Crave the Light [Project Moon Quest]
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In The City that has been tainted, scourged by the incomplete Light. Seeds of which that rot. Unable to blossom nor bud. The City still stands, indomitable above all. Change is coming for a spark of Light is still Light.

And now we ask this to you. A sinner drenched in Envy.

Can a cog within a machine become something greater than the forgettable, useless parts of a whole? Can a sinner condemned to self-destruction, defy their destined fate? Or will you fall prey to your past and vices like many upstarts in your place? Are you more than the hollow words you speak for a better life, a brighter future? Will you become a pillar of Light?

Either way, you have one life. Make it count.
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Character Sheet

Character Sheet


Name: Cain
Gender: Male
Pronouns: He/Him
Appearance:



Idle Sprite



Combat Sprite

Art/Commission made by CreaSion on VGen

Level: 15
Title: [Disharmonious Grunt]
Who knew becoming the voice of reason within a group of Psychos can earn you their hatred? Because of that, you are known as the singular note of disharmony in the Choir. You may be considered the weak point of the Orchestra but you thrive in the chaos. A self-shackled instrument that refuses to bend to the sway of the Conductor's baton. And for that, you painstakingly gained the skill to see the order of things. All for you to press a finger into and plan the action to make it all collapse due to your agent brand of Chaos. Gain the ability to sabotage a chosen Enemy's roll and add a debuff modifier of -3 once per month. In Combat, the debuff modifier becomes -1 instead. Relationship with any member of the 'The Orchestra' becomes Disliked/Hated.
Age: 18
District: 12 (Previously owned by the Old L Corp.)
Faction: The Orchestra (Syndicate)
HP: 66/80 (Injured) [Three Weeks Remaining Until Status Wears Off Naturally]
  • Injured: Gain a -1 Base Power to all Skills and -5 SP modifier until this status is removed. When the Injured Status is removed, remove all conditionals associated with this status and heal 5 SP.
SP (Sanity Points): -20/45
Speed: 1-3
Stagger Thresholds: 70% (56 HP)
???: ???
Sin: Envy
  • Sin Counter: 0
  • [???]: 1/1
  • Targets of Envy:
  • ??? [Deceased]
  • None.
  • Panic Type: Overwhelmed
    • [Become unable to act for a single turn. Then gain 2 Attack Power Down afterwards.]
Resistances:
  • Slash.png Slash: Normal [x1.5] - [0.5] = [x1.0]
  • Pierce.png Pierce: Weak [x2.0] - [0.5] = [x1.5]
  • Blunt.png Blunt: Weak [x1.5]

Statistics

  • Fortitude (Unfavored): 0 (19/50)
    • Melee (Combat): Rookie (0/300)
    • Endurance: Untrained (0/150)
    • Instinct: Untrained (0/150)

  • Prudence: I (0/500)
    • Ranged (Combat): Untrained (0/100)
    • Technology: Untrained (0/100)
    • Insight: Adept (0/400)

  • Attachment (Favored): III (0/3000)
    • Stealth (Combat): Skilled (0/600)
    • Empathy: Veteran (0/1200)
    • Negotiation: Skilled (0/600)

  • Justice: I (0/500)
    • Repression (Combat): Adept (0/400)
    • Vision: Untrained (0/100)
    • Ego: Untrained (0/100)




Perks:


[Favored Attatchment] Somehow in The City, you managed to not lose your sense of Empathy. You're a social linguist, a speaker of tongues, a true maître du peuple. You can navigate sticky situations around strangers, charm up a belligerent Syndicate Member and get them dancing under your tune with the right smile and choice set of words. Yet with such a skill comes with an equally as heavy heart. Not that you would abuse your social skills, no sir. The thought pains you. It's not your fault that you're just so charming. Automatically decrease the theshold for Negotiation and Empathy Checks. For Stealth (Combat) checks, instead gain an increased modifier of +5. Increased Chances for Notable Characters to be encountered and drawn by your magnetic Influence.

[Eyes of Envy] Your obsessive stare has rewarded you with a perception worthy of a fictional detective. You gain the ability to glean more details from a target of choice than from a normal person, as though their inner voice is whispering their secrets to you, you are able to peel out hidden information that wouldn't be found through mundane means. Activating this passive skill changes the color of your eyes to a purple-hue until you have finished your observation. There is a (0.1%) chance of fixating onto the target as a Target of Envy. The percentage has a chance of increasing if known factors about the target are superior to the host.
    • Happiness: +5%-40%
    • Wealth: +0.9%-10%
    • Talented (Music): +25%
    • Talented (Combat): +10%
    • If Target has a Intact, Living Family: +10%
      • If the Family is Functional: +30%


Drawbacks:


[Murderer] The blood seeps underneath your fingernails, unable to be washed away no matter how much you try. Yet your teeth oddly craved for more, itching for the iron-rich taste. Everyone could seek the marks of a future Psychopath upon your visage. You're a danger to yourself and the rest of society. Fail any check related towards Virtue automatically.

[Haunted by the Dead (Modified)] You gain a permanent -25% debuff to healing physical health and mental sanity whenever you attempt to rest. Tortured by relentless nightmares, you find it hard to gain a decent night's sleep that it implores you to instead stay awake and risk your good health. It becomes easier for you to decrease your mental sanity and hard to maintain positive sanity. Have a percentage chance to lose one night's worth of sleep per week and gain a debuff for one action (Major or Minor). (Roll 1d6)

Perhaps time will tell if you can heal.

[Unfavored Fortitude] You're squishy. Strange in the line of work you're in but you can't take a few hits. You'd crumble with a punch. Heck, you run out of breath easily and have to force yourself beyond the limits every day to work and it sucks. Only the vices of The City can keep you moving. God knows why you're not improving the way you should. Body Perks, Enhancements, and Augumentations work 50% less effective on you. For any Physical check, automatically gain a negative modifier of -5. All Resistances start out as either Weak or Fatal.

[Depersonalization-Derealization Disorder]
Was it really you who picked up the knife? Or was it someone else inside your body? Your self-denial has reached severe levels, unable to accept the truth. There's something in your body that takes over you. An infection, a rot, nurtured from your evil thoughts. You are a spectator in your head, trapped and unable to feel, do, or say anything. It's a terrifying feeling that creeps up when you think about your past or under severe pressure. When your Sanity reaches below -25, add a negative modifier to your Temperance Stat, decreasing it to 0 until this state wears off.

