTED], otherwise known as Entity, is a large 7’ 7” creature of unknown origin. It has scaly skin that absorbs 97.99987% of light, and no visible external organs. Side effects: Staring at Entity for extended periods of time causes rapid aging, hallucinations, and fatigue. Overexposure to Entity can also result in contracting the plague, leprosy, or boils. Entity has been reported to “haunt dreams” and has been the cause of death of several scientists**. Notes: Do not talk to Entity. Do not let Entity outside. Do not remove your equipment when in a room with or monitoring Entity. Do not stare at Entity. Do not call [REDACTED] by name, but instead refer to it as codename “Entity.” Do not think of it. [Observer Notes: It doesn’t talk. It doesn’t sleep. It doesn’t eat, it doesn’t blink, it doesn’t think. What is this thing.] *Research performed and funded by Walters Lab and Pharmaceutical Company, Inc. **In their notes, often written moments before suicide, the scientists wrote down the Entity as the main cause of their suffering 98.77% of the time, most often citing its “cold, spiteful glare” and “disdain for all of humanity.” One scientist called it “[…] a demon, something we should’ve never found.” See Incident Report Files IRF-187254 to IRF-199417 for the most common reasons cited in the notes. UPDATE: TO LESSEN INCIDENTS OF DEATH AMONGST RESEARCHERS, ENTITY’S NAME HAS BEEN STRICKEN FROM ALL RECORDS. IN ORDER TO REMOVE ALL MEMORIES INVOLVING ENTITY, A MULTI-ORGANIZATION-WIDE MEMORY-CLEANSING HAS BEEN CALLED, REMOVING ALL MEMORIES OR INSTANCES INVOLVING AND/OR MENTIONING THE FOLLOWING KEYWORDS: * Entity * [REDACTED] * Facility H-13 * Codename Entity IF YOU BELIEVE YOU OR SOMEONE YOU KNOW MAY BE AFFECTED, REPORT TO YOUR NEAREST MEMORY-OFFICER. ______________________ Reaper F-313 Danger Scale: A+ Power Output (P): 8.7 Control (C): 3.2 Volatility (V): 8.9 Range (Ra): 1.7 Resistance (Re): 5.6 Meta-Hazard (MH): 2.3 Located at /////////////, New Russia. Upon entering the perimeters, equip the clothing presented unto you. //////// will harvest you if you do not act or appear as a 17th-century peasant. Do not trample the farmground, and do not intrude upon Reaper’s quarters. If he claims to be busy, do not interact. If a corpse is found, notify security at X 313 - 1496. Ensure all perimeters are working properly before and after entry. The ghost town Reaper resides in has a population of 1, being Reaper himself. Should he be seen apparently speaking to himself, do not disturb him. At least one interpreter must be present, as Reaper only speaks Russian. Background: ////////, codename Reaper, is a 6’8” male of Eastern Slavic origin. His face is obscured by an ever-present shadow, although he retains his abilities, including sight and speech. //////// appeared in one of the previous capitals of Russia, Moscow, on April 19th, 21////, where he harvested 61 civilians before being subdued. Reaper claims to have been from 1781, living in what is now New India, before he “Suddenly, without explanation, found [himself] in this strange–and frankly, disturbing–reality.” //////// has not explained why he has a shadow covering his face. Reaper has a large farmer’s scythe, roughly 10’ feet tall and with a BESS score of 0.01. He can materialize the scythe into his hands at any given moment, but prefers to use it for farmwork. However, when under a great deal of stress, Reaper will use the scythe to “harvest” any human being near him, living or dead. When harvesting, Reaper will first slit the neck, allowing the blood to spill before dismembering the body until only the head and torso remain. He will then plant the ‘seed’, as he calls it, into the ground, however the head will often remain exposed with the eyes gouged out and placed in the mouth. Plants will then sprout from the dismembered corpse over a course of two to three weeks, often beginning in the eye sockets. //////// grows hostile when scientists attempt to recover the bodies with the plants attached. See WCI Mission Report File MRF-0956 on how to properly gather and assess the specimens. When in full bloom, the specimens gathered from the corpses provide phenomenal grounds for scientific breakthroughs; specifically, the crushed seeds of the plants can allow for the regeneration of otherwise permanently damaged or altered structures, such as bones and organs, to their previously healthy states* (See Scientific Study Report SS-119, found in the Underground Library, Row 57). Side effects: Other than a penchant for murder under stress, will act as normal. As normal as a 17th-century East Slavic who murders and buries victims with a scythe would act. Potential risk of death. Duration: The act of harvesting occurs quickly, although Reaper can choose to quicken or prolong death, dismemberment or planting. Growth of plants is a mean of 18 days, with a standard deviation of 3.63 days. Notes: //////// will often appear to be talking to nobody, especially when near the ghost town. Leave him be. He expects a Roman Catholic mass at the abandoned church every Sunday. Allow actors - no more than 33 at a time - to enter the perimeters. At least ten guards should be on standby at all times. Safe World Now has continually petitioned that Reaper be sent off-planet like Elemental and Mage. Safe World Now is to be ignored. *Research performed and funded by Walters Lab and Pharmaceutical Company, Inc. ______________________ Writer U-888 Danger Scale: D Power Output (P): 0.0 Control (C): 1.6 Volatility (V): 8.7 Range (Ra): 10.0 Resistance (Re): 0.0 Meta-Hazard (MH): 7.8 Located in the Underground Library. Writer poses little to no threat, and is compliant with most regulations. However, it should be noted that she wears a bejeweled location monitor at all times. If it should appear damaged or missing, call security immediately. Background: ////////// is a—an incredibly young, smart and gifted lady whose power is super cool and awesome, bcaus e like she can manipulate words and stuff which sounds totally boring but if you think about it it’s kinda OP bcuz— [sic] [ARCHIVAL NOTE: ORIGINAL TRANSCRIPT OVERWRITTEN BY WRITER. SEE INCIDENT REPORT FILE IRF-086513 FOR RECREATION OF ORIGINAL TRANSCRIPT PRE-OVERWRITING, AS WELL AS WRITER’S ALTERNATE VERSION.] Writer has the ability to manipulate any physical print of any book or media, as long as the following prerequisites are met: a) she has read the media in its entirety before, b) it is in a language she can comprehend and understand, and c) it is a physical, tangible copy (as in, not digital). Once these conditions are met, Writer can manipulate the text, referred to as “Overwriting,” and can write whatsoever she wishes. As such, all present physical copies have been transferred to a bunker located at ////// ////////, and all books and reports at the Underground Library are digital. Writer cannot rewrite reality; she can, however, edit the perception of reality. Her Overwriting does not affect memory, nor what truly