WARNING

the daystar research facility is an  18+ horror based roleplay server  that explores a variety of dark themes. this website contains content that may be distressing to some, including but not limited to ...unethical experimentation, medical malpractice, captivity, torture, violence, trafficking, abuse, drugging, dehumanization, death, and trauma.do you still wish to continue?

THE DAYSTAR RESEARCH FACILITY

welcome to the daystar research facility. deep underground, hidden away from prying eyes, this laboratory operates without morals or limits. with the goal of advancing scientific research and deepening the modern world's understanding of magic, the operation appears noble on the surface, but every breakthrough comes at the expense of those trapped within its walls. unwilling test subjects, forced or deceived into their roles, are reduced to little more than fodder for unnecessarily cruel experiments. the line between suffering and sacrifice grows blurrier by the day, and no one can say what any of it is really for anymore.


as a subject, you are a prisoner. you are classified, collared, and experimented on beneath surgical lights. your survival depends on navigating a labyrinth of sadistic experiments while appealing to the diverse array of staff who hold your life in their hands. some subjects are treated like little more than disposable lab rats, while others are prized specimens kept alive for years of ongoing research. your story may become one of survival and resistance, fear and degradation, or even adaptation and transformation; it all depends on you, and how much you can endure. you may desperately cling to your humanity, finding joy in your fleeting enrichment opportunities and the connections you form with other captives, or slowly lose yourself to the torture.


as a staff member, you are complicit. you may be a visionary misunderstood by the world, searching for a place to pursue your unconventional research without constraints. perhaps you felt ostracized or stifled by your previous workplaces, and the freedom daystar offers is the only environment where your work can truly thrive. maybe you are one of the rare few who try to use the facility's vast resources to accomplish something good. maybe you are trapped here by circumstance, just as much a prisoner as the subjects themselves. or maybe, as is true in far too many cases, you are simply cruel — another bloodthirsty monster taking advantage of powerless captives for your own satisfaction, curiosity, or ambition. what will you discover? what will you change? will you prolong the suffering within these walls, or perhaps offer a fleeting glimmer of hope to those trapped inside them?


this site is extremely information dense. you are not required to read everything in order to begin participating in the roleplay. if you feel overwhelmed, it is advised you only read what is necessary to accomplish your current objective (i.e. if you plan to create a subject character, visit only the "subject info" page and relevant "species" page). important text is highlighted and emboldened across all pages to make skimming easier.

STORY

this category covers origins of the facility, as well as the basic outline of the world it takes place in.

ROLEPLAY

this category is highly relevant to roleplay activities and character creation.

misc

anything that doesn't fit into the other two categories but still felt important to include.

Unborn 8.0 Green Pointer

© FOXILLUSIONS 2022-2026

ABOUT THE FACILITY
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THE FACILITY'S ORIGINS

this page contains supplementary text that is not essential for roleplaying in the server, but helps flesh out the world nonetheless. it is not a required read. while it is certainly nice to know how the facility came to be, most characters don't, so you aren't required to know either.

The Daystar Research Facility was founded decades ago by three men: Arion Lahde, Everett Holt, and Charlie Foster. They met in college and stayed together for the rest of their lives, united by shared optimism and a deep love for all things science. Their laboratory was built on wholesome ideals; they maintained open communication with the public, forming a basis of trust with the rest of the world. The experiments they conducted were radical, but always ethical, with clear (and most importantly, positive) goals. For a time, everything was going wonderfully.In their old ages, Everett and Charlie retired, leaving Arion as the sole voice of authority in the facility. He was a good man, but he was soft. A pushover, if you will. And that became apparent quickly.One evening, a young woman by the name of Kara Anderson stumbled into the facility, practically begging for a job. Her qualifications were minimal (and to some extent, obviously forged) but she insisted she could prove herself. She appeared gaunt and weary, barely holding herself together, like someone who'd endured too much for too long. Arion felt intense pity for her. He ended up taking her in out of some misguided parental instinct. He saw himself in her: young, troubled, and in desperate need of support. He gave her a chance, and by god, did she prove herself.She was a scientific genius. A young prodigy. Arion immediately became invested in her. He gave her his all, smothering her with praise and pouring his time into helping her grow. She became the daughter he never had, and the heir to his beautiful legacy.Kara felt patronized by this, but of course, she was aware of the advantage it provided her with, so she indulged. Eventually, Arion trusted her enough to envision her in his shoes. He wanted to retire and pass the company along to her. He viewed her as a natural leader, and thought she was more than capable of handling it.Oh, how foolish he was.His perception of Kara had been all wrong. She was a monster, and everyone saw it but him. He'd blinded himself to her cruel nature until it was too late. Until she was staring into his eyes, moments before his death, smiling with glee. She'd secured his legacy, and now, with no one breathing down her neck, she could do whatever she wanted.His death was dismissed as an unfortunate accident linked to toxic waste. With no body left to examine, the investigation fizzled out, and of course, no one suspected it had anything to do with Kara, his golden child. She put on a spectacular performance for the public, shedding crocodile tears until the cameras finally turned off. Then, her focus shifted back to the facility, and all of its operations went dark. The public has not heard from Kara, or anyone else involved in her company, in over half a decade.What followed in the months after Arion's murder was a swift collapse of the facility's moral standards and a drastic shift toward experimentation on living individuals. Kara used the money she inherited (as well as any government funding she received thereforth) to overhaul the facility's security system, renovate the sectors into prison-like cell blocks for the specimen she planned to capture, and hired a whole new workforce to carry out her orders for her. Those who had been at the facility prior were expected to submit to Kara’s authority, lest they want to join the first group of test subjects.Nowadays, the Daystar Research Facility is but a shadow of its former self. What was one a beacon of scientific progress has been reduced to nothing more than a glorified torture labyrinth, where unwilling individuals are kidnapped and experimented upon painfully until they inevitably pass away. Discoveries made within its walls hardly ever see the light of day, primarily due to the high number of casualties involved in making them.Kara insists that what she's doing is for the greater good. She believes ethics are nothing more than arbitrary restrictions, created to keep people like her from reaching their true potential. She insists that, without these constraints, the inhabitants of this world will undergo an evolution never before witnessed. She envisions a world where magic is brought out into the open, and made available to everyone. She wants to enhance even the most ordinary humans. She wants to bring about an era of widespread immortality and invincibility. She wants to return power to the world, break every limit, shatter the idea of "impossible," and push science to uncharted heights.But above all, Kara craves control. Her obsession with power far outweighs any true scientific progress. She manipulates, tortures, and dominates, seeing her subjects as mere tools for her to shape the world as she sees fit. Her lofty ambitions are just a façade, masking a deeper desire for control, power, and attention. Her unstable leadership will, inevitably, be the facility's downfall someday, but for now, it stands as is; a testament to this world's cruelty.