Skills:


Glass Imitation: Again and again you rot in the shadows, your efforts always subpar and outshone by another. A mere hollow imitation of something greater. This is no different. Gain the skill to duplicate a lesser degraded skill of choice from a target of Envy. Each Glass Imitation copy of a Skill has a 50% chance to mutate it.

  • Degraded Music-Weaver (Glass Imitation): Gain the savant skill to pick up any instrument and play it like a Skilled musician. Enchant the crowd for your fake musical prowess yet they will not adore you. Something within your music grates at them, inflicting -5 SP damage to your listeners per turn.

Weapon Proficiency (Hurdy-Gurdy) [Level 3/10] [Exp: 21/100]: You know where all the keys are and how to actually play this instrument instead of slamming your fingers on the keyboard and fiddling with it like a toddler; so that's got to count for something, right? You can play a few simple nursery rhymes on it but nothing too advanced and god forbid you have to play in the battlefield. That's a social death waiting to happen.

Combat Skillset


Skill 1: Tuning Up? (Melee)

Amt: x3
(2) Blunt.png [+1] O
Offense Level:
12
Atk Weight: 1
[Attachment Conditional: When SP is 15 or above, Final Power +2]
[On Clash Win] Inflict 4 Tremor
  • I: Inflict 1 Rupture and 2 Rupture Count, inflict 3 Tremor Count

Skill 2: This is the Right Button, Right? (Melee)

Amt: x3
(6) Blunt.png [+1] OO
Offense Level:
16
Atk Weight: 1
[Attachment Conditional: When SP is 15 or above, Final Power +2]
[On Clash Win] Inflict +3 Rupture Count and 4 Tremor Potency
[On Clash Lose] Inflict 2 Tremor
  • I: Inflict 2 Rupture
  • II: Inflict 4 Rupture, and then Trigger Tremor Burst and then reduce Tremor Count by 1

Defense Skill [Guard]: Don't Dent It! (Melee)

Amt: x∞
(6) [+10] O
Defense Level:
18
[On Use] Gain Shield Health equal to 10% of Max HP plus the amount of Tremor and Rupture (Potency) stacks on the Target/2
  • I: Inflict 4 Tremor

Combat Passive: [Locked due to Lack of Equipped Weapon Proficiency (Hurdy-Gurdy)]



Biography: There is no looking back. You refuse to.

[DATA LOCKED]



Inventory

Cheap Leather Wallet, Old L-Corp Nest Residency ID (Expired), A set of 'The Orchestra' Business Cards, G Corp's Army Knife (Salvaged), Nokia-Styled Burner Phone, Secondhand A-Corp Patented Smartphone 6th Generation (Civilian)

Ahn: 21,525,295 Ahn (4,305,059 Ahn per month)

Gear


Head: Silver Earring
Neck: None
Chest: Modified Orchestra's Uniform Dress Shirt and Blazer
  • Shoddily weaved from human flesh and suffering, this ordinary-looking suit is a standard uniform for those who are a part of the Orchestra. Gain a 0.25 resistance to Pierce and Slash attacks.
Main Hand: Vintage Hurdy-Gurdy (Two-Handed Weapon)
It is a large wooden string instrument that has a guitar shaped body but a violin-form with many of its string rubbing against a wheel operated by a handcrank with a small keyboard placed in the middle that controls the whole mechanism. If you wanted, you could strum the strings though it be hard to do so with its complex design. This unusual instrument is sturdy enough to be wielded as a bludgeoning device when you're not struggling to practice playing a harmonious music piece. You know it would be easier to tap into your latent, cursed talent to master it for combat but this is a new start. A new beginning and you're determined to not rely on your Sins to play and wield this weapon.
Off Hand: None
Legs: Orchestra's Uniform Pants
  • Shoddily weaved from human flesh and suffering, this ordinary-looking suit is a standard uniform for those who are a part of the Orchestra. Gain a 0.25 resistance to Pierce and Slash attacks.
Feet: Tres' Association MkII Combat Boots (Civilian)
  • Durable boots that can last a long time in a high-stress environment. Advertised to not fall apart when running through a minefield! You might be dead but your boots will be in mint condition and clean as the day you got them!
Enhancements:
  • Backstreets Tattoo Enhancement (Grade 7 Bone-Strengthening)
    • Essential to have if you're planning to reinforce your body. You're guaranteed to not explode into gorey bits from your muscles crushing your insides when you breath. Your bones are harder to break but it won't withstand a car crashing into you at 55 MPH. Maybe 25 MPH. This simple black set of tattoos in the shape of a Breve is located onto the left side of your chest.
  • Backsteets Tattoo Enhancement (Grade 8 Muscle-Condension)
    • Your muscles are important and you know it. Too bad you have to take the cheap and expensive way out to bypass the issue. But who can blame you when you have the energy of a twig ready to be snapped in half. At least you won't pass out from jogging one lap. You've got enough energy to go through the day like a regular person and not die from overexertion. Perhaps a little breathless but at least you solved some of your innate sickliness. This simple black set of tattoos is in the shape of a Minim, located onto your right collarbone.
  • Backstreets Tattoo Enhancement (Grade 7 General Strength)
    • A general tattoo that any person who wants to have a bang for their buck can get, whether to show off or required to get it if they're in the blue collar industry and their boss is too cheap to rent construction equipment. You can lift up to 150 lbs. This simple black set of tattoos is in the shape of a Quaver, located onto your right collarbone.
Augmentations: None



Timeline


Biography: There is no looking back. You refuse to.

[DATA LOCKED]



Quests

Main Quests

[Bury the Dead. Find your Purpose.]

You already know what happened to your older brother. It was obvious. The boy was dead. It's the same old story to those whose relatives have succumbed to Old L Corp's fall. You were no exception.

But it was also naive for you to hope, desperately pray with a smidgen of hope that perhaps he may have survived. That perhaps he was the exception, and he had survived from the ashes. Perhaps wandering around without a haze of memory that he hadn't realized he had a family, even if it might consist of just you. Or perhaps, he was trapped in the ruins of the old corporation, waiting for someone to dig him out. Or most likely, realistically, his bones lie there instead, waiting for a person like you to bury him properly lest his ghost keeps haunting you.

Either way, you have gone through countless nights with a budding wish to find out what exactly happened to your brother. And now you wish to find him, identify his bones, and bury him.