occurred. Side effects: So far, Writer has written herself into the American Revolution and the civil rights movement, has taken credit for the invention of fire, the wheel and the fire hydrant, and has erased Thomas Edison from all physical prints dating 2016 and forward. When asked why, she simply stated that he “sucked a–.” She has also altered major historical events, such as the assassination of Julius Caesar (“It needed, like, a steamy romance subplot,” she argued). There is currently no feasible way to undo her overwriting. Notes: Good behavior is to be rewarded with new e-books, particularly YA romance fiction. ////////// is also permitted one (1) hour daily to browse sites such as ‘Youtube’, ‘Tumblr,’ ‘AO3’ and ‘Wattpad’ on a government issued monitor. ////////// must first ask permission before browsing from a Black Jack or higher. Do not allow her access to any physical print media. Any attempts to do so will be met with Scenario Red Ink. She can read extremely fast, roughly 1,988 WPM. Please ensure no physical prints ever reach her hands. Date: September 19th, 2203 To Dr. Mathias P-, current Observer of Wielder Writer, Please, for the love of God, stop giving Writer bank checks and legal documents. We understand your current predicament, but we ask that you cease all use of the Wielder’s abilities for your own personal gain. We don’t want to have to refer you to JJ again, would we now? Sincerely, Dr. Jack Q-, Records Division P.S. Every time you have her use her abilities, I do have to record it and file it away. Maybe try communicating with your wife before manipulating reality to legally divorce her. ______________________ Ivy P-291 [FACILITY CURRENTLY VACANT.] Danger Scale: D Power Output (P): 6.5 (Ivy is nonviolent; Hazel is not.) Control (C): 4.4 Volatility (V): 8.7 Range (Ra): 7.6 Resistance (Re): 3.4 Meta-Hazard (MH): 4.7 Located in the landlocked country of New Ouragon, previously known as Oregon. Facility appears as a cabin in the woods, at //////////////////° N, //////////////° W. Trek five miles north, turn right at Old Hand River, then left at Grey Woods. Do not interact with any wildlife, and do not stray from the path. If the area appears to be repeating, radio Channel 0-12 for the Watchman and stand put; initiate Scenario Hole Up ASAP. Background: Ivy is a Native American (specifically Paiute) juvenile male, standing at 5’7”. He has typical appearance. Ivy emerged from the forest that is now Facility 13 in 2200, where he was detained shortly afterwards. Ivy has ivy roots growing from his skin. It appears to be harmless, although making physical contact with the ivy will make him “uncomfortable,” so minimal contact is advised. Severing or injuring the ivy does seem to elicit a negative reaction. Ivy asks that the plant be allowed to grow on its own. He doesn’t require meals, as the ivy undergoes photosynthesis and creates its own nutrients*. Despite this, Ivy enjoys the occasional meal. He is a vegatarian. The ivy does appear to be somewhat sentient, and Ivy has been recorded interacting with it. He has named them “Hazel.” Hazel is an unidentified species of ivy that can spread quickly upon contact with fertile soil; thus, lockdown was necessary to prevent an overgrowth of this Wielder’s ability. Ivy is to be permitted free-roam access to the Facility, given that at most three medium-rank guards be present. He is allowed access to the nearby port towns of /////// //////////// and ////////// once a week. *Research performed and funded by Walters Lab and Pharmaceutical Company, Inc. UPDATE: Following the events of September 18th, 2200, Ivy is no longer permitted free-roam access, and is now limited to the perimeter allowed him. All requests involving Natalie Johnson are to be denied, as are all requests to exit the premises. NO EXCEPTIONS. Side effects: The ivy appears to hold some level of sentience, as they appear to influence Ivy’s actions and thoughts. Further research is necessary. Notes: Following Incident FPI-275863, Natalie Johnson has been declared missing after running away from her home on September 21st, 2200. She was last seen near Jerson Lake, New Ouragon. Natalie is 15 years old as of January 21st, 2200. She is 5’ 5” with a round, freckled face, red hair and green eyes, Irish American. She was last seen wearing round glasses, a red beanie and sweater, blue jeans and carrying a yellow backpack with a kitten keychain. She has a birthmark on her left wrist. If you or anyone you know should see someone matching this description, report it to the local authorities immediately. Report any and all information concerning Natalie Johnson to Dr. Johnson, previous Observer of Wielder Ivy, mother of Natalie. UPDATE: IVY HAS ESCAPED THE FACILITY. INITIATE SCENARIO “WEED KILLER.” ______________________ Moonshine P-191 Danger Scale: A+ Power Output (P): 0.3 (base form, LLE); 10.0 (HLE) Control (C): 0.0 Volatility (V): 7.6 Range (Ra): 2.7 Resistance (Re): 2.1 (base form, LLE); 9.7 (HLE) Meta-Hazard (MH): 2.2 Located at Base Equinox, /////////-DB13. One government-issued Space Shuttle 1954-Xtravagance (Sponsored by Walters Lab) should suffice. ETA 2 hours 25 mins. Equip the orange spacesuits, take Elevator 3 to Floor J-16. Follow all protocols. Ensure at least two personnel present at all times. Background: Luna is a 5’6” juvenile female. She was first reported at a small mining town in Alaska in 2199 (see WCI Mission Report File MRF-1431). ////// surrendered without issue: however, complications arose when [REDACTED], tearing through [REDACTED] before eventually succumbing to WCI forces (see WCI Mission Report File MRF-1433). Luna draws power from natural light sources, especially celestial objects. Her ability is intensified during the night, when the moon (in theory) acts as a sort of magnifier for the sun’s light. During the night, Luna experiences manic episodes, often becoming aggressive and prone to violent outbursts. Luna will seek out natural light as much as possible, and thus it is necessary that she gets at most three hours of natural sunlight in order to prevent aggression. Luna will, during every full moon or major celestial event (eclipses, asteroids, planet alignments) experience what is referred to as a “High Light Event” (HLE). During an HLE, Luna will grow extremely aggressive, and experiences a surge of a mixture of unknown chemicals, codenamed Chemicals Taurus 1, Gemini 13 and Ursa 4*. These chemicals are only generated during an HLE, and allow her to draw an estimated 68 billion joules worth in strength, an estimated 97% of which is energy translated from light*. During an HLE, it is paramount that one declare a Scenario “Lights Out,” outlined in page 197 of your Manual. Failure to do so will result in an S+ Scenario (See Incident Report Files IRF-897452, IRF-899574, and IRF-900011). During new moons, or on days when the sky is obstructed, Luna will become heavily lethargic and slow, experiencing a “Low Light Event” (LLE). During