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PRESENT DAY

RESEARCH GOALS & GENERAL INFO:

The facility's current operations are as scattered and contradictory as the Headmaster herself. Rather than functioning as a tightly coordinated institution, it operates more like a massive ecosystem of individual ambitions. For the most part, each scientist has their own individual research goals, which they use the facility's abundant resources to work toward.The facility is not without direction, however; at it's very core, Daystar Labs exists to pursue all things mainstream science has deemed impossible, unethical, unstable, or simply not worth the risk. Live subject experimentation alone places the facility far outside legal scientific practice, but Daystar's ambitions stretch far beyond that.One of Daystar's largest focuses is the study and manipulation of magic. Despite existing openly within the modern world, magic remains severely under-researched due to humanity’s inability to naturally perceive essence. Daystar was one of the first organizations to successfully use magical catalysts to make essence visible and manipulable, allowing researchers to observe magic directly, study how magical abilities function, extract magical essence from living beings, and even attempt to imbue magic into non-magical subjects. Much of the facility's work revolves around understanding, refining, weaponizing, or artificially reproducing supernatural abilities and phenomena.But magic isn't the only focus. Not by a long shot! Daystar also contains and studies rare or misunderstood species — mostly supernatural ones. They also run experiments no other institution would dare, such as ones pertaining to trans-speciesism, surgical modification (cosmetic and pratical), unconventional drugs and compounds, and whatever else individual scientists may dream up.The result of this is a facility that feels both horrific and strangely wondrous at the same time. Somewhere within Daystar, a subject is likely being brutalized for someone's entertainment while, only a few halls away, another scientist makes a discovery that could fundamentally reshape humanity's understanding of life, magic, or reality itself. Some individuals have come to view this place as a safe haven of sorts, whereas for another, it will become their grave. Such a polarizing existence it has found itself teetering within.

 
THE TEST SUBJECTS:

Daystar Labs is made unique by it's utilization of live test subjects. Illegal experimentation on sentient beings has existed for as long as science has, but nowhere else has it been institutionalized and normalized to this extent. That is also what makes the facility so fundamentally horrible; the unconventional research is not the issue, the torture is.Most subjects are unwilling prisoners, either kidnapped outright or lured into the facility under false pretenses. Some were promised protection, shelter, medical treatment, or even employment, only to discover too late what Daystar truly was. Very few knowingly entered the facility of their own free will, and fewer still genuinely enjoy being there, though those people do exist; a small handful of subjects have become dependent on the facility after years of confinement, or view it as preferable to whatever waits for them outside.For the vast majority of subjects, however, life within Daystar is miserable. The experiments they undergo are often painful, degrading, dangerous, or outright torturous. Some are part of carefully planned long-term projects with specific goals in mind, while others are experimented on far more randomly, used to test ideas, substances, procedures, or theories whenever a scientist sees fit. In some cases, a subject's "purpose" only develops after repeated experimentation reveals something useful or unusual about them.Subjects used to live in near-complete isolation, but after some of the facility's more "ethical" staff convinced the Headmaster that severe lack of mental stimulation was negatively affecting research results, conditions gradually shifted from a human kennel into something closer to a prison or residential facility. Most subjects are now permitted certain freedoms such as socializing, free-roaming time during the day, access to recreation areas, the ability to decorate their cells, and other such things. However, these privileges depend heavily on a subject's classification, threat level, abilities, and behavior; those deemed dangerous are often still kept in relative isolation, or given restrictions around their free time. Dangerous abilities can often be curbed by nullification wristlets, though, which is what makes cross-class interaction possible, and keeps staff members safe.Over time, many subjects have adapted to this existence much like long-term prisoners adapt to incarceration, surviving by finding comfort and happiness in the little things, as well as forming bonds with one another. It is possible to hear laughter echoing throughout the cell blocks and to hear subjects joke about their circumstances — but most of this is born from necessity rather than genuine optimism. That fragile joy is something worth protecting, because other residents of the facility have suffered so profoundly that they are no longer capable of finding comfort in anything at all, living instead in near-constant agony.

 
THE STAFF MEMBERS:

The staff members of Daystar are an eclectic and often deeply troubled group of individuals, united primarily by the feeling that the outside world could not give them what they needed.Many scientists, doctors, and researchers came to the facility because mainstream institutions viewed their work as unethical, dangerous, or even impossible. Daystar rejects those pitiful concepts, and in turn, offers them something nowhere else would: the freedom to pursue ideas without restraint.Daystar Labs also offers it's employees near-unlimited resources, because they do not follow any sort of regulations on what they can or cannot possess. They hoard large supplies of rare materials (magical or otherwise) and possess lots of cutting-edge scientific and medical equipment, which their staff may use for whatever they see fit.Not all staff members fully understood what they were walking into, however; many were lied to about the nature of the facility before arriving, particularly regarding the existence of live test subjects. Some were recruited during vulnerable moments in their lives through promises of shelter, healthcare, financial support, or physical protection; others were trafficked, blackmailed, or outright forced into service. Some are able to leave the facility freely during off-hours, while others are trapped there just as surely as the subjects are.Naturally, there is a huge difference between the treatments of willing and unwilling staff members. Willing staff members have proven loyality to the facility, and are permitted extended freedoms,While many staff members are non-magical humanoids (humans, bestians, etc.) and many subjects are magical or otherwise anomalous beings, this is not always the case. Ordinary people are often taken in as subjects to serve as control groups or candidates for modification, while magical or rare species sometimes join the staff themselves; after all, who better to study and manipulate magic than someone who wields it? This is one of the many things that sets Daystar apart from other research facilities of it's kind.That said, anomalous staff members occasionally expected to participate in lighter forms of research themselves, such as blood draws and brain scans. Additionally, the presence of a rare species or ability within the staff usually implies that Daystar already possesses a subject counterpart somewhere within the facility.

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HOW THE FACILITY RESEARCHES MAGIC

Despite living in a world where magic exists quite openly, the world at large understands surprisingly little about it. Because magic cannot be properly observed by non-magical individuals without some sort of conduit, it has gone completely un-researched for centuries. Most modern scientific institutions have concluded that magic is something that simply could not be measured or understood through conventional means.Daystar Labs was one of the first organizations to seriously challenge that assumption. Long before Kara Anderson took control of the facility, its researchers were making genuine breakthroughs in the understanding of magical essence and its interaction with the physical world. Much of this success came from the laboratory's founders — Arion, Charlie, and Everett — who were willing to collaborate directly with innate magic-users, take their experiences seriously, and involve them in the research process. Together, they eventually developed one of the first reliable conduits capable of making magical essence observable and manipulable.These discoveries were kept largely private. The founders feared what governments, corporations, and military organizations might do if given unrestricted access to such technology, and intended to release their findings gradually as their understanding improved. However, those plans can to an abrupt end after Kara seized control of Daystar and all of it's operations.The study of magic remains one of Daystar's primary focuses under Kara's leadership, though her goals differ greatly from those of the facility's founders. Modern Daystar research revolves around extracting, modifying, transferring, suppressing, and artificially reproducing magical abilities, often through experimentation on live subjects. Kara rejects the idea that magic should be restricted by birthright, viewing it instead as a resource that can be studied, replicated, and ultimately gifted to anyone willing to wield it. More broadly, she despises the very concept of something being deemed "impossible." To her, magic and science are not opposing forces, but complementary tools capable of overcoming nearly any limitation. Whether it is granting powers to the powerless, creating entirely new abilities, reshaping the body, or achieving things once dismissed as fantasy, Daystar's goal is always the same: to make the impossible possible, regardless of the cost.However, given the concentration of highly magical beings on-site, conditions can quickly become hazardous. To balance absolute magical freedom against the demands of safety, the facility utilizes two key materials...