[Reward: ??? EXP, Debuff Removed 'Haunted by the Dead', ???, ???, ??? Reputation, Gain ???]

[Survive.]

It's only you and you that is important.

Nobody else.

This heartbeat mantra has been engraved in your head. The only mantra that ensured your survival from the White Nights and Dark Days incident when cornered and alone. The only mantra that you have followed and will always follow.

Forsaking all your morals if you had to. If it was you or a baby, you would sacrifice the baby. You're the only person that mattered and you're the only one who HAS to survive.


[Reward: ???, A Purpose]



Ongoing Quests

Major Quests


Major Quest: Rest and Prep


Take the three weeks off to heal yourself but also prepare for the next major mission. You expect to either tackle and raid a Syndicate or a Association, either of the or depending on the Conductor's fancy. It has to be big to celebrate the Syndicate's upgraded rating. Try not to break yourself a little more than you already have when preparing for the next mission.

But the underlying note is that you have to prepare somehow. You're asscheeks and no better than a normal unaugmented Grade 9 Fixer even with Grade 7 Augments. Somehow you gotta improve your combat abilities whether through augmentations, training, tattoos, or whatever technology to be justified and fight on the same level or at least a durable challenge to a Grade 7 Fixer at the very least.

The Orchestra Syndicate is an Urban Plague. Match up to the ranking, Cain.

Time Limit: 3 Weeks
Rewards: Increased Reputation with the Orchestra (Tolerated), +100 Friendship EXP with the Conductor, Increased Weapon EXP with Equipped Weapon, and +10,000,000 Ahn
Penalty: Decreased Reputation with the Orchestra (Loathed), +5 Sin (Envy), Become Exempt from the next Mission (The Orchestra)]

Optional Quest Gained: Help Solve Seon's Stalker Problem


Someone out there is harrassing your good ol' roommate, giving him the freaks. He's a simple salaryman and often a target for opportunisitic rats or Syndicate members who think he's a bank account to rob or a future victim that fits their motto. It's not a surprise that he's being stalked. Issue is, who is it that staking him out?

Shadow Seon Myung-ki's commute and figure out the guy doing this and confront them. Knowing Seon, it's probably some new coworker that he pissed off with his abrasive attitude and shitty luck. Just some small fry that you can scare around once you throw around your weight as a known Syndicate Member.

Difficulty: Hard [Possible Combat Encounter]
Rewards: +200 Friendship EXP with Seon, +1 Major Favor from Seon Myung-ki, Social Contact with ???, Unlock ??? Storyline
Penalty: -100 Friendship EXP with Seon Myung-ki, possibility of Seon Myung-ki becoming Injuried/Murdered/???, Unlock ??? Storyline

Minor Quests


Minor Quest: Clean up your Mess.

Clean the Dining Room you've bled and tracked dirt all over before the Week ends.
Time Limit: 1 Week

Rewards: +100 EXP, +10 Friendship EXP to Seon Myung-Ki, and one clean piece of furniture that won't be tossed out this week.
Penalty: -40 Friendship EXP with Seon Myung-Ki, +1 Filthy Room

Completed Quests

None

Failed Quests

None
 
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Social Links

Social Links




Syndicates



The Conductor [Rank 3 of 10] [EXP: 62/100] [Syndicate Leader] [The Orchestra]

As every band needs a Conductor, so does this mad, kill-happy gang needs its equally as insane Conductor and this man runs a tight ship for a gang destined to crash and fail. Was once known as a highly regarded ex-Grade 4 Fixer, the Conductor lost his marbles after losing everything to the Pianist and sought to recreate himself in the worst way possible. Don't be decieved by his well-composed erudite and scholarly disposition, this is a man who has lost all of his previous principles and will leave you dead in an random alleyway if you cross him. This so-called 'Conductor' claims to seek to create the Greatest Music the City had ever seen, and to spread it into the hearts of every District just like the Pillar of Light. And he sees you as a main instrument to his Symphony, wishing for you to play a beautiful Solo as a 'Flute'. A position that you deny vehemently with all of your heart because what could be more devious and horrific than the current acts you're committing? A whole District-wide massacre?



[Louise [Rank -6 of 10] [EXP: 82/100] [The Orchestra] [Hated Rival]

The sole Soprano of the Orchestra. How did this crazy gang manage to convince a pretty woman like Louise to join its ranks is a mystery. But the reason becomes clear in battle. In another life, she would've been a famed Opera singer in the City, in this life she's a dangerous combatant who disables enemies with her voice and finishes them off with her deadly bladework. Louise vies for the position of being the Conductor's second in command for whatever reason and she views you as a threat to the organization.

Church of Re-Establishment

Moon Beasts of the 12th Pack

"The Vagabonds"

Fixers/Fixer Offices


Crossbows and Roses Office

Camille's Office

Ironheart Office

Regular People



Seon Myung-Ki [Rank 7 of 10] [EXP: 22/100] [Long-Time Roommate]

An overworked office worker who has long given up on his dreams. He is a data-entry broker for a low level distribution company on a contract period, a regular salaryman who somehow got entangled into being your roommate and has remained as one for several years and counting. As a result, he has become a stable pillar preventing you from total collapse despite his numerous complaints. Seon Myung-Ki owes you a [3] couple of favors that you have yet to cash in, some of which loom over his head. At least he doesn't have to worry about rent because you're such a nice guy.

???

 
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Mechanics

Quest Mechanics

Alright, let's get down to establish a few basic things before explaining the rules of this Quest.

1. Voting will be done through Plans
Example:

[X]Plan: 'Insert Name'
- [X] Action Part 1
-- [X] Action Part 1 Extra Info
- [X] Action Part 2
-- [X] Action Part 2 Extra Info
- [X] Action Part 3
-- [X] Action Part 3 Extra Info

If you want to vote for an already existing and typed out plan, simply put the name of the plan for your vote instead of typing up/copying and pasting all of the details of the plan
[X]Plan: 'Insert Name'
2. Majority Vote wins
3. Write-Ins are generally accepted with QM's approval if the options given seemed lacking, the reason is sound, and it's not at a pivotol story/plot cutscene where only two options are offered for the purpose of tension and stakes. Write-Ins can be voted down by the QM for any reason. (Usually if it seems OOC for your voter-generated Character to pick, think of, and do)
4. This Quest is set in the universe of Project Moon.
This whole quest's setting is based on the Project Moon franchise! Which is a series of games developed by a South Korean Game Developer Studio, Project Moon who has worked on a few games that share the same setting in a expansive universe. Specifically three games: Lobotomy Corporation, Library of Ruina, and its current ongoing live service gacha game Limbus Company.