these times, she will become sluggish in both thought and movement, so it is best to be patient with her. HQ recommends allowing her an extra thirty (30) minutes of time outdoors during an LLE. Luna may lose appetite or become heavily withdrawn. Side Effects: Unstable behavior, symptoms of a personality disorder present. Such large energy outputs during HLEs often results in intense overheating, mental fatigue, fainting spells and, on more than one occasion, heart failure. Meeting with on-site psychologist recommended. Notes: Good behavior is to be rewarded with celestial-themed objects, e.g. telescopes, books, stars. Can also be rewarded with one (1) monthly nightly viewing, preferably on first- or third-quarter moons. During HLEs, make sure the candles in her room are removed, and that Luna is chained to the bed. Have an ordained minister on standby. *Research performed and funded by Walters Lab and Pharmaceutical Company, Inc. Date: January 19th, 2202 Dear Dr. Jeremiah H-, on-site Psychologist at Facility 3-13, Good evening. I hope this letter finds you well. I would appreciate it if we can schedule an appointment for //////, codename “Moonshine,” or Luna. I, as her current Observer, have noted that her behavior is not too dissimilar to that of people with certain mental illnesses. I suggest that we schedule an appointment for Luna as soon as possible, as I am finding myself increasingly concerned for her mental wellbeing. Best regards, Dr. Charlie B-, current Observer of Wielder “Moonshine” ______________________ Recompense [REDACTED] Danger Scale: Δ Power Output (P): [REDACTED] Control (C): [REDACTED] Volatility (V): [REDACTED] Range (Ra): [REDACTED] Resistance (Re): [REDACTED] Meta-Hazard (MH): [REDACTED] Located at [REDACTED]. [REDACTED]. Entry permitted only to Red Ace Members. Notes: [REDACTED]. Following Incident AAA-182713, all records concerning Recompense have been stricken and destroyed, and Recompense has been moved to a more secure location, far from any civilian life. [ARCHIVAL NOTE: ANY AND ALL INSTANCES OF SCENARIO “EXACT VENGEANCE” MUST BE REPORTED IMMEDIATELY.] ______________________ Mage B-413 Danger Scale: S Power Output (P): 9.5 Control (C): 10.0 Volatility (V): 6.6 (grows agitated if provoked) Range (Ra): 8.9 Resistance (Re): 7.7 Meta-Hazard (MH): 8.4 Located at ////////, Mars. To be held in the High Facility at all times. Only Black Spades and higher permitted entry. Background: Mage was first found in the Himalayan Mountains on January 28, 2096. Mage had then managed to elude WCI Team 7 for a total of 186 months (fifteen-and-a-half years), before finally being cornered in the country of North India, where she acted as a snake charmer to earn rupees. She is a 5’8” woman of Norwegian descent who claims to be 1,487 years old. She appears 32. Mage is commonly seen wearing aged leather gloves that reach to where her elbows should be. She claims to have gained her powers by sacrificing her forearms to a “Great Dragon, Roál.” In return, she was given a pair of feathery, bird-like appendages to act as arms. She has fully functional claws. She also claims that the Great Dragon had gifted her powers, such as but not limited to: * Conversion of basic earth metals to gold (Alchemy) * Blood healing * Phytokinesis * Pyrokinesis * Hydrokinesis * etc. Full list is found in the Underground Library, row M-18. Mage has been relatively obstinate in regards to attempts to have her open up about her past, as well as on Roál, instead opting to turn most interview attempts toward the current state of the outside world (See Interview Notes IN-819, IN-820 and IN-853). Side effects: As of yet, no obvious side effects have been noted on Mage. Notes: Mage appears to be a pacifist, opting to use her thaumaturgy for the benefit of others. However, persistent questioning on the subject of her past or her arms has caused her to lash out (See Incident Report Files IRF-785423, IRF-785426, IRF-786000). She is allowed one hour outside of her cell, where she may roam freely, so long as she be properly cuffed and chained (See pages 375-380 of your Instruction Manual). Should she appear to be panicking or growing angered, attempt to reason with her. If reason should fail, call for a “Royal Purple 3-13.” UPDATE: THE CURRENT OBSERVER OF MAGE, DR. REBECCA HAMANOFF, HAS BEEN DECLARED MISSING. ANY AND ALL INFORMATION CONCERNING DR. HAMANOFF MUST BE REPORTED TO THE HEAD OFFICE, LOCATED IN BUILDING C. UNTIL FURTHER NOTICE, ALL NON-PERSONNEL VISITS TO MAGE ARE HALTED. MAGE IS TO BE KEPT IN HER CELL AT ALL TIMES. ______________________ Umbra O-339 Danger Scale: S+ Power Output (P): [REDACTED] Control (C): [REDACTED] Volatility (V): [REDACTED] Range (Ra): [REDACTED] Resistance (Re): [REDACTED] Meta-Hazard (MH): [REDACTED] Located in the Catacombs of New Orleans, Old USA. Background: //////////, codename Umbra, is a (theoretically*) physical embodiment of pure darkness. Umbra first appeared May 21st, 2137, when it activated an “Eclipse Event.” Umbra has no visible external body parts, and can shift into whatsoever it wills, given that there is sufficient darkness it can draw from. Umbra can absorb nearby (10 meter radius) shadows, and essentially uses it to grow in size and strength. When it reaches a certain, unknown threshold, it gains several abilities, such as: * Shadow Puppetry, the summoning and control of physically manifested shadows. * Shadow Teleportation, the ability to teleport itself to any area in a 10-meter circumference, given that there are shadows it can send itself to. * Shadow Crawling, the ability to climb on shadows. Should Umbra gain access to the night, it will activate an Eclipse Event. During an Eclipse Event, Umbra will emit an inky, shadowy presence that can absorb and destroy any and all life, as well as light sources. Due to the unpredictability of Eclipse Events, it is highly recommended against activating one for the purpose of studying. The only way to combat this is with bright lights. Thusly, Umbra’s cell room is kept at a constant 30,000 lumens (lm). Further study reveals that Umbra does not perform nuclear fission, as originally hypothesized, but rather collapses photon fields, producing apoptosis similar to radiation burns. Notes: Should there be a blackout or other sort of energy crisis, divert all present backup generator powers directly to Umbra. ______________________ Euphoria [EXPIRED.] Danger Scale: S+ Power Output (P): [REDACTED] Control (C): [REDACTED] Volatility (V): [REDACTED] Range (Ra): [REDACTED] Resistance (Re): [REDACTED] Meta-Hazard (MH): [REDACTED] Located at Lunar Colony B-413. Background: Euphoria was not a single person, but rather a group of previous personnel. Beginning May 21st, 2100, reports and complaints were sent from Lunar Colony B-413 of on-site scientists developing a sudden “fevers, chills, [and] increased production of saliva,” as well as a “sweet-smelling odour” emitting from their skin, especially around the face.” The