 
MAGIATUS, THE CATALYST:

Magiatus is a raven-black, holographic liquid that emits a faint white iridescent vapor. Its primary ingredient is derived from rare Vantablack crystals found deep beneath Klamath's mountain ranges.Magiatus functions as a catalyst for magical essence, binding to it and allowing it to be observed and manipulated as though it were a physical substance. Without Magiatus, much of Daystar's magical research would be impossible. It is the foundation of the facility's ability to study essence directly, create artificial magical abilities, transfer powers between subjects, and grant magic to individuals who were not born with it.The substance is often combined with biological material taken from magical beings (such as blood, tissue, bone, or other samples), allowing it to extract and isolate the magical essence contained within them. What remains is a purified magical sample that can be studied, modified, combined with other samples, transferred to different subjects, or stored for later use much like any other chemical compound. Much of Daystar's magical research and experimentation is built upon this process.

 
█████, THE NULLIFIER:

█████, colloquially referred to as "null material," is a government-controlled substance that naturally suppresses magic. Governments around the world use the null material to create wearable "magic suppression devices," forced upon magical beings in high-security environments like airports and courthouses to reduce the risk of "magical incidents." Daystar acquires much of its supply through black market channels and uses it extensively throughout the facility in order to contain it's magical subjects.The material is most commonly seen in the form of nullification wristlets, though it is also incorporated into restraints, containment equipment, and even into the architecture of certain rooms within the facility. Its purpose remains largely unchanged from the world beyond these walls: to prevent magic from causing harm. Without it, many of Daystar's most dangerous specimens could not be contained her at all, let alone by interacted with so freely.
 
It's notable that null material and Magiatus are fundamentally incompatible substances. Magiatus enhances and stabilizes magical essence, while null material suppresses and disrupts it. If brought into direct contact, null material can destabilize or destroy Magiatus entirely. As a result, the two are kept separate.

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THE FACILITY'S LAYOUT

this page contains supplementary text that is not essential for roleplaying in the server, but helps flesh out the world nonetheless. it is not a required read. the facility's various sectors and wings are represented through categories in the discord server. [[a lot of this are repeated in roleplay channel descriptions, which can be found in the this is just for people who want some extra immersion.]]

OUTSIDE THE FACILITY:

The facility is located in the town of Klamath, Wyoming. More specifically, it is located within the Klamath National Forest.The city of Klamath has it's own page. It is a filthy, crumbling metropolis on the edge of nowhere. Architecturally and stylistically, it is stuck within the early 2000s. Fluorescent light leaks from windows of convenience stores that never close; the streets are cracked and worn, lit by flickering neon signs advertising liquor, payday loans, and run-down motels; stray dogs wander alleyways cluttered with dumpsters and crushed cans, while the smell of gasoline and cigarette smoke hangs in the air. Gangs run entire neighborhoods. Crime is a constant. Enforcers patrol the streets constantly, always watching but seldom interfering.The Klamath National Forest, like Daystar Labs itself, was once a popular tourist destination, but has since been closed to the public due to the dangerous supernatural forces that inhabit it. Those who enter without proper protection often never return. The forest is unnaturally dense and silent, with trees stretching endlessly in every direction. The land feels alive; watchful, hostile. Strange whispers carry on the wind. Shadows move in the corners of your vision. Sinister creatures stalk through the underbrush, waiting for their chance to pounce. The deeper you go, the worse this will get.The area immediately surrounding Daystar consists of a massive dirt lot surrounded by an impossibly dense thicket of trees. A single dirt road is the only route in or out, winding through the forest back toward Klamath. The lot itself serves as Daystar's parking area, supply drop-off zone, and staff break area.

 
THE LOBBY

The lobby is the facility's only above-ground floor, and a small one at that. This makes the facility appear deceptively small at first glace.Unlike the lower sectors, the lobby is designed to resemble a conventional workplace, with a more clinical office and hospital-like atmosphere. It is one of the few strictly staff-only areas; subjects are never permitted access to this floor. Because of this, security measures are noticeably lighter.The lobby acts as a hub for the business and administrative side of the facility. It contains staff offices, meeting rooms, equipment storage, physical archives, and all of the other mundane necessities required to keep things running smoothly.At first glance, it appears almost boring. That is intentional.

 
SECTOR A

The facility is divided into 5 sectors. These are very large, sprawling floors located underground. Some of these Sectors have wings attached.The first is Sector A. Sector A is considered to be the Docile Subject sector, as the Docile Subject Containment Area is located here, including a cell block, cafeteria, socialization areas, and hallways the subjects can roam somewhat freely in.The security is much tighter, with the main building materials coming metal for maximum security. The floors are titled. The main colors are dark gray, white, and green. The green comes from an absolutely absurd amount of plants placed around the sector. This is where

THE "DEAD ZONE," & WHY THE FACILITY HAS NEVER BEEN DISCOVERED

this page contains supplementary text that is not essential for roleplaying in the server, but helps flesh out the world nonetheless. it is not a required read. this is meta information that your characters are not likely to know about, therefore you do not have to read about it, if you don't want to.

Every being, regardless of if they're biological or not, is composed of life essence. This concept is explained further on a separate page, but to keep it brief, essence is the foundation of this world. It is an energy that flows through all things. It is what makes things live, breathe, grow, and exist. It is life itself. It's invisible unless you are using a magical conduit to manipulate it, which Daystar does, or unless you are magically inclined yourself; magic, in it's simplest terms, is just the ability to manipulate a form of essence.In certain practices and circles, essence is simply referred to as "energy." The terminology is more literal than it may first appear, as harvested essence can be used as a power source much like electricity. The only reason this has not been exploited by modern society is because humans have not yet learned how to perceive Essence and, as such, remain entirely unaware of its existence.Life essence, in particular, is the most potent sort of essence. Life essence is what a living being's soul is composed of. The amount of life essence that can be found within a human's soul alone could be used to power an entire house for weeks on end. The only reason isn't a widely used form of energy is because it requires draining a person's life from them, which, as you'd expect, results in their death.Luckily, the Daystar Research Facility abandoned any concern for moral integrity a long time ago, making this energy source a perfect fit for its ever-growing needs.Kara's demands for the facility were overwhelming. She required automatic security, a vast camera network, advanced research equipment, and enough lighting to illuminate an entire town. The facility’s power needs quickly became unsustainable. By early 2021, hardly a year after Kara took control, the facility was on the brink of crisis. There simply wasn't enough power to sustain all the operations. A solution was urgently needed.That solution came from a new hire, who suggested harvesting life essence from discarded subjects (and even traitorous staff members) to power the facility. Instead of turning cadavers into waste, Kara could use them as fuel.Thus, the Dead Zone was born — it is the facility's lowest sector, hidden deep beneath the Earth's surface, where useless bodies are repurposed and turned into energy. Any cadaver not needed for experimentation is sent to the extraction chamber, where a machine siphons the life essence from them and turns it into power for the facility. The Dead Zone also doubles as an execution hall, where those who have overstayed their welcome at the facility are brought to be slaughtered like cattle.Anyone who dies on the facility's grounds, whether it be in the Dead Zone or not, is screened for post-mortem research eligibility. If they are determined to be of no use (which is the case for most) they are swiftly brought to the aforementioned extraction chamber, never to be seen again..   .   .This entire operation had an unexpected (yet very welcome) side effect for the facility.The Klamath National Forest, where Daystar resides, is an ancient, mystical place, home to some of the oldest forms of magic present on Earth. Beneath it's cliffs lies the eternal resting place of a slumbering God — a God of Death; more specifically, a God of tragic and unjust death. Though mentally dormant, its energy is still very present. The sheer number of sacrifices made in its domain began to unconsciously stir the ancient power, creating an invisible protection stave around the facility. This barrier repels any who would seek to expose or destroy it. Law enforcement investigating reports of inhumane conditions find themselves hopelessly lost, endlessly circling, unable to pinpoint the facility no matter how hard they search.No one within the facility is aware of this barrier, including Kara itself. it is completely undetectable, even to the highly magically-inclined. However, they still continue to reap its benefits, assuming that they are simply very, very lucky. While the stave endures, the chances of anyone uncovering the true nature of the Daystar Research Facility are very small.