Of which there will be spoilers for two of the games mentioned. Mostly Lobotomy Corporation. And also Library of Ruina as this Quest progresses.

For those familiar with the setting, in terms of timeline of where this Quest takes place/starts, it's several years after the events of Lobotomy Corporation, and 6 months before the events of Library of Ruina starts where Roland, a lowly Grade 9 Fixer has yet to meet Angela, the mysterious Liberian Director, and is currently down on his luck. Will there be a chance we will meet this future protagonist? Perhaps. Maybe not interact but see through news, rumors, and etc.

[Note: The QM has not done a playthrough of Lobotomy Corporation. But has finished a playthrough of Library of Ruina and is caught up with Limbus Company. QM has not read Distortion Detective and Leviathian. But will use the wikis from all three games, official material, and other fan-created theories, blogs, and other deposits of information for this Quest]

In terms of mechanics and how this Quest will operate. This Quest will be Mechanic-heavy and borrow most of its system from @SoothingCoffee's Quest 'Palace of Greed, El Dorado'. All the kudos to them! If somehow part-way through the quest where I get lost in the sauce in trying to calculate numbers and juggle around statistics, there might be a chance I have to fall back on a more narrative-heavy style instead since this is my first gander at a Forum Quest. (Bad idea, I know. Yet I love a challenge.)

Much of the information presented will be subject to change and is not immutable. I will testing and borrowing a few mechanics and bits of other systems from other Quests in order to test things around. Feel free to present any criticisms and possible problems that could crop up in the future to me.




Stats, Skills, and Skillchecks

There are two main components to this Quest: Stats, and Skills. There are four Stats: Fortitude, Prudence, Temperance, and Justice – and they hold a certain narrative power in that they shape the Main Character in ways that Skills don't. For example, people with high Fortitude aren't just tough in body, but also in mindset; aggressive, and defiant. Consequently, people with high Justice are people with a high amount of self-import. They uphold their own belief, and follow their own Justices, rather than those that the City fed upon them.

Skills, however, refer to the technical side of things. That doesn't mean they don't get pointed out in the story, and that people won't note it – but they don't shape the Character's personality as strong as Stats. For example, people with High Prudence are smart, and curious intellectuals, and if they have a high Melee, then they're simply good at fighting in close combat as well – if that makes sense.

So what is the Technical Side of Things refer to? Here we go to Rolls. In this quest, all rolls will be rolled through a d10, and each Checks will have their own Difficulties which you have to roll higher, or the same to pass (i.e. rolling a 4 or 6, when the Check requires 4 will result in a Pass). Here Skills play an important role as a Direct Modifier relevant to the Check. Example: If a Stealth Check is to be done, and you have Stealth at 3, then you will roll a 1d10+3.

Stats also play a role here, not as Modifiers, but as Difficulty Handler. That is to say, the higher your Stat is, relevant to the roll, the easier the check is to pass. For example, say that you are about to be Ambushed. This corresponds to Fortitude and Instinct. Say that you have Fortitude I, then you will have to roll a Hard Difficulty Check, which requires you to pass 7. Meanwhile, if you have Fortitude III, then the Difficulty will be reduced to Easy, meaning you have to pass a 2. Higher than that, then you will simply Auto-Succeed.

Easy (3) - Medium (6) - Hard (9) – Very Hard (12) – Improbable (15) – Impossible (18) –

So to Summarize, Stats act as your Foundations; increasing them increases your Base Power. Meanwhile, Skills are your Expertise.

Stats:

Fortitude:
Strength, Endurance, and Physical Prowess. Defiance. The Essence of Instinct; of survival in the face of fierce adversity. It is said that those of high Fortitude have lived their life surrounded by bloodshed, their face forced onto concrete by the legs of those above them. However, it's not enough to simply take those punishments lying down, swallowing the bitter tears of humiliation; they have to rise up, and fight back. Skills: Melee (Combat)s, Instinct, and Endurance.

Prudence: Rationality. Sanity. Mental Prowess. The Essence of Insight; to look further beyond what's allowed. It is not one's measure of Intelligence, but rather their Rationality — their Curiosity to uncover the truths, breaking down not just others, but also one's self; all the while, keeping their wits about them. Only by doing so can one walk tall, unweighted by madness. Skills: Technology, Insight, and Ranged (Combat).

Temperance: Patience. Empathy. Sympathy. The Essence of Attachment. It means to understand another's view; sympathizing with their opinions, and empathizing with their pains. It is Kindness, but it is not Generosity. Those with high Temperance are well aware of the Line's existence, the necessity to toe it, but to never cross it, for it would mean to be consumed by another's ego. Skills: Empathy, Negotiations, and Stealth (Combat).

Justice: Repression. Will. Power. The Essence of the Soul. It is a Scale that is required to be eternally in equilibrium, leaning neither right, nor left. The Expression of one's vision — those with high Justice is said to be unswayed, and unmoved by others; their Belief an indifferent straight, and narrow path. They know what Right is, and what is Wrong, and so walk their path without hesitation. It is one's right to enforce their Will onto another. Skills: Repression (Combat), Vision, Ego.

EXP Requirement:

Stats: 100 (I) -> 500 (II) -> 1000 (III) -> 2000 (IV) -> 4000 (V) -> 6000 (EX)

Skill: Rookie 100 -- Adept 200 – Skilled 400 -- Veteran 800 -- Master 1600 -- Legendary 3200

[All the credit to @SoothingCoffee]



Other Major Quest Mechanics


Turns, Phases, and Action Points

How time will progress throughout this Quest is that there will be turns. Each turn is dedicated to a complete week. Seven Days. Sunday-Saturday. These turns are split up into two phases, mirroring similarly to reality: Weekdays and Weekends.

Actions Points (AP) are a type of economy that the Voters will have to handle since there's a limited amount. Any action made within a plan and is related towards an event like a job listing, socializing, or chores will count as an Action Point. And AP are limited by how many actions your character can feasibly do within a week/weekend. Certain things can affect how many AP you can have from perks, feats, titles, event choices, augments, injuries and more.