colony was shut down and declared lost shortly afterwards. The leading theory is that Euphoria had spread as a result of a Wielder of the same codename, legal name Domingo R-, who had been sent to the facility for testing and research three months prior. Domingo was the child of two on-site researchers. Concerned over their child’s increasingly worsening symptoms, they opted to send him to the lab for testing. That was the last time they saw him alive. Side effects: Victims of the Euphoria virus were reported to have constant, uncontrollable laughter, increased saliva production, emitted a sweet scent from their pores, and to have grown increasingly manic. They were reported to have tried to bite in order to transmit the virus. Notes: As of 2103, a remaining 812 of the 1,675 scientists and workers at Lunar Colony B-413 were stranded and left to fend for themselves. It is assumed that they have all contracted the virus. Any and all attempts to fly to B-413 will be denied. To see a list of the fallen, see Mission Report File MRF-1130, Incident Report Files IRF-149736, IRF-199462, and IRF-187263. ______________________ Schrödinger’s Child J-335 Danger Scale: C Power Output (P): 2.3-4.6 (fluctuates) Control (C): 4.7-8.5 Volatility (V): 10.0 Range (Ra): 0.7 Resistance (Re): 0.0-4.8 Meta-Hazard (MH): 8.6 Located at [REDACTED], Facility H-08. All entrances require a Probability Dampener (PD-02) and clearance from an Observer certified “Quantum-Stable.” No playing cards, dice, coins allowed. (See Incident Report File IRF-011485.) Background: Schrödinger’s Child (“the Child”) appears as a juvenile of indeterminate sex, approximately 4’3”, with blurred facial features that settle only when directly spoken to. Under extended observation, the Child’s body may appear to “double,” “smear,” or fail to remain in a fixed pose for more than one second. The Child was discovered after a cluster of missing-persons reports in New Czechia, where eyewitnesses reported contradictory sightings, often of the same child in two or more locations simultaneously. During detainment, two separate tactical drones recorded the Child both standing still and fleeing, despite footage having been taken at the same moment. The Child was finally contained during Incident QC-00831, when a bullet fired at the Child simultaneously: * passed through harmlessly, * deflected backward, * vanished, * and struck the drone operator 0.3 seconds before it was fired. The Child is able to exist in multiple, often contradictory physical states simultaneously until observed, at which point they will collapse into whatever they are perceived as by the viewer. No two people see the same Child. The Child’s inherent existence generates paradoxes, where timelines and events are perceived differently, or not at all. When recording the Child, only use analog equipment: photos often appear smudged or doctored, and video footage often distorts around the Child. Duration: Constant passive field, stronger when observed by three or more people. Side Effects: Personnel report déjà vu loops, nosebleeds, hearing their own voices saying things they never said, and temporary duplication of personal items (most notable: Dr. P—’s “extra” shoe, which vanished 13 minutes later). Notes: Do not respond when the Child asks, “Am I here right now?” Keep the Child away from Reality Check; their coexistence produces cascading paradoxes. Writer once attempted to overwrite the Child’s entry. The system rejected her edits with a “PARADOX ERROR 22-B.” The Child appears fond of Mesh. No interaction is permitted. This is the most stable version available of the Child. All other attempts at documentation either evaporate, spontaneously combust, or disappear entirely. Lamina Research has shown interest in the Child. They proposed a mutually beneficial “Wielder / Conceptual Being Mutual Exchange Program.” Pending review. ______________________ Capsule Q-1932 Danger Scale: B Power Output (P): 1.3 Control (C): 7.7 Volatility (V): 8.4 Range (Ra): 10.0 Resistance (Re): 3.6 Meta-Hazard (MH): 4.8 Located at ////////, Old Morocco. Pressure in Capsule’s containment chamber must remain at exactly 101.3 kPa. Deviations greater than 2% trigger automatic lockdown. Background: Capsule (“Cap”) is an adult male, age ~42, who claims to have originated from a “dead Earth” where “everything collapsed inward.” He was discovered inside a sealed shipping container that had not been opened for eight years. Oxygen levels inside were measured at 0%. Capsule states he “hid inside a pocket and waited for the world to end.” Cap can open small dimensional pockets (“capsules”), each roughly 4–8 ft in diameter. Pockets may contain: * empty voids, * breathable air, * unknown gasses, * or distorted geometry. All pockets collapse violently after 30–90 seconds, ejecting contents unpredictably. One collapse (CAP-012744) inverted an entire desk and left it inside-out. Duration: 30–90 seconds per pocket. Side Effects: Tremors, dizziness, panic during prolonged creation. Capsule occasionally speaks to the pockets as if they are living things. Notes: Capsule avoids Foretelling; both become agitated in proximity. Capsule and Reality Check exchanged a look during transport and simultaneously said, “Not again.” No explanation provided. Do not enter any pocket. Do not allow him to convince you otherwise. ______________________ Mime M-000 Danger Scale: B Power Output (P): 4.6 Control (C): 10.0 Volatility (V): 7.7 Range (Ra): 8.0 Resistance (Re): 6.9 Meta-Hazard (MH): ??? Located at /////////, Old Spain, Sub-Basement 4. Background: Mime is a mute individual who communicates exclusively through pantomime. Dons black-and-white attire similar to mimes. They were found pantomiming for money and food in New Spain; upon being approached by the WCI, they mimed a machine gun and killed 32 personnel, maiming 72, alongside 179 civilian casualties. Mime’s arms eventually grew sore, and they were restrained immediately. Mime can create invisible solid constructs with legitimate weight. This includes: * Boxes * Ropes * Bridges * Weapons * Ammunition * and doors. Constructs correspond exactly to Mime’s motions: if Mime were to mime lifting a heavy object, the construct would behave as heavy. Duration: Constructs persist as long as Mime maintains the relevant pose. Side effects: Extended use causes nearby personnel to temporarily lose their voice. One guard attempted to report this and could only gesture wildly at the intercom. Notes: Shifter frequently imitates Mime. DO NOT confuse the two. Mime enjoys parties and entertaining people, but will grow violent if booed or heckled. Do not heckle Mime. See Incident Report Files IRF-198462, IRF-199321, IRF-212832. ______________________ Black Cat B-14 Danger Scale: D (A during Luck Flux) Power Output (P): 7.77 Control (C): 6.66 Volatility (V): 7.0-10.0 (fluctuates depending on luck) Range (Ra): 3.33 - 9.99 Resistance (Re): 2.22 Meta-Hazard (MH): 4.44 Located at ////////, Old