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THE CITY OF KLAMATH

The Daystar Research Facility is located in the city of Klamath, Wyoming. More specifically, it's nestled deep within the sprawling Klamath National Forest, which was once a popular tourist destination but is no longer open to the public. Nearly two decades ago, the city was struck by what local news outlets described as a "short-term, localized pandemic." In reality, the outbreak was magical in origin, and so catastrophic that Klamath never truly recovered. What was once a thriving community has become a run-down skeleton of its former self, a town seemingly frozen in time and unable to move past the trauma inflicted upon it.One of the only reasons Daystar has managed to maintain it's horrible conditions for so long is because of the city's protection. Fittingly enough, it is also corrupt, and remains very isolated from the rest of the country; a self-governed mini-society. It is a dilapidated, violent place controlled by drugs and gang wars, known for its terrible living conditions and genuinely astonishing crime rates. It makes you wonder why it's as densely populated as it is. However, once you consider that it’s the only stop on a long stretch of interstate, and has very affordable essentials and housing, and a positive attitude toward non-human beings and even magic it becomes apparent why it is so many people's best option.It continues to help fund Daystar Labs years after Kara ceased all communications with the public. Kara is locally infamous for being linked to many crimes, both related and unrelated to her scientific endeavors, but she's never been given anything more than a slap on the wrist for it. Kara feeds the Mayor lies about the facility's operations that they have reasonable evidence to believe, and so, they let her be, under the assumption Daystar Labs is keeping Klamath "safe."It's Mayor runs the city in perhaps the strangest way imaginable, both neglecting and constricting it's people in equal measure. Klamath is guarded by specially-trained "enforcers" (pseudo-military law enforcement) that exist to protect it's secrets and guard its entrances.To enter the city, even as a visitor, requires giving up an obscene amount of personal information to the enforcers at the gate. Even if you enter the city on an easy to obtain "visitor's pass," your identity will be logged within it's system forever, in case it needs to recall you for any reason.The forests of Klamath are alive in their own right, inhabited by terrifying creatures and powerful supernatural beings. The very land is a living, breathing entity, the embodiment of a God of Tragic Death. Daystar Labs has forged an unspoken symbiotic bond with this dark force, granting them protection from any who might threaten it. Almost no one, not even the magically inclined, are aware of the existence of this God, with the exception of the mayor, who's leadership strategy is derived entirely from it's instructions.Klamath is the landing point for all escaped subjects. However, it is far from safe. While the town's Enforcers largely leave Daystar alone, the Mayor does not, and has been known to order that escaped subjects be returned to the facility if they're discovered. Fortunately, the Mayor is a notorious recluse, making it possible to avoid attention if one keeps a low profile.Klamath's population is largely bestian-dominated. Despite its declining condition, the city maintains a surprisingly active underground party and rave scene, fueled in part by the street gangs that distribute recreational drugs throughout the area. Klamath possesses modern technology and remains connected to the outside world, but much of its architecture, storefronts, graphic design, and overall atmosphere feel strangely frozen in the early 2000s. It's refreshing, in a way; a break from our corporate, highly capitalistic, fast-paced modern society.

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ABOUT THE WORLD
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ABOUT THE WORLD
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SETTING OVERVIEW

BASICS:

The Daystar Research Facility takes place in a modern fantasy version of Earth where magic, supernatural beings, and nonhuman species coexist with modern society. Humans are the dominant species, followed closely by bestians, hespians, and other humanoid (i.e. bipedal and following similar biological rules to humans) species. This is not because humans are inherently superior, but because they possess the advantage of numbers, allowing them to shape much of modern society to suit their needs.This world contains nearly everything our own does: the same technology, the same countries, cities, and towns, and many of the same historical events. Modern life continues largely as expected — or at least it seems that way on the surface.Some parts of the world are heavily sanitized, human-dominated, and seemingly non-magical, while others are saturated with magical activity. It depends heavily on where you go. This means that both characters with ordinary and supernatural backgrounds can exist in this world, just in different parts of it.Humans and supernaturals can hail from the same towns and cities, butThis setting is intentionally designed to be broad and flexible. There is a good chance that most characters can be adapted into it with minimal changes. If a character contradicts the worldbuilding, they can likely be cast as some sort of anomaly, or some creature that hailed from an alternate reality.

 
THE SUPERNATURAL VS. THE ORDINARY:

Society functions similarly to our own modern world. The same countries, technologies, social structures, and cultural dynamics exist, just alongside some additions prompted by the presence magic and nonhuman species. Most people live fairly ordinary lives despite all the supernatural stuff.Magic is known about and tolerated, but it is greatly misunderstood. Because magical essence cannot be observed through conventional means, mainstream science has spent centuries doing guesswork on its true nature. Non-supernatural species (such as humans and bestians) are rarely born with magical abilities nowadays, and when they are, their powers tend to be weak. Most people view magic as an unusual talent rather than the vast force it truly is.Many areas of the world are mixed-species and relatively neutral toward tame magical abilities, especially in larger urban areas where diversity is common. However, the more disruptive or dangerous a being's abilities are, or the more visibly unnatural their appearance, the more unease they tend to cause. Someone with animal traits may barely draw attention, while a visibly supernatural individual (like a werewolf, a nymph, or an Aspect) can cause anything from mild concern to widespread outrage and even legal action, depending on the area. This is because supernaturals do possess certain inherent qualities (such as their magical affinities, or naturally enhanced physical qualities like super strength) that could prove dangerous if wielded against humans. Humans lack these advantages and must rely on weaponry to defend themselves. This disparity breeds distrust, leading many to view anything nonhuman as inherently threatening and to attempt to get a hand over them.Over centuries, environmental destruction, poaching, and industrial expansion have severely damaged magical ecosystems. Many supernatural beings have retreated into remote regions where they can live more comfortably, or completely ditched the surface world in favor of alternate realities where magic remains stronger.Supernatural species who decide to stick it out on the surface world are left with two choices: blend in with humans, or try to use their abilities for good. There are many who work in fields where their abilities are useful. But there are still risks involved with being so public.Governments are divided on how to handle all this. Some countries have become increasingly accepting and formally recognize supernaturals as citizens, while others continue to suppress, ignore, or deliberately avoid documenting supernatural species altogether. A handful even secretly employ supernatural individuals in government or military positions.Regardless of their stance, most governments focus on regulating and containing magic rather than understanding it. Many governments restrict magical abilities in enclosed public spaces such as airports, courthouses, hospitals, and schools. Individuals registered as possessing dangerous magical abilities may be legally required to wear magic-nullifying restraints in certain high-security locations.

 
SOCIETY & CULTURE:

Society functions much like it does in the real world. Modern technology, social media, corporations, schools, hospitals, and governments all exist as expected, simply alongside magic and nonhuman life. Attitudes toward supernatural beings vary widely depending on region, culture, and personal experience. Some communities are highly accepting, while others remain fearful of things they do not fully understand.Mixed-species communities are common throughout the modern world, and inter-species relationships are generally accepted. While some regions maintain strong cultural ties to particular species, globalization has caused most populations to become increasingly integrated over time. Hybrid species are also common, though many remain poorly understood by mainstream institutions.Inter-species prejudice exists, but it is not universal. Different groups may face stereotypes based on their appearance, abilities, or historical reputation, though these experiences vary greatly between individuals and locations. In this setting, species, race, and ethnicity are separate concepts; species describes biological classification, while race and ethnicity describe cultural and social identity, as well as certain physical traits that can be shared across species.