These AP are split between Major Action Points (MP) and Personal Action Points (PA). Major Action Points are dedicated to Commissions, Fixer Requests that lets your character focus on multiple days to prepare and execute. Personal Action Points are basically Minor Action Points but with a different name to distinguish the two with their abbreviations, PA are dedicated for the smaller type of duties and hobbies your character can do throughout the week. Usually to train a hobby like sewing, relax in order to recuperate and increase Sanity for the next combat, or to do one-off jobs like shopping for a new set of gear.

As a baseline human, you are limited to having 5 AP during the Weekdays. In which you can do the maximum of 3 MP.

For Weekends, you have a quota of 3 AP with the ability to accomplishing 1 MP. Theoretically the weekend is when your character would rest and prepare for the next work week. You can feasibly have your character focus on grinding their attributes and taking jobs with no distinction between the Week and Weekend period, therefore having no rest period, but it can have a detriment towards your character's sanity and can incur a penalty debuff if this becomes a reoccuring habit.

Things like doing chores or maintence don't take up any AP unless you're being paid for a job to do it for someone else at their own home or if a major applicance has broken down at your home/base.

Event Rolls

At the start of each Weekdays phase of a turn, the QM will roll a d100 die for a random event to occur. These will determine if one of the factions decide to go with their plans, conflicts would occur between two factions, etc. etc. On how to determine if it will be a major, minor, or won't occur event determines on their roll. Or if event is either good, okay, or bad. These are the baselines on deciding either:

Good/Major(>70), Neutral/Minor (41-69), or Bad/Non-occuring (40>).

Crits, Nat 1s, and all the Baloo

Crits will automatically roll as a auto-success for a check, crits will count for anything that is rolled between 95-100 for a 1d100, for any other die, it will need to roll its highest maximum to be considered a crit. (1d20 = 20 = crit, 1d10 = 10 = crit, etc.) For only a die that is a 1d100, it will be rolled again after having rolled a crit, this second roll determines how much of a bonus will be determined/written for the action made for the check. The same goes for Nat 1s/Major Failures, anything that rolls between the range of 1-10 will be considered a major failure for a 1d100, though there will be no second die rolled if such an event happened.




Minor Quest Mechanics


Omake Rewards
Omake Rewards will be rewarded towards Omakes that are approved and can be used for the Quest's Lore and possible future storyline or for good effort but won't be used in the story overall. These rewards can be redeemed to boost the next die roll by giving it a positive modifier of (+5) or if it's exceptional enough to be redeemed as a Fate Point. The person who wrote/drew/created the media has the final say on how the Omake Reward will be used or saved for later. If it's saved later though the QM will attempt to write a list to keep track of saved Omake Points.

Fate Points
Fate Points are a handout that is given and saved if there comes a point where your character fails a roll and if they fail it, the result will end in their death and automatic termination of this Quest. This will either give them a chance to reroll their failed roll until they either pass the threshold or overwhelming succeed it through a Crit. Or through the usage of narrative devices, it can allow a Deus Ex Machine plot device to kick in as the result from forming positive social links with exceptional characters that are important in their storylines.

Ahn
That is this universe/quest's currency! For the current quest, this currency will depend on the official South Korean Won (KRW) with a few modifications that involve inflation. Much of the conversion will be me guesstimating and using my own lived-in experienced to figure out prices and such, I will also try to research and use other articles and blogs to help (Much will involve conversion the price inflation of rent in a major city from 2008 to 2024 with 2024 being a baseline). And So I will be continouously be converting USD to KRW which is then equalling to Ahn.

Because Project Moon's universe is based on a grimdark dystopia, things involving taxes, shelter, and food are very important to staying alive than in any other modern day/futuristic quest in descending order.

Note that taxes are very important in this Quest and its due amount is dependent on your character's current financial status and Grade.

Taxes are levied by the Head which is the overseer of the City and its current administrators, it is incredibly important to pay the Head's taxes regardless of financial status and there will be consequences if you ignore the notice.

You will have to forgo on food and water in order to pay for the tax no matter what. Even if your plans involve not paying the Head taxes, your character will ignore that action and spend all of their savings in order to pay the tax.

***Do not skimp out on your taxes and plan accordingly.

Reputation
Reputation addresses how you are perceived by the general community, this can be a combination of how the regular salaryman views you to the Fixer community or how the Syndicates view you as a threat. And if you're particularly troublesome enough, the Head will pay attention to you. Very close attention. Note that reputation can flux depending on the actions you take and affect how people in your social circle can treat you.

If you have a high enough reputation, you can incur Titles which can give benefits and modifiers to your current stats or affect how a certain faction or group views you.

Rumor Mill
This is basically your equivalent of a newspaper for the week but in a social aspect, a rumor mill is dependent on a few things like Attachment, your Social Circle, and access to an actual newspaper/news channel. Rumor Mills can broadcast the movements of certain fixer offices, syndicates, or sporadic events that occur like a new Distortion breaking the streets. They can be a good way to gauge how your enemies react and move along and how certain events play out from questlines taken or ignored.

Rumor Mills are automatically generated and refreshed at the start of every Weekday Phase.



Statistic Terms


HP/Health Points
The ol' reliable HP. This dictates your character's vitality and physical condition.

At full HP, your character is as healthy as they can be and tackle any problem as long as they don't have any detrimental debuffs. HP values can vary and you can increase or decrease depending on events, stats, and etc.

When your HP hits 0 and you have no fate points in the bank, your character dies automatically and that will be the end of the quest. No exceptions.

SP/Sanity:
Sanity! This is an extra bar that you have to keep track of alongside your HP! While it's not essential if it dips down to the critical negatives, as your character won't die, there can be repercussions if such an event occurs depending on how you build your character!

The Sanity System used will be similar to Limbus Company with a range from -45 as your lowest and 45 as your highest, with 0 being neutral ground/state of mind.

Many things can affect your Sanity level, either from fights like winning a clash, having an ally die, killing an enemy, observing an eldritch horror, or getting a very generous bonus from your boss. Note only significant events can affect your Sanity and can decrease with time unless your character's lifestyle changes.

Sanity can affect mental and emotional checks with modifiers depending on how low or high it is. And also affect your performance in combat.

For battles: Sanity gained from battle will automatically drain/decrease back to the baseline Sanity prior to the battle. Unless a significant event happens that can cause Sanity to either be gained or plummet. (Example: Having a limb become severed, killing a enemy significantly more powerful than you, having a ally die, etc)

Panic Type:
Similar to Limbus Company, Panic Type refers to however your character will react if their Sanity ever reaches the most critical lowest cap which is '-45' for standard characters.