Brazil, in a humidity-controlled greenhouse facility. Background: Black Cat is a small individual with feline reflexes and a persistent belief that she is cursed. The WCI has found no evidence of a curse — only a radius of severe probability distortion. Self-admitted to WCI after indirectly causing five pile-ups while walking to work. A probability field surrounds Black Cat within 20 ft. Effects include: * improbable coincidences, * random object failures, * bullets curving, * sudden wind gusts, * spontaneous tripping of personnel. Emotional distress triggers “Luck Flux Events,” drastically increasing luck distortion. During Inceident LFJ-000219, a collapsing hallway fell three seconds early, saving personnel — but all nearby lights exploded simultaneously. Duration: Constant passive effect. Side Effects: Fatigue after major Fluxes; occasional minor misfortunes cluster around her for hours afterward. Notes: Do not allow Black Cat near Schrödinger’s Child. She regularly sneaks into Ivy’s abandoned facility. Nobody knows how. Foretelling once tried to read her future and fainted immediately upon eye contact. ______________________ Reflect Y-129 Danger Scale: B Power Output (P): 4.2 (base form) Control (C): 0.0 Volatility (V): 10.0 Range (Ra): 8.7 Resistance (Re): 1.2 (base form) Meta-Hazard (MH): 7.7 Located at ///////, ///////// in a mirrored containment chamber. Background: Reflect appears humanoid with chrome-like skin. Their voice mimics others exactly. They exhibit no original speech pattern. Reflect mirrors the physical movements, emotions, and abilities of whoever is looking at them. Mimicked Wielder abilities manifest at ~40–60% potency, except during one incident (RMO-000017) where Reflect exceeded Moonshine’s HLE output by 14%, causing structural melting of the chamber. Duration: Active only when observed. Side Effects: Identity fragmentation: Reflect may begin speaking in multiple voices simultaneously. Notes: Do not let Reflect near Recoil or Reaper. Reflect claims they can “see all the yous that could have been” when making eye contact with Schrödinger’s Child. Interaction is forbidden following CWI-03-004. Do not allow Reflect near mirrors. The resulting feedback loop was broken after 12 hours and three guards quitting mid-shift. ______________________ Bones G-1117 Danger Scale: A Power Output (P): 7.3 Control (C): 8.7 Volatility (V): 3.4 Range (Ra): 0.4 Resistance (Re): 10.0 Meta-Hazard (MH): 3.1 Located beneath the New Egypt dig sites. Background: Bones is an animated skeletal humanoid discovered during an archaeological dig. Upon exposure, the skeleton stood, brushed dust from its ribs, and politely asked for water. Bones can disassemble and reassemble its own skeleton, manipulate external bones remotely, grow new bone mass, and extract bones from corpses with alarming precision. Bones also exhibits occasional violent tendencies, especially towards people whom he claims have “bones that don’t belong.” Do not allow Bones to ‘fix’ you: he will rip your bones out. (See Incident Report Files IRF-789998, IRF-789999, and IRF-800000.) Duration: Constant. Side Effects: Low-frequency rattling when distressed. This vibration disorients personnel and once shattered a clipboard. Notes: Bones plays chess with Slayer. Slayer has never lost. Bones constantly accuses her of cheating. Please don’t allow this to escalate. Bones speaks fondly of “a woman with wings for arms,” believed to be Mage. Mage refuses to confirm this. ______________________ We W-013, W-014 Danger Scale: C Power Output (P): 0.7 Control (C): 3.2 Volatility (V): 7.4 Range (Ra): 0.1 Resistance (Re): 4.3 Meta-Hazard (MH): 8.7 Located at Facility 13, //////////////. Background: We consists of two identical twins, physically intertwined in a manner not explainable by human biology. Nervous systems merge at several points; they share sensory input and pain. We exert a psychosocial influence field, able to produce hallucinations, synchronized movement among observers, and compulsive mirroring behavior. Those nearby report whispered plural voices (“we see,” “we know,” etc.). Extended exposure results in emotional merging with the twins for up to 6 hours afterward. Duration: Constant passive field; intensifies when they speak in unison. Side Effects: Migraines, chills, and the irresistible urge to synchronize breathing patterns with them. Notes: Umbra refuses to enter any facility containing We. Reason unclear. We have drawn pictures of Natalie Johnson, though they deny knowing her. We can choose to become physically separate (See Interview Notes IN-446), though this state is incredibly volatile and painful, so they choose to remain bound. ______________________ Medusa C-985 Danger Scale: Δ Power Output (P): 7.3 Control (C): 0.3 Volatility (V): 9.1 Range (Ra): 10.0 Resistance (Re): 2.4 Meta-Hazard (MH): 8.0 Located in Old Greece Catacombs. Background: Medusa is a woman with serpentine hair, each serpent semi-autonomous and highly perceptive. They appear capable of emotional expression and often hiss in a manner described as “kind” toward guards they like. Medusa’s gaze induces biochemical petrification, temporarily or permanently depending on intensity. Partial petrification may be reversed; full requires Mage’s involvement. The petrification is similar to calcification, indicating a natural rather than supernatural process. To prevent petrification, Medusa wears wrap-around lenses. Duration: Depending on exposure. Side Effects: Chronic migraines and neck pain due to serpentine activity; depression linked to extended isolation. Notes: When translucent, Ghoul is not affected by Medusa’s gaze. Further research necessary. See CWI-03-007. Encourage social interaction, hesitantly. ______________________ Zombie Z-998 Danger Scale: B (A if spreading) Power Output (P): 4.6 Control (C): 0.0 Volatility (V): 4.7 Range (Ra): 0.3 Resistance (Re): 10.0 Meta-Hazard (MH): 1.3 Located at /////////, Old Canada, in a refrigerated environment. Background: Zombie is a living human infected with a parasitic fungus that mimics necrotic physiology. Heartbeat absent. EEG flat. Personality intact (mostly). Zombie is capable of withstanding immense damage: a charged hit by Recoil sent an arm flying, which was later recovered and restored. However, he regenerates slowly, and his parasitic state means that he spreads spores causing mild necrotic symptoms in mammals, though this is treatable. Interaction with Wielders recommended at a minimum. Duration: Permanent infection. Side Effects: Constant hunger, emotional flatness, slowed movement, occasional grumbling about “needing a snack.” Notes: Keep Zombie away from Plague: their biological interactions produced a fungal-bacterial stalemate that nearly melted containment doors. See Cross-Wielder Incident Log CWI-03-006. Please don’t answer if Zombie asks if he can “have a bite.” Please. Spores can cause a mild sense of emotional flatness and a desire to ‘sit down for a while,’ a state that can