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HOW MAGIC WORKS

ESSENCE:

Everything in existence is made up of two things: matter, and essence.Physical matter forms the body of something; its shape, structure, and tangible presence. Matter is what we see and touch. Essence, on the other hand, forms its underlying nature. It is an invisible "framework" that determines what something is, how it behaves, and how it fits into the world around it.A tree is not a tree simply because of the atoms it contains. It is a tree because its essence defines it as one. In this sense, essence sits beneath physical reality itself; matter provides the form, but essence provides the identity. Without essence, there would be no form to speak of.There is a type of essence for everything. Elements, emotions, concepts, living beings, and even souls all possess their own forms of essence. In this sense, essence is universal; if something exists, it contains essence. The differences lie only in what kind.Despite being everywhere, essence is completely undetectable to the average person. It obviously cannot be seen with the naked eye, but it cannot be observed through modern technology either. Unless someone possesses magical abilities themselves, they are effectively blind to it — and even most magic-users understand little about the underlying mechanics of their own abilities. As a result, modern society is completely in the dark about this fundamental aspect of the world.

 
MAGIC:

While all things contain essence, not all essence is magical. A stone, for example, is full of dormant essence, yet possesses no supernatural properties of its own. Most essence remains bound to the object, creature, concept, or soul it belongs to.Magical essence is different. Rather than remaining fixed to a single thing, it naturally flows through reality in invisible ambient currents, much like air or temperature: always present, but rarely noticed. Magical essence is responsible for nearly all supernatural phenomena in the world. It's what allows supernatural beings to exist, causes alternate realities to split away from the surface world, and allows certain individuals to be born with magical abilities.In the distant past, these ambient currents were far stronger, allowing powerful magic to flourish across the world. However, centuries of environmental destruction, overextraction, industrial expansion, poaching of magical species, and anti-magic infrastructure have severely damaged natural magical ecosystems, turning what was once a world rich in magic into a relatively "average" one, at least on the surface.Magic itself is simply the ability to recognize, create, manipulate, or otherwise interact with essence. Those capable of perceiving and shaping magical essence are what most people would consider magic-users. For example, pyromancer is not merely creating fire; they are generating and manipulating the essence associated with heat and flame. A healer manipulates essence associated with life and restoration; an illusionist manipulates essence associated with trickery, deception, and the mind. Different magical abilities simply reflect different ways of interacting with essence.There is a difference between an ordinary magic-user and a true supernatural being. Most magic-users can perform one specific type of magic, or a small group of closely related abilities. Supernatural species are different. Their bodies are naturally adapted for magic, allowing them to wield multiple abilities at once and often at a much greater strength. As a result, creatures such as kitsune, vampires, or spirits tend to possess far more extensive powers than the average magic-user.Extremely powerful supernatural species rely on a strong magical environments to thrive. In present times, many of these species have drastically declined in population, which has allowed non-magical beings (particularly humans) to take control of the surface world. Many supernatural beings live in small, hidden communities on the surface world, or spend their time hidden away in pocket realities with healthier magical ecosystems. Some, however, continue to live openly in the surface world. They may be unaware of these hidden realms, disconnected from their heritage, or simply prefer life among broader society and wish to fit in with the world around them.

 
DAYSTAR'S ROLE:

For centuries, different groups have searched for ways to allow non-magical people to perceive essence. Some succeeded in limited ways, but such knowledge was often closely guarded, as many supernatural communities distrusted humanity and feared what would happen if their understanding fell into the wrong hands.Daystar Labs was the first official scientific organization to create a reliable catalyst capable of binding to magical essence and rendering it tangible. For the first time in history, essence could be seen, observed, stored, measured, and experimented upon like any other scientific substance. A revolutionary discovery indeed.Much of Daystar's research revolves around extracting magical essence from living beings through biological samples, combining it with this catalyst, and then studying, modifying, reproducing, or transferring it to other subjects. Under Kara's leadership, the facility's goal extends beyond simply understanding magic. Daystar seeks to make it reproducible, transferable, and accessible to anyone, regardless of birth or biology. In their ideal future, magic is no longer a rare gift possessed by a fortunate few, but a tool that can be wielded by anyone willing to obtain it.

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ALTERNATE REALITIES

this page contains supplementary text that is not essential for roleplaying in the server, but helps flesh out the world nonetheless. it is not a required read.

Alternate realities are parallel worlds that exist alongside Earth. They are formed when too much magical essence gathers in one place; instead of dispersing, it folds in on itself, creating a mini 'big bang' type of event splits off to form an entirely new plane of existence. Though they resemble Earth in many ways, each alternate reality is unique, often with its own laws of magic, physics, and history. Some may be incredibly similar to our world, while others could be drastically different, shaped by a completely distinct set of magical rules.Most people are unaware of the existence of these alternate realities, as they are extremely difficult to access. Portals that lead to these worlds are few and far between, and are usually invisible to the naked eye. Only those with the ability to recognize (or even create) these portals, or those who are somehow attuned to these realities, can travel between them. Even Daystar Labs, with all its resources, has largely lost track of these alternate worlds, despite their potential for groundbreaking research.In the current world, knowledge of alternate realities is largely lost or considered myth, and most people live unaware of the countless layers of existence that exist just beyond their reach. Only a few rare individuals have crossed between realities, and their stories are often dismissed as fantasy or madness.This is only really relevant if your character is from a different world, or has a history of traveling between worlds.

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STAFF POSITIONS

below are the various staff positions available at the daystar research facility. you're free to create characters for any of them (with the exception of the headmaster, of course). descriptions are intentionally vague to encourage creativity!


bear in mind that not all staff come to daystar labs willingly; many are just as trapped as the subjects are, lured in by false advertising, bribery (ex: promises to pay off debt, medical assistance, etc), threats, or necessity (ex: need for food/housing).


each page comes with a list of pros, cons, and common day-to-day activities. these are to give you a better idea of what roleplaying as a character within that classification might be like. they are not intended to be treated as checklists or strict guidelines, but rather suggestions! your roleplays can be whatever you want them to be.


INFORMATION

ADMINISTRATIVE
RESEARCH DIVISION
MEDICAL DIVISION
SECURITY DIVISION
SUBJECT MANAGEMENT
FACILITY SUPPORT
INTERNAL AFFAIRS

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GENERAL STAFF INFO

#1.  STAFF EQUIPMENT.

All staff receive the same equipment: a Daystar INC. Handheld Device (which display subject files and activate the shock function of Vital Collars; see below for more information), specialized nylon rope infused with null material for restraining subjects, normal handcuffs, a weapon of their choice, a radio, and a small null key for wristlets.Guards carry additional weaponry, like firearms and smoke bombs. Staff who don't work directly with subjects may carry less. Staff can also carry additional items if they'd like.

#2.  HANDHELD DEVICES.