This can dictate their mood and actions which can lead to said character making sporadic choices depending on their personality that can self-sabotage plans voted for by a state of psychosis, schizophrenia, dissociation, and other adverse conditions or risk causing fatalities to themselves or others.

Panic Types can change if your character has grown past a certain point or went through a significant encounter. Every Panic Type usually incurs negative effects but it doesn't mean it can also reward the character with positive ones at higher levels.

Certain events can occur if their Sanity dips or reaches that point depending on your Justice level and Sin Affinity so be wary of that.

Characters can snap themselves out of their Panic Type status if they pass a check, increasing their Sanity above the threshold. Though there are certain Characters who can automatically snap out of their Panic Type status after one turn suffering from the status (i.e. Boss, Mini-Bosses, and Light-Affiliated Creatures Encounters) if they have the passive 'Fixed Sanity Type' or affiliated with a certain faction/different species.

Sins and Sin Affinity:
The trademark/hook of this quest. Sin Affinity refers to what type of the 7 Deadly Sins your character is affiliated with. [Wrath, Lust, Sloth, Gluttony, Gloom, Pride, and Envy] Usually every human starts and holds only one Sin Affinity though they have the potential to attain and be attunted to more at higher levels.

Sin Affinity contains a counter which can affect your character during certain events and offer certain choices where they have a higher likelyhood of succeeding in a check that is usually hard or impossible but at the cost of your character loosening their restraints. Being more suspectible or impulsive towards committing their affiliated Sin Affinity. If the counter goes up high enough, something unknown can occur to them with the possibility of growth.

Your character automatically starts at the counter with 0. With further increases can let you evolve your Sin-affiliated passives and skills and unlocking more of your backstory and advancing your personal storyline. However, this lets your character become more free-willed and impulsive. Disregarding future plans when at a high enough Sin counter and also a low Justice level.

As in the timeline for Library of Ruina: Sin Resistances and Weaknesses is not everpresent in combat in the beginning of the Quest until your character gains more experience or interacts with said Library, compared with Limbus Company. Since much of the creatures that deal with Sins like the Peccatula and Distortions are rare pheonomons that pop up, not as frequent compared when the events of LoR are over. So there's not much exposure to Light-Affiliated creatures unless one would want to get close to the canon timeline of LoR to implement Sin resistances and Weaknesses to most enemies you will encounter in the beginnings of the Quest.

Endgame Story Spoilers for LoR: My reasoning being that much of the Light that Angela has yet to collect for her One Perfect Book and whose epilogue and confrontation with Carmen in seeding the Light, allows the existence of the Golden Boughs to bud and let such sins become widespread. From the result of Angela's journey with self-realization and forgiveness that she endures with Roland. Or well how the QM interprets in this Quest/Slight AU of Canon of wanting to include more of the Limbus Company mechanics in this PM (Project Moon) Quest.




Combat Mechanics


Because I've been ruminating on combat should be entailed and trying to curate a similar system to Limbus Company and assign to a general scale for this Quest, I've dedicated a separate section towards Combat.

Combat will be using a system similar to Limbus Company for consistency and for personal reason's sake. Using coins will be our way to gauge combat rolls. Since Limbus Company is a turn-based game, it will be a hassle to demand the players to vote for every combat roll, and to expedite combat, I will offer general combat strategies which will be used to condense a few combat turns for one combat post and its result for pacing reasons. The amount of turns for one combat will be at least 3 Combat turns.

All combat rolls/skills will be determined by a coin, specifically to flip heads or tails. All coins have a base power and they have power modifiers added to the base power if they flip heads (positive value coins, usually the most common coins) or tails (negative value coins, more rarer and often belong to a certain subtype of characters one would encounter in the City).

For example, if you have a skill 1, here is what it would look like:

Skill 1: Let's Have a Little Taste (Slash)
Offense Level: 5
Atk Weight: 1
[4] (+1) OO
II [On Hit]
Inflict 1 Bleed

This means that you have a base power of 4 for your coin, with a modifier of (+1) if you flip heads.

The OOs represent the amount of coins you would have to flip for this skill, so you have two coins to flip to modify the final value. And for each coin that flips heads, it would add the value of 1 to the 4. If you flip all heads, the final power would be 6. If you didn't flip any heads, then it would stay as 4. If you flipped one head but the other coin flipped tails, it would be 5.

The final power would then contest against the Enemy's clashing coin that went through its flipping phase. This is called Clashing.

Clashing: Clashing is when the player's Skill clashes against the enemy's Skill. This causes a clash where they roll this highest value. The one with the higher value wins the clash and destroys the coin of the other, if all coins of a person's skill are all destroyed than the winner gets to initiate an unopposed attack, going through another flipping phase to determine the amount of damage to the other person. If the Clash destroys one coin of a Skill that has multiple Coins left, then the Flipping Phase would restart until all Coins on one side are destroyed.

All characters will have at minimum 4 Skills to their skill set. Which are respectively Skill 1 (x3), Skill 2 (x2), a Skill 3 (x1), and a Defensive Skill. (∞) For any skill that isn't a defensive skill, there is a limited amount that will show up on the dashboard, represented by the (x(Number)) in this format. After all skills have been used, they will then refresh and repeat vice versa. Weaker characters are usually limited to 3 Skills (Skill 1, Skill 2, and Defensive 3) but can grow to expand to having the default 4 Skills once they train/grow more experience.

Speed: While this combat mechanic is export from Limbus Company is current a WIP. I will still establish Speed and fiddle with this, especially since it deals with targetting mechanics and if you can contest against others with a higher speed and giving you more chances to attack frequently or less chances if you're slower. Speed is a stat you are given where it is a range that during combat turns, determine your speed for that turn. Speed differences will be calculated and shown to see how many more times a character can attack another character. A person who rolls a speed of 1 can attack only one time while an enemy who rolls a speed of 5 can attack the slower user two times. (Since the difference between the two is 4, which will then be divided by 2 and that can determine the skill slots used against the slower enemy in which the first attack can clash while the second skill will attack unopposed.)

Offense Level: Offense Level is determined by your level plus a modifier that scales on a range from (-5) to (5). This influences the amount of damage you can inflict onto an opponent.

Attack Weight: Attack Weight represents the amount of people that this skill can hit once it wins a Clash. Though only if it wins a clash against the main target. Attack Weight doesn't influence any modifiers to the original skill unless it says otherwise.