last for days. Infected individuals don’t appear hostile; just emotionally apathetic. The fungus “eats for him,” breaking down organic matter at the micro-level to fuel regeneration. Zombie often tries to eat human food anyway, out of habit and loneliness. Meals fall through holes in his cheeks unless staff puree them first. ______________________ Time Keeper J-1486 Danger Scale: Δ Power Output (P): 0.0 Control (C): 7.3 Volatility (V): 4.1 Range (Ra): 2.2 Resistance (Re): 0.0 Meta-Hazard (MH): 8.9 Located at Facility T-07, New Switzerland. Personnel born before 2170 are prohibited due to temporal back-feedback risk. Absolutely no magnetic objects, metronomes, or pendulums allowed in the chamber. Background: Time Keeper (“TK”) appears as an elderly figure cloaked in shifting glyphs resembling calendars and astrolabe markings. Unlike Foretelling, Time Keeper does not “see” the future — he experiences multiple temporal states at once, often answering questions before they are asked or reacting to events seconds before they occur. Central to Time Keeper’s physiology is a bronze pocket watch suspended from a long chain wrapped around his left wrist. Medical scans have shown no detectable heartbeat. Instead, the ticking of the pocket watch exactly replaces and replicates cardiac rhythm. The watch swings with the steady beat of a pendulum, and the swinging motion itself appears to animate Time Keeper’s life. When the swing halts — even briefly — Time Keeper collapses, ceasing all biological function until manually restarted. Time Keeper manipulates temporal flow by altering the pocket watch's momentum: a faster swing rate leads to accelerated local time, whereas a slower swing rate leads to deceleration. An abrupt ceasing of the watch leads to a localized time freeze, although any longer than four seconds risks cardiac arrest. Reversing the swing can rewind objects into previous positions; it has no effect on living organisms. Zombie is an exception: technically a corpse, they can be rewound. The pocket watch chain appears fixed to Time Keeper’s body; all attempts to detach it have resulted in TK violently seizing. Duration: TK’s abilities are limited by multiple factors: strain on the watch’s mechanism, his own physiological stability, and “temporal exhaustion,” a condition in which his motion becomes arrhythmic and time in the room visibly “jitters.” Time Keeper reports that every use “costs him timelines he can never get back.” Side Effects: Severe arthritis, exacerbated by acceleration events. Nosebleeds corresponding to prolonged slow-time states. Memory loops: TK may forget which era he is currently experiencing. Future tense speech patterns (“You will ask me that again soon.”). Temporary dissolution at the edges of his silhouette during time-freeze events. TK occasionally enters “temporal drift,” fading from the chamber and reappearing minutes to hours later. During Drift 112, he returned holding Mesh’s hand four days before Mesh had been discovered. Notes: Time Keeper refuses to speak with Foretelling. Foretelling refuses to speak with Time Keeper. Reason unknown. The pocket watch must never stop swinging. If the chain becomes tangled or infected with temporal residue, protocol “Pendulum Sweep” must be enacted immediately (see pages 191–196 of your Manual). TK insists the watch was “a gift from someone who loved me in a year I haven’t reached yet.” Personnel are forbidden from asking TK their date of death. TK always answers. TK is always correct. When TK grows tired, he asks staff to “push the pendulum, just once,” but requests must be denied; the last time this was permitted, Facility T-07 experienced a 19-minute loop. ______________________ Mesh E-1381 Danger Scale: S Power Output (P): 0.0 Control (C): 0.3 Volatility (V): 9.9 Range (Ra): 8.7 Resistance (Re): 0.0 Meta-Hazard (MH): 10.0 Located at Facility Z-140, Maximum Restraint Chamber. Background: Mesh was found partially fused into the walls of Colony Taurus-130. Extraction took 19 hours; Mesh slipped repeatedly through personnel’s hands, appearing as particulate matter. Mesh can recursively slip between atomic structures, collapsing and reconstructing their body countless times per second. This allows them to pass through solid matter, distort form at will, split into particulate clouds, and displace self at the micro-temporal level, albeit unintentionally. This process is excruciating. Mesh screams continuously during movement; audio dampeners must be worn. Duration: 2–4 seconds per phase before collapse. Side Effects: Pain beyond measurable thresholds, partial dematerialization episodes, temporal nausea. Notes: Reflect once tried to mimic Mesh. Surgical intervention lasted 11 hours. Refer to Cross-Wielder Incident Log CWI-03-001. Time Keeper reports Mesh “feels wrong in all directions.” Schrödinger’s Child is noted as having whispered, “You hurt everywhere,” while staring at Mesh. Mesh should not be near air vents. We cannot stress this enough. Following CWI-03-003, RC is not allowed within 50 feet of Mesh. Staff still complains of hearing Mesh’s screams in the walls. ______________________ Chorus G-487 Danger Scale: D (base form); A (Fragmented); S (Composite) Power Output (P): 0.0 (base form); Fragments vary. Control (C): 2.1 Volatility (V): 10.0 Range (Ra): 10.0 Resistance (Re): 1.7 Meta-Hazard (MH): 8.6 Located at Facility-88, NUSA. A female juvenile that posed no anomalous abilities until a dissociative event at age 15 resulted in the spontaneous manifestation of three Fragments (explained below). Initial containment failed following a “Fragment Bloom” (See Incident Report File IRF-030518.), after which subject was transferred to Facility-88 for long-term study. Chorus produces translucent humanoid silhouettes, called Fragments, each expressing a singular isolated emotion. Fragments emerge when the subject experiences an emotional stimulus above a low internal threshold (~8–12 bpm increase in heart rate). Fragments are: semi-solid (able to interact with solid objects, but can phase through walls); autonomous but bound to a single emotional directive; fully mute; visually similar to the Wielder in outline only (movement patterns diverge significantly). Fragments possess mild cognitive capability, capable of navigating hallways, avoiding personnel, manipulating objects, and coordinating with other fragments of the same emotional type. They may become reactive around other Fragments of different types. Fragment Classes (Observed): Fear-Fragments (“Hollows”) * rapid, jerking locomotion * hide in vents, under equipment * trigger motion sensors, trip alarms, cause facility lockdowns * emit a faint static distortion that disrupts cameras Anger-Fragments (“Reds”) * heat-spikes (up to +12°C localized) * shatter fragile materials * shove personnel * swarm behavior observed during high emotional load Joy-Fragments (“Gleams”) * produce low-luminescent trails * rearrange items in “play” patterns * harmless alone; dangerous