All staff are given a Daystar INC. Handheld Device to carry around during their work days. This device is a combinat

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CLEARANCE LEVELS

Each position in the facility has a default clearance level assigned to it, which can be found on the staff position list.First and foremost, clearance levels are primarily a worldbuilding and roleplay tool rather than a strict gameplay mechanic. They exist to make the facility's hierarchy feel more believable and to provide interesting obstacles or privileges for characters, not to limit what players are allowed to write. As is the case with most in-universe rules, everything described here is intended to be broken and challenged as the players see fit. Anyway:In-universe, a staff member's clearance determines a staff members privileges and limitations, such as what areas they may enter, what records they can access, and what authority they possess. By default, every position is assigned a clearance level that reflects the amount of trust and responsibility that role typically receives.Some positions list both a junior and senior clearance level. Junior staff are typically Clearance 2, while senior staff are typically Clearance 3. You're free to choose whichever best fits your character. Have they only recently joined the facility, or have they spent years earning greater trust through competence, loyalty, or simply showing that they're too frightened, broken down, or resigned to resist?If you'd rather not think too much about clearance beyond assigning your character their default level, that's perfectly fine. Please don't feel like you need to memorize or actively use every system on this website; many of them exist simply to add extra immersion for players who enjoy that level of detail.

CLEARANCE LEVEL 0.

All staff receive the same equipment: a Daystar INC. Handheld Device (which display subject files and activate the shock function of Vital Collars; see below for more information), specialized nylon rope infused with null material for restraining subjects, normal handcuffs, a weapon of their choice, a radio, and a small null key for wristlets.Guards carry additional weaponry, like firearms and smoke bombs. Staff who don't work directly with subjects may carry less. Staff can also carry additional items if they'd like.

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THE HEADMASTER

The Headmaster is the ruthless overseer of the laboratory's operations. This position grants absolute power over everything, including it's research initiatives, staffing, containment procedures, and resource distribution. It is the highest authority there is. Everyone, including the most brutal staff and the most dangerous subjects, answer to them.This position is forever held by Dr. Kara Anderson.Due to Kara's personal interest in the sciences, this role also encompasses the duties of head scientist, granting her direct oversight of all research operations.

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LEADERSHIP TEAM

Lead staff members are the top-tier supervisors within Daystar Labs, entrusted with assisting the Headmaster in running the facility by overseeing entire divisions or important operations.Lead staff are not promoted based on merit or skill, but rather on how much Kara trusts them, or how well they have proven their loyalty to her. Their power and influence stem from their close relationship with the Headmaster, making them Kara's most trusted confidants and often the ones who carry out her directives for her. While they hold significant authority, that authority can be stripped away if they fail to impress her. It is vital that their views align with her's, and that their goals match that of the facility's.Lead roles are granted only after extensive demonstration of value and loyalty. Those who attain them take immense pride in their status because of what they had to do in order to achieve it.

CLEARANCE LEVEL: 4
AVAILABILITY: BY APPLICATION ONLY
PRIMARY DUTIES:  

  • OVERSEE THEIR DESIGNATED DEPARTMENT (E.G., BIOLOGICAL SCIENCES, CONTAINMENT, ACQUISITIONS) AND ENSURE ITS OPERATIONAL EFFICIENCY AND PRODUCTIVITY.

  • APPROVE OR DENY PROPOSALS, TRANSFERS, AND RESOURCE ALLOCATIONS WITHIN THEIR RESPECTIVE DIVISION.

  • TRAIN, MENTOR, AND/OR CONDITION NEW STAFF.

  • ENSURE THAT MORALE REMAINS FUNCTIONAL (IF NOT POSITIVE) AND THAT FEAR, OBEDIENCE, AND AMBITION REMAIN BALANCED AMONG FACILITY PERSONNEL.

  • ENFORCE KARA'S VISION AND DIRECTIVES WITHIN THEIR DEPARTMENT, ENSURING ALL PROJECTS AND STAFF BEHAVIOR ALIGN WITH HER GOALS.

  • ASSIST KARA IN SOLVING LARGE-SCALE, FACILITY-WIDE ISSUES AND FILLING IN FOR HER WHERE NEED BE.

  • ACT AS KARA’S DIRECT REPRESENTATIVES WITHIN THE FACILITY, SERVING AS HER MOUTHPIECE IN MATTERS WHERE HER PERSONAL INVOLVEMENT IS NOT REQUIRED.

  • PARTICIPATE DIRECTLY IN THEIR DIVISION'S WORK DURING DOWN TIME (E.G., A LEAD SCIENTIST MAY PERSONALLY CONDUCT TESTS AND EXPERIMENTS, A LEAD GUARD MAY ASSIST IN THE ESCORTING OF SUBJECTS, ETC).

 
POSITIVES OF THIS POSITION: GREATER AUTHORITY & AUTONOMY, DIRECT ACCESS TO KARA, DIRECT INPUT IN HOW THE FACILITY IS RUN, PRESTIGIOUS STATUS, CONTROL OVER A DIVISION, FIRST PICK OF RESOURCES AND SUBJECTS, IMMUNITY FROM CERTAIN RULES AND REGULATIONS
NEGATIVES OF THIS POSITION: CONSTANT PRESSURE, EXCESSIVE RESPONSIBILITIES, BEING A TARGET FOR DISGRUNTLED STAFF AND REBELLIOUS SUBJECTS, FORCED TO SERVE AS KARA'S MOUTHPIECE AND STROKE HER INSURMOUNTABLE EGO
DIVISION: VARIES
REPORTS TO: THE HEADMASTER (DR. KARA)
WORKS CLOSELY WITH: KARA, OTHER MEMBERS OF THE LEADERSHIP TEAM, OTHER STAFF IN THEIR RESPECTIVE DEPARTMENT
MOST FREQUENTED AREA(S): VARIES BASED ON THE DEPARTMENT THEY OVERSEE

A LIST OF THE CURRENT LEAD STAFF MEMBERS & THEIR RESPECTIVE DEPARTMENTS CAN BE FOUND HERE!

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SCIENTISTS

Scientists are the heart and soul of the Daystar Research Facility. They are responsible for conducting experiments and documenting their findings. They vary wildly in morality and motivation. Some are driven by genuine (albeit morbid) curiosity, whereas others are power hungry and downright sadistic, or were victims of false advertisement campaigns. They are often given surprising autonomy, and many use the facility's resources to pursue their own individual goals instead of following someone else's instructions, to shockingly little administrative resistance. Some even work with non-sentient matter (like chemicals or plant life) as opposed to the test subjects themselves.It goes without saying that no two scientists are alike. However, all of them contribute to the same thing: pushing moral and ethical boundaries that should never be crossed, regardless of justification.

CLEARANCE LEVEL: 3
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • DIRECTLY HANDLE AND RUN TESTS ON THE FACILITY'S LIVE TEST SUBJECTS

  • DESIGN, PROPOSE, AND CONDUCT EXPERIMENTAL PROCEDURES.

  • DOCUMENT ALL EXPERIMENTAL PROCESSES, OBSERVATIONS, AND RESULTS FOR THE FACILITY'S ARCHIVES.

  • ANALYZE COLLECTED DATA.

  • OPERATE AND MAINTAIN LABORATORY EQUIPMENT.

  • OCCASIONALLY PUNISH DISOBEDIENT TEST SUBJECTS, EITHER ALONGSIDE OR IN PLACE OF THE EXECUTIONERS.

  • ...AND MANY OTHER THINGS. SCIENTISTS ARE VERY VERSATILE AND ARE OFTEN EXPECTED TO BE CAPABLE OF ASSISTING OR FILLING IN FOR OTHER POSITIONS.