Attack Types: Similar to the Library of Ruina and Limbus Company, attack types will show up in this quest. Of which there is: Slash, Pierce, and Blunt. They will affect if a character is resistant to it or fatal to the attack which can modify the final damage value of the character being attacked.

Status Effects: Similar to Limbus Company, they will show up on the quest and in which I will attach a table that is copied and pasted from the Limbus Company unofficial Wiki as a resource. All credit goes to the LImbus Company Unofficial Wiki.
Name Description
Burn.png BurnAt the end of the turn, take fixed damage by the effect's Potency, then reduce its Count by 1.
Bleed.png BleedWhen tossing an attack Coin, take fixed damage by the effect's Potency. Then, reduce its Count by 1.
Tremor.png TremorWhen attacked by skills that burst Tremor, raise the Stagger Threshold by the effect's Potency. At the end of the turn, reduce the Count by 1.
Tremor Burst.png Tremor BurstRaise target's Stagger Threshold by Tremor.png Tremor Potency on target
Rupture.png RuptureWhen hit by an attack, take fixed damage by the effect's Potency. Then, reduce its Count by 1.
Poise.png PoiseOn hit, gain a Potency-based chance to deal critical damage, reducing the Count by 1 if successful. At the end of the turn, reduce the Count by 1. Critical hits deal 1.2x damage.
Sinking.png SinkingWhen hit by an attack, take fixed SP damage by the effect's Potency. (Applies as LcbSinGloom.png Gloom-affinity damage to Abnormalities) Then, reduce its Count by 1.
Charge.png ChargeResource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn.
Attack Power Down.png Attack Power DownAttack skills lose Final Power by the effect's Potency for one turn.
 
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Glossary

Glossary


The City: The Setting in which this Quest takes place in. It's not quite a nation nor a nation-state though it has the appearance of it. It is infact a collection of 26 known Districts of indeterminate size. Each District is named after the letter of the Alphabet and also named from 1-26 that corresponds to said letter. (Example District 1 = District A = A = A District) Each District is controlled by a Corporation. Which acts similar to a government, but only to protect its assets and focus on its goal for Profit. The closest thing to describe it as a collection of Plutographies that act in alliance with each other. The City is assumed to be the last bastion of Humanity in a post-apocalyptic world. Safeguarding its continued existence with Singularities. But to live in a haven that is controlled by greedy Corporations is to live an eternal hell. Forever working to gain money to survive another day, a cycle that repeats with no end. Where the value of a human life is less than Dust. Because even Dust has the potential to create Profit. The organs of a dead human has potential to create profit. But a living human is a needless expense. Therefore its lesser than trash.

Wing: Another name for a Corporation that holds control over a District. They are formally recognized by the Head and the Hana Association to be the rulers of the District they hold control over. But know that Wings can fall, L Corp has fell in the past, and a Company can come and replace them. They just have to have a patent over a technology, a Singularity that is integral and crucial towards the advancement of the City. It can take years, decades before a new Wing rises to replace the old Wing in its place.

Singularity: Technology so advanced, so complicated, that it can be indistinguishable from magic in a high fantasy setting. Even if it's roots are not scientific itself and can come from a pact between a outer being and another person, as long as it is mass reproducible and quality enough to improve the lives of the rich, it can qualify as a Singularity. But know that there are patents over them by the Wings, patents that are deeply safeguarded and kept secret, wars can be waged to find out the formula of a Singularity. Such Patent Wars have happened before and some has exposed the secrets of these Singularities into the public, that even a Rat could make their shoddy version of it with the right materials.

One example of a Singularity is a Wish Sticker, conceptualized Luck that can be sucked out of people and turned into physical form to give the wearer a very Lucky Day. This Singularity's blueprints have been released to the public that minor Syndicates can take advantage of them as long as they have the machine to suck out Luck and turn said Luck to print out Wish Stickers. Other Singularities were created to combat the existence of Wish Stickers, one of which has risen to become the existing J Corp, known with its technology that can Lock anything.​

The Head: Known to be considered as the unofficial government of The City. An alliance between three of the most powerful Wings of The City. (A Corp, B Corp, and C Corp) They are what prevent the rest of humanity from murdering themselves into extinction and have created this existing status quo and government. They are the Enforcers that many City-Dwellers (citizens of The City) fear the most. Perhaps they fear the Head more than they fear the existence of Christian Biblical Hell. They only have a few rules for everyone to follow. (Pay your Monthly Tax. No True Resurrrection. No Clones. No AI. And no living creatures that can threaten or be mistaken for Human.) The Head is known to covet the concept of Humanity.

District: The Physical Area of which a Wing has ownership over. A District is divided into two parts: the Nest and the Backstreets.

Nest: The Area of which a Wing has control over and often safeguards, just how a Bird would brood and rest in its nest, so does a Wing broods in a Nest. Usually are consolidated into a huge City or a large area of which several towns and a main Town/City are located in. This is the area with the highest quality of life in the District. Much of which can mirror the quality of life of Washington DC in the real world, with all the security, amentities, and infrastructure to boot. Only Feathers can live in a Nest for they hold value to the Wing.

Backstreets: The rest of the Area which the Wing has ownership over but doesn't control or bother to regulate. This is where the rest of the population of the district lives in. There are no rules here, nor enforcers to safeguard peace in. Crime is rampant and encouraged for a person to keep living another day. Several nukes could explode in the backstreets and the Wing that owns the District would care less if it doesn't touch its Nest. That's how little it holds value beyond to exploit profits from. Syndicates usually govern this area.

Syndicate: The common term many in The City would call a 'gang'. A crime gang/mafia organization that holds a monopoly of violence. Each Syndicate varies from size, power, structure, and ideals. Either way, they are not recognized by the Hana Association and often cause trouble for City Dwellers, Wings, Feathers, and etc. And often exist to benefit themselves and further their ideals. Their methods usually exploit the population for money with methods of violence and other alternative options that still lead to violence.

Ahn: The official currency used in The City to exchange goods and services for and to pay your monthly Head tax.

Syndicate Member: People who belong within a Syndicate. These are criminals that operate and break the rules of the Wings without care, exploiting the populace. Be wary when interacting with a Syndicate Member who approaches you, they want something from you and are confident they can take it. Either Ahn, Item, Augment, Organ, or Life.