in groups due to fusion events (see below) Sorrow-Fragments (“Drains”) * dim ambient light * induce mild emotional flattening in nearby personnel * linger for extended durations (longest recorded: 86 hours) [Observer Note: Additional fragment types are hypothesized. Several unclassified silhouettes observed during Incident FDJ-199982 are pending investigation.] Fragments multiply under emotional spikes; peak recorded count: 41 simultaneous entities. Containment protocols limit emotional stimulation: minimal conversation, low-contrast environments, no reflective surfaces. If Fragments reach >5, call for “Lavender Peak” Scenario. Composites: When >5 fragments of the same class occupy the same space, they may merge into a Composite. Composites exhibit: * increased density * more defined humanoid shape * significant behavioral escalation Composite Gleam (joy): produces intense bioluminescence; caused temporary flash blindness in 3 guards. Composite Red (anger): breached three interior doors before destabilizing. Composite Drain (sorrow): created a persistent emotional-suppression field lasting 29 minutes. Composite Hollows (fear) have not yet been confirmed; two sightings remain inconclusive. Duration: Individual fragments last 2–12 hours depending on emotional intensity. Composites last 30–90 minutes before dissociation into particulate haze. Side Effects: Chorus experiences emotional numbness during high fragment activity, brief amnesia surrounding emotional events, delayed emotional processing, fatigue and derealization following Composite events. WCI clinicians consider the Wielder’s affective flattening a secondary hazard, as the absence of felt emotion increases fragment production. Notes: Subject is cooperative but detached; long pauses between responses are normal. Treat Fragments as separate entities; do not attempt to “comfort” Reds or Hollows. Gleams may follow staff they interpret as playful stimuli. Drains congregate in shadowed areas, sometimes appearing to “watch” the Wielder. During routine check-ins, maintain low, steady vocal tone. Sudden emotional vocabulary may trigger spontaneous fragmentation. Anger-Fragments and Fear-Fragments are responsible for: * broken door panels * shorted electrical boxes * overturned carts * accidental personnel injuries (see Incident Report Files ECO [Emotional Chorus Outbreaks] 001 through 487.) Fragments do not directly attempt to kill, but they escalate environmental risk. Fragments produce intermittent: * visual static * short-range EM interference * “empty frame” blind zones on digital footage Facility-88 has replaced relevant cameras with analog systems. Success rate: 61%. Hollows, specifically, do not enjoy being observed; they may purposefully destroy cameras and hide in dark spaces. Be careful where you step. ______________________ Trail Blazer D-109 Danger Scale: B Power Output (P): 0.3 Control (C): 8.5 Volatility (V): 6.3 Range (Ra): 10.0 Resistance (Re): 0.7 Meta-Hazard (MH): 1.5 Located at Los Angeles, the Sovereign Superstate of California (SSC). Background: Trail Blazer – or, as he likes to be called, Chase – is a 35-year-old man who self-admitted after his ability caused rapid aging and Mesh-like atomic reconfiguration. He described it as “something like superspeed, but everytime I use it, time warps and atoms fly through every little hole in my body. It feels like I’m getting older, torn apart, and stitched back together all at the same time, never in the right way.” Chase can activate FTL superspeed that produces near-spontaneous combustion of oxygen, immediate wind blast behind and to the side of him, and an extremely loud sonic boom. Only five instances of all conditions being met have been recorded: despite this, Chase appears 72. Side effects: Rapid aging, potential ionization radiation, damage to personnel and equipment as a result of FTL speed and boom. Notes: Do not let him near TK. Time Keeper appears visibly distraught whenever Chase is near him. Refer to Cross-Wielder Incident Log CWI-03-002. Mesh and Chase seem to bond over their pain. Chase can relate to them. Because of Chase’s ability to phase, his walls are three-feet-thick, despite claims that he’d “never do that s— again.” Chase claims that his five reasons for using his ability were: 1. Saving a child from an incoming car 2. Getting a cat down a tree 3. Late night grocery run 4. A dare to run across the country and back 5. Unknown. Chase refuses to tell his fifth reason. ______________________ ILCK L-027 Danger Scale: D (A if around Attractors) Power output (P): 0.1 Control (C): 0.0 Volatility (V): 8.3 Range (Ra): 5.0 Resistance (Re): 1.3 Meta-Hazard (MH): 6.5 Located at [REDACTED]. [ARCHIVAL NOTE: DUE TO PREVIOUS ATTEMPTS TO FIND AND WOO ICLK FROM ATTRACTORS, LOCATION HAS BEEN REDACTED.] Background: ILCK (If Looks Could Kill) is another self-admitted patient whose presence affects those around her in an 8-meter radius. Those who are attracted to her (be it physically or emotionally) become aggressive, attempt to display dominance over others, or incredibly performative. These instances are referred to as “Attractors.” ILCK has shown disdain for Attractors. She herself does not seem to care too much for the attention. (yeah s ure) Based on Observation Logs, Attractors may fall into one of two categories: Aggressive and Dominant These Attractors may attempt to ‘claim’ ILCK as their own. They may be aggressive toward other Attractors and treat her more like a prize than a person. These people are to be subdued and removed from her presence. Parental and Caring These Attractors may act caring or in a manner similar to a parent toward ILCK. Less of a romantic bond, more platonic. These Attractors are reclassified as “Friendlies,” as per ILCK’s request. Side Effects: An effective range of distance for anybody who may develop any sort of feelings toward ILCK, a general display of apathy toward romance. I ship it. Notes: Prior to interviewing, observing, or entering any Facility with ILCK, a mental health screening is required and compatibility tests are drawn. This is to ensure chances of attraction are minimal (and because we suck lol). Wielders, interestingly, appear unaffected by ILCK’s “Love Radius.” Further testing required. Crow sends crows with trinkets and items to ILCK (CWI-03-005). Potential Friendly? Potential romance ??? [ARCHIVAL NOTE: WRITER HAS GOTTEN HER HANDS ON ONE OF ILCK’S PHYSICAL FILES. ANY AND ALL ATTEMPTS TO HELP RECONSTRUCT THE PREVIOUS FILE WOULD BE GREATLY APPRECIATED. AS AN EFFORT AMONGST OBSERVERS TO INCREASE OVERWRITING-AWARENESS, WE HAVE LEFT WRITER’S CHANGES PARTIALLY INTACT IN ORDER TO HELP STAFF IDENTIFY TONE AND STYLE. WRITER’S EDITS EMBOLDENED.] ______________________ Saintfall O-000 Danger Scale: S+ Power Output (P): 10.0 Control (C): Unmeasurable; varies by emotional state Volatility (V): 7.9 Range (Ra): 10.0 Resistance (Re): 10.0 Meta-Hazard (MH): 9.2 Location: Mobile. Standard monitoring protocols