 
POSITIVES OF THIS POSITION: CONSIDERABLE AUTONOMY, FREEDOM OF RESEARCH, THE ABILITY TO DICTATE ONE'S OWN SCHEDULE, ACCESS TO LOTS OF RESOURCES, DIRECT INFLUENCE OVER THE FACILITY'S TEST SUBJECTS, VERSATILITY
NEGATIVES OF THIS POSITION: ETHICAL COMPROMISE (NOT ALL OF DAYSTAR'S SCIENTISTS CONSENTED TO TESTING ON SENTIENT BEINGS), SUBJECT UNPREDICTABILITY, RISK OF INJURY OR DEATH
DIVISION: RESEARCH
REPORTS TO: THE HEADMASTER (DR. KARA), RESEARCH DIVISION LEADS
WORKS CLOSELY WITH: GUARDS, LAB ASSISTANTS, INTERNS
MOST FREQUENTED AREA(S): THE TESTING WING, SUBJECT CELL BLOCKS

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LAB ASSISTANTS

Humble and often overlooked, lab assistants are supportive staff who keep experiments running smoothly. They typically follow scientists around, doing whatever is asked of them, but they may also have certain routine tasks, such as preparing equipment, managing / logging data, and helping others out during experiments and procedures.

CLEARANCE LEVEL: 1
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • PREPARE AND ORGANIZE LABORATORY EQUIPMENT AND EXPERIMENTAL MATERIALS FOR SCIENTISTS.

  • ASSIST SCIENTISTS DURING EXPERIMENTS, INCLUDING HANDLING EQUIPMENT AND MONITORING PROCEDURES.

  • LOG EXPERIMENTAL DATA IN REAL TIME.

  • CLEAN AND STERILIZE WORKSPACES AND EQUIPMENT TO ENSURE SAFE AND EFFICIENT OPERATION.

  • TRANSPORT SAMPLES AND MATERIALS BETWEEN LAB AREAS AS REQUIRED.

  • FOLLOW ALL INSTRUCTIONS GIVEN OUT BY SCIENTISTS.

 
POSITIVES OF THIS POSITION: CLOSE MENTORSHIP, RELATIVELY LOW STRESS POSITION, MANY CHANCES TO HELP OTHERS
NEGATIVES OF THIS POSITION: REPETITIVE TASKS, LACK OF AUTONOMY, OFTEN OVERLOOKED, SUBJECT UNPREDICTABILITY, DEPENDENCY ON SCIENTISTS, LOWEST CLEARANCE LEVEL (HARDLY ABLE GO ANYWHERE ALONE)
DIVISION: RESEARCH
REPORTS TO: SCIENTISTS, RESEARCH DIVISION LEADS
WORKS CLOSELY WITH: SCIENTISTS, INTERNS
MOST FREQUENTED AREA(S): THE TESTING WING, STORAGE AREAS

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INTERNS

Interns are either new hires, unlucky captives pressed into service, or students seeking credit in the worst place imaginable. They are often treated as disposable labor, tasked with low-level observation, clean-up work, and simple tests under heavy supervision. Testing on subjects alone is forbidden unless they are following someone else's instructions, and even then, they are seldom entrusted with much. While some interns eventually rise in rank, many burn out... or disappear entirely.

CLEARANCE LEVEL: 1
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • ACCOMPANY SCIENTISTS DURING EXPERIMENTS AND PROCEDURES.

  • PERFORM BASIC LAB TASKS, SUCH AS CLEANING, ORGANIZING, AND PREPARING MATERIALS.

  • HELP SCIENTISTS AND LAB ASSISTANTS WITH SIMPLE, DIRECTED TASKS DURING PROCEDURES.

  • OCCASIONALLY RUN TESTS ON DOCILE SUBJECTS WHILE UNDER SCIENTIST SUPERVISION.

  • ATTEND PRESENTATIONS AND MEETINGS ALONGSIDE THEIR SCIENTIST MENTOR(S).

 
POSITIVES OF THIS POSITION: CLOSE MENTORSHIP, RELATIVELY LOW STRESS POSITION, LEARNING OPPORTUNITIES
NEGATIVES OF THIS POSITION: LOW AUTHORITY, HIGH RISK, DISPOSABLE LABOR, HEAVY SUPERVISION, LIMITED AUTONOMY, HIGH CHANCE OF BURNOUT OR DISAPPEARANCE
DIVISION: RESEARCH
REPORTS TO: SCIENTISTS, RESEARCH DIVISION LEADS
WORKS CLOSELY WITH: SCIENTISTS, LAB ASSISTANTS
MOST FREQUENTED AREA(S): THE TESTING WING

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DOCTORS

Doctors handle the direct medical needs of both staff and subjects, from complex surgeries to routine health checks. They tend to have a lot of overlap with the scientists, often performing experimental procedures on subjects.Surgeons are also often classified as doctors within the facility's system.

CLEARANCE LEVEL: 3
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • PERFORM MEDICAL PROCEDURES ON STAFF AND SUBJECTS.

  • MAINTAIN ACCURATE MEDICAL RECORDS, LOGS, AND CHARTS FOR BOTH STAFF AND SUBJECTS.

  • ENSURE SUBJECTS REMAIN ALIVE AND SUFFICIENTLY HEALTHY FOR THEIR INTENDED RESEARCH PURPOSE.

  • MONITOR SUBJECT HEALTH AFTER EXPERIMENTS, IDENTIFYING COMPLICATIONS OR ABNORMAL REACTIONS.

  • DEVELOP EXPERIMENTAL SURGERIES, MEDICINES, AND SERUMS FOR TESTING ON SUBJECTS, SIMILAR TO WHAT A SCIENTIST MAY DO.

  • OVERSEE AND ORGANIZE THE INFIRMARY WING.

  • STABILIZING SUBJECTS WHO ARE AT RISK OF PASSING DURING EXPERIMENTATION.

 
POSITIVES OF THIS POSITION: CONSIDERABLE AUTONOMY, INFLUENCE OVER EXPERIMENTS, ACCESS TO SUBJECTS, CRITICAL ROLE IN FACILITY OPERATIONS
NEGATIVES OF THIS POSITION: HIGH RISK, HIGH RESPONSIBILITY, EXPOSURE TO DANGEROUS SUBJECTS, ETHICAL COMPROMISE (THAT'S THE CASE FOR MOST OF THESE, THOUGH)
DIVISION: MEDICAL
REPORTS TO: MEDICAL DEPARTMENT LEADS
WORKS CLOSELY WITH: NURSES, MEDICAL DIVISION LEADS
MOST FREQUENTED AREA(S): THE INFIRMARY, THE TESTING WING

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NURSES

Nurses work alongside doctors in the infirmary, responsible for the day to day physical care of the facility's residents, as well as post experimentation care for subjects. They manage and administer drugs, bandage wounds, diagnose ailments, and the likes. Their goal is to keep others alive and well, but as is the case with every staff member, they are not always that kind. While often treated as subordinates to doctors, nurses are experienced medical professionals in their own right, and should never have their skills understated.

CLEARANCE LEVEL: 3
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • PERFORM MEDICAL PROCEDURES ON STAFF AND SUBJECTS.

  • DIRECTLY ASSIST DOCTORS AND OTHER MEDICAL PROFESSIONALS WITH THEIR TASKS.

  • MANAGE AND ADMINISTER MEDICATIONS, INJECTIONS, AND OTHER SORTS OF PHARMACEUTICALS.

  • DRESS WOUNDS.

  • MONITOR PATIENT RECOVERY.