The Fingers: Known to be five of the most powerful Syndicates within The City. They are Star of the City threats indivdually on their own, too entrenched to be thrown out into the Outskirts and too human to be considered an Impuritas. Each Finger follows a set of beliefs to the most extreme level that to break or sully it would mean immediate death. Many Syndicates aspire to be under their protection or to replace them altogether. Either way, they are fearsome threats on their own. To know that there is a member of the Finger in the area, even a Grunt, is a signal to have one last smoke before your eventual death. Each Finger is named after the parts of a human's hand. (Thumb, Index, Middle, Ring, and Pinky)
The Thumb: Rules are never to be broken. There is a Hiearchy to be followed and if one cannot respect it, then they shouldn't exist in the first place. Know your place.

The Index: The faithful and devout, all members of the Index follow the instructions of their Prescripts, slips of papers that tell them odd commands yet give them the most fruitful of results.

The Middle: Family is beloved and the Middle takes the concept to an insane degree. To cross with one Member of the Middle is to make an enemy of the whole Syndicate. And when I mean the Whole, it is the Whole who will chase down whoever crosses them. Even to sneeze in the face of a family member of a Middle member would mean for a person to be punished in the most vengeful sense. Every member of the Middle carries a Book of Vengeance with every crime and every punishment listed out to painstaking detailed to even the most specific and strange clauses. If it has happened, there is already a punishment method in place to enact and execute on the sinner.

The Ring: The most artistic of the Syndicates to the cruelest degree. They pursue the idea of the Arts with a twisted sense. Blood is paint and the body is a canvas.

The Pinky: Known to the most brutal and dangerous of the Five Syndicates.


Fixers: What people in The City call mercenaries, legal mercenaries in the eyes of the Hana Association and the Wings. Reputable people who are willing to do any task for money. Freelancers who operate on their own if they're too poor, too powerful, or too foolish. Or those who usually group up in Offices or Associations. Each Fixer differs from one from another, each carrying their own style or stigma to advertise themselves. Usually they are fodder to solve dangerous mysteries with estroic creatures and items from the forgotten past that pop or they are the people you are too poor to pay an Association to do the job for. Either way, if you have the money, you can get a Fixer to do any job you want. Fixers are graded by the Hana Association on their power level, the amount of requests they fufill, and the quality of threat level request they have fufill.

Scaled on a numerical scale from 1-9 in Ascending Order with a Grade 1 Fixer being the most powerful and a Grade 9 Fixer being the weakest and common. And if a Grade 1 Fixer is exceptional enough, they can be given the title of a Color by the Hana Association.

Fixers are ingrained part of The City's culture, contributing to its endless cycle of violence. As a result, many City Dwellers have a positive and idealistic view of Fixers especially with how the most powerful and well-known having their own brand. One analogy to describe it is that Fixer Culture is similar to American Superhero Culture on Regular Earth. With many media revolving around being a Fixer, such abundance has created a fairytale-like view about the life of a Fixer. Inviting all sorts of Escapism and Sins.​

Color Fixers: Exceptional Grade 1 Fixers that are more powerful than their Grade 1 Fixer peers. They are Fixers that are formally recognized and granted the title of a Color by the Hana Association. These Fixers are masters of their craft and specialization and vary in all sorts of skill levels.

Note: Not every Color Fixer are combat-oriented Fixers in their specializations though every Color Fixer can hold their own in combat.​

Office: An organization that Fixers would create and/or join to be apart of. Oftentimes they have their own motif and style to advertise themselve similar to a company with some having particular requirement what a Fixer must have before joining, similar to a club. They are usually reputable as a result to accomplish requests finished and often professional. Any Fixer can create their own Office for other Fixers to join. But Offices die if all the Fixers die or disappear. And as long Fixers exists, so too Offices.

The Associations: Large scale, professional Fixer Organizations that have long existed since The City has existed and served to The City and the City Dweller's needs in order, with the first Association created being the most important to the last Association being the least. Though they all contribute to the structure of The City's longevity and order. There are currently 12 known Associations with their own specializations, many Offices serve under these Associations with many Fixers too. Many of these Association are named after a number with influence from one of the 12 major cultures within The City. Though it is acknowledged that there are a variety of other cultures that exist and survived when The City was first founded.

There is a certain level of prestige when apart of a Association when compared to a regular unaffiliated Fixer or Office Fixer and such a prestige increases depending on which Section you are apart of. Similar to the grading scale with Fixers, the lower the number, the more reputable and powerful a Association Fixer is.​
Hana Association: Leader of all 12 Associations, they regulate and grade said Associations, Offices, Fixers, and Threats to The City. If one would want to become a Fixer, they must first go to the Hana Association to get a Fixer license from.

Zwei Association: "Your Shield" An Association dedicated to public safety and defense. Often used as a police force or as private bodyguards.

Tres Association: This is an Association dedicated to Workshops, regulating said Workshops, Weaponry, and Offices that specializes in them.

Shi Association: Dedicated to Assassination and stealth requests.

Cinq Association: An Association that revolves around the concept of Dueling and Single Person Combat to settle disputes. Cinq Associations Fixers often duel each other as a result when both parties of a conflict enlist Cinq Fixers.

Liu Association: This Association specializes in all-out warfare and multi-group combat with an emphasis on Fire.

Seven Association: Investigative work, information gathering, and detective work. Despite the fact that this Association handles desk-work, they can be hired to deal with the source of problem in combat.

Eight Association: Unknown. (To be updated when revealed in future Project Moon lore drop)

Devyat Association: This Association is The City's official and recognized mail-carrier service and transportation when needed.

Dieci Association: Specializes in acquiring knowledge no matter how esteroic and research. Also known to be the "Association of Charity" due to the orphanages the Association runs all over The City.

Oufi Association: Specializes in overseeing contracts and businesses. Executors if one of the contractors fails to keep their end of the deal and ensure the contract is still upheld to the end.

??? Association: Unknown. (To be updated when revealed in future Project Moon lore drop)






[More to be Added/Edited]
 
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Resources

Resources

Resources used in this quest with links. List is subject to change.

Unofficial Limbus Company Wiki: Link
Project Moon TTRPG Community Rulebook 2.0 (English Translation): Link
Coin Flip Website (With ability to change probability for Sanity mechanics): Link
Limbus Company Database: Link
The World of Limbus Lore Steam Guide: Link
USD to KRW Exchange Rate Website/Converter: Link
 
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