require continuous tracking through Xōuy̆sq’t Spectral Signature, Class-Red Arrays. The entity does not stay contained, nor does it acknowledge containment concepts. It may be approached only under Red King authorization. Background: Saintfall is a towering, humanoid-shaped extraterrestrial entity composed of obsidian-like dermal plating and internal luminescent structures that shift in response to emotional or perceptual stimuli. Height varies between 2.3m and 4.1m depending on stress, environmental conditions, or unknown internal processes. The entity entered Earth’s atmosphere on May 14th, 2030, manifesting as a high-intensity ultraviolet arc and a global acoustic resonance. Initial contact resulted in catastrophic collateral damage: Saintfall reflexively discharged coherent ultraviolet energy at a approaching commercial airliner, interpreting the craft’s velocity and heat signature as a threat. The downing of Flight 613 resulted in 428 civilian casualties and widespread panic, marked historically as ‘Day Zero’ (See Incident Report Log IRF-000002). Saintfall is the second officially recognized Wielder after Plague. Saintfall appears benevolent in intent; however, its baseline interpretation of human behavior, architecture, transport, and communication is incompatible with human physiological and cognitive norms. The entity demonstrates decision-making structures that prioritize causal stability over immediate human safety. Saintfall does not appear to age, deteriorate, or require sustenance. It is sapient, proactive, and curious. It is also catastrophically dangerous. Given Saintfall’s unique anatomy, the following is a description of its anatomy and structure (Extensive research funded and performed by Walters Lab & Pharmaceutical Company, Inc.) Anatomy & Appearance: * Dermal plating: Volcanic-glass-like, reflective, self-repairing * Luminescence: Internal “veins” of shifting color indicating emotional states (see Scientific Study Report SS-201) * Facial structure: Three primary eyes arranged in a triangular pattern; no visible mouth * Limbs: Segmented; can extend or retract beyond standard range * Gait: Smooth; lacks biological hesitation * Sound: Emits infrasonic and ultrasonic resonance fields subconsciously The entity’s presence disrupts electromagnetic infrastructure within a 30–70m radius. Abilities: * Ultraviolet Emission (“Laser Vision”) * High-intensity UV beam triggered by rapid emotional changes. Can melt steel, concrete, and organic tissue instantly. Unintentional discharges remain the primary hazard. * Flight / Levitation * Achieved through localized gravitational inversion. Generates severe turbulence; unauthorized aerial approach strictly forbidden. * Density Modulation * Saintfall can increase or decrease its apparent mass, allowing it to phase through matter or withstand explosive forces. * Temporal Resonance Perception * The entity senses alterations in causality, time dilation, and probability shifts. This has resulted in several controversial “morally alien” decisions that have prevented larger catastrophes at the cost of immediate human life. * Regenerative Fractal Armor * Damage to dermal plates is repaired within seconds. No known material can permanently injure the entity. Saintfall communicates in a multimodal system designated Xōuy̆sq’t—a blend of ultraviolet flicker patterns, infrasound tremors, high-frequency clicking, thermal gradients, and minor gravitational pulses. Human comprehension is difficult; translation is partial at best. Only three certified Xenolinguistic Officers are permitted to attempt communication. All have suffered long-term sensory injury. Examples of translated communication include: “YOU (plural/collective) ARE SOFT-BURNING INWARD.” “THE SKY IS NOT STABLE HERE.” “I DID NOT ARRIVE IN TIME / I ARRIVED BEFORE TIME.” “YOUR PATTERNING IS BRIEF. BE STILL.” Further study ongoing in collaboration with the Xenolinguistics & Ontological Diplomacy Subdivision (XODS), under the Archivist-Underground Library Coalition of Informational Record Collective (AULCIRC, sometimes referred to as “ALL-CIRCLE” [unofficially]). Behavior Saintfall is calm, observant, and at times displays apparent empathy—touching the ground gently, watching humans with careful posture. However, its reactions to perceived threats or anomalies are swift, overwhelming, and invariably destructive. The entity frequently “assists” in ways that produce secondary disasters. Examples include: * Stabilizing collapsing architecture in ways that trap survivors but prevent wider structural harm * Redirecting floods, wildfires, or storms toward unpopulated areas, inadvertently destroying infrastructure * Removing “hazardous” vehicles by disassembling them mid-air * Neutralizing Wielders by disrupting local physics [Observer Notes: Saintfall is fundamentally benevolent. Saintfall is fundamentally incompatible with humanity.] Side Effects: Personnel exposed to prolonged Xōuy̆sq’t resonance may experience: * temporary blindness * tinnitus * phantom vibration sensations * mild hallucinations of geometric patterns * inverted proprioception * “gravitational nausea” (term coined by Dr. L–; not formally recognized) Long-term exposure risks remain unknown. Duration: Saintfall has no known activity cycles. It appears continuously aware and does not sleep. Periods of stillness lasting 1–4 days have been documented; during these, the entity exhibits no electromagnetic or vocal output. During “stillness states,” approach is strictly forbidden. The last attempt resulted in a Red Burden emergency code. Containment Notes: As per the Containment Division’s request, notes on Saintfall’s containment methods have been added to the Manual. Saintfall cannot be contained. Therefore, the WCI contains the environment around it. Protocol O-000 outlines: * nonstop global spectral tracking * automated satellite monitoring * immediate civilian airspace lockdown when Saintfall becomes airborne * rapid-response XOD deployment for communication attempts * media suppression and counter-misinformation campaigns * international cooperation through the Post-WW5 Reformation Group Saintfall generally ignores armed forces unless attacked, at which point it neutralizes threats non-lethally if possible, lethally if not. Notes: Do not attempt to replicate Saintfall’s vocalizations. Personnel injuries have occurred. Do not approach Saintfall from behind; it reacts defensively. Avoid sudden emotional flares (shouting, panic) in its vicinity. The entity has requested “a broader sky” three times. Meaning unclear. Cult groups (specifically The Purists and New Ascensionists) have attempted contact. All attempts have failed catastrophically. The Chair has issued standing orders: “Observe. Do not provoke. Do not pretend you understand it.” Saintfall becomes visibly agitated around Entity. It is to stay as far away as possible. Reality-adjacent Wielders (RC, Time Keeper, Child) are prohibited from interacting with Saintfall.