  • PROVIDE POST-EXPERIMENT CARE FOR SUBJECTS.

  • MAINTAIN ACCURATE MEDICAL RECORDS, LOGS, AND TREATMENT SCHEDULES.

  • OVERSEE AND ORGANIZE THE INFIRMARY WING.

  • STABILIZE SUBJECTS WHO ARE AT RISK OF PASSING DURING EXPERIMENTATION.

 
POSITIVES OF THIS POSITION: DECENT AUTONOMY, ACCESS TO SUBJECTS, CRITICAL ROLE IN FACILITY OPERATIONS
NEGATIVES OF THIS POSITION: HIGH RESPONSIBILITY, HIGH PRESSURE, HIGH RISK, EXPOSURE TO DANGEROUS SUBJECTS, EXPOSURE TO AILMENTS
DIVISION: MEDICAL
REPORTS TO: MEDICAL DEPARTMENT LEADS
WORKS CLOSELY WITH: NURSES, MEDICAL DIVISION LEADS
MOST FREQUENTED AREA(S): THE INFIRMARY, THE TESTING WING

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OTHER MEDICAL POSITIONS

There are many other medical professionals in Daystar Labs aside from just general nurses and doctors. Dentists, anesthesiologists, prosthetists, and so on. If you possess medical skills, then you are of use to the facility.

CLEARANCE LEVEL: 3
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • PROVIDE SPECIALIZED MEDICAL CARE BASED ON THEIR AREA OF EXPERTISE.

  • ASSIST IN EXPERIMENTS REQUIRING SPECIALIZED MEDICAL KNOWLEDGE OR PROCEDURES.

  • PERFORM ROUTINE AND NON-ROUTINE MEDICAL PROCEDURES ON SUBJECTS.

 
POSITIVES OF THIS POSITION: SPECIALIZED EXPERTISE, VALUABLE TO FACILITY, FLEXIBLE SCOPE OF WORK, LESS ROUTINE THAN GENERAL MEDICINE
NEGATIVES OF THIS POSITION: HIGH RESPONSIBILITY, HIGH RISK, EXPOSURE TO DANGEROUS SUBJECTS, EXPOSURE TO AILMENTS
DIVISION: MEDICAL
REPORTS TO: DOCTORS, MEDICAL DEPARTMENT LEADS
WORKS CLOSELY WITH: DOCTORS, MEDICAL DIVISION LEADS
MOST FREQUENTED AREA(S): THE INFIRMARY, THE TESTING WING

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PSYCHIATRIC WORKERS

Psychiatric workers (such as psychiatrists and therapists) are tasked with monitoring mental health across the facility — but how they define "health" varies wildly. Some genuinely attempt to treat trauma and prevent emotional breakdowns, but others are employed to deepen obedience, alter memories, or reinforce loyalty through gaslighting and manipulation. They can be terrifyingly influential, shaping a person’s mind as much as any scientist shapes the body.

CLEARANCE LEVEL: 3
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • MONITOR MENTAL HEALTH OF STAFF AND SUBJECTS, ASSESSING BEHAVIOR, MOOD, AND COMPLIANCE.

  • CONDUCT THERAPY SESSIONS, INTERVIEWS, OR PSYCHOLOGICAL EVALUATIONS AS NEEDED.

  • GRANT SUBJECTS CLEARANCE TO STAY IN THE PSYCHIATRIC WARD IF THEY ARE IN OR APPROACHING A MENTAL BREAKDOWN.

  • ADVISE STAFF ON HANDLING DIFFICULT SUBJECTS.

  • FIGURE OUT SUBJECTS’ LIKES, DISLIKES, FEARS, TRIGGERS, AND COPING MECHANISMS FOR FUTURE USE.

  • CONDITION SUBJECTS TO ACCEPT THEIR TREATMENT, CONVINCING THEM THAT WHAT IS HAPPENING IS PERFECTLY NORMAL.

 
POSITIVES OF THIS POSITION: DECENT AUTONOMY, ACCESS TO SUBJECTS, HIGHLY INFLUENTIAL (ESPECIALLY OVER SUBJECTS)
NEGATIVES OF THIS POSITION: EMOTIONAL STRAIN, HIGH INTELLIGENCE AND CHARISMA REQUIRED, RISK OF BACKLASH FROM UNSTABLE SUBJECTS
DIVISION: MEDICAL
REPORTS TO: MEDICAL DIVISION LEADS
WORKS CLOSELY WITH: DOCTORS, NURSES, MEDICAL DEPARTMENT LEADS
MOST FREQUENTED AREA(S): THE INFIRMARY

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GUARDS

Guards are the backbone of security at Daystar Labs. They monitor and escort subjects, restrain escapees, and protect staff during procedures. Dozens upon dozens of them can be seen patrolling the halls at all times. Despite their importance, they are often undervalued, treated as little more than cannon fodder by other ranks. Some guards monitor cameras or are stationed behind desks in elevator bays, but most are out on the field, dealing with the worst Daystar has to offer.

CLEARANCE LEVEL: HIGH RANKING GUARDS ARE CLEARANCE 3, LOW RANKING GUARDS ARE CLEARANCE 2
AVAILABILITY: OPEN TO ALL (BOTH HIGH AND LOW RANKS)
PRIMARY DUTIES:  

  • PATROL THE FACILITY CONTINUOUSLY.

  • MONITOR SUBJECTS IN HOLDING CELLS, LABS, AND COMMON AREAS FOR SIGNS OF TROUBLE.

  • ESCORT SUBJECTS SAFELY BETWEEN DIFFERENT AREAS IN THE FACILITY.

  • RESTRAIN ESCAPEES OR VIOLENT SUBJECTS USING FORCE AS NECESSARY.

  • PROTECT STAFF DURING EXPERIMENTS, MEDICAL PROCEDURES, AND OTHER HIGH-CONTACT OPERATIONS.

  • CONTAIN SECURITY BREACHES.

  • STAND WATCH AT IMPORTANT AREAS - THE CELL BLOCKS, THE ELEVATORS, ETC.

 
POSITIVES OF THIS POSITION: ESSENTIAL ROLE, HIGHLY IMPORTANT, ACCESS TO SUBJECTS, ACCESS TO WEAPONS AND BODY ARMOR; PHYSICALLY PROTECTED
NEGATIVES OF THIS POSITION: HIGH RISK, HIGH RESPONSIBILITY, PHYSICAL STRAIN, EXPOSURE TO DANGEROUS SUBJECTS, HIGH MORTALITY RATE, TREATED AS DISPOSABLE, LOW PAY
DIVISION: SECURITY
REPORTS TO: SECURITY DIVISION LEADS, HIGHER RANKING GUARDS (IF APPLICABLE)
WORKS CLOSELY WITH: ALL STAFF
MOST FREQUENTED AREA(S): ANYWHERE THAT SUBJECTS GO; CELL BLOCKS, THE INFIRMARY WING, THE TESTING WING, THE ENRICHMENT WING, ETC

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RETRIEVAL AGENTS

Trained operatives similar to guards, entrusted with the task of locating, hunting, and capturing new test subjects for the facility. They work in small strike teams, carrying out missions assigned to them by the higher-ups. They do not operate outside of the United States (with the exception of alternate realities, as those are not under any sort of governmental jurisdiction) but they do help facilitate the trade and sale of live beings from other territories. Only some of them live on the facility's grounds, and those who do often work as guards when they are not on missions.

CLEARANCE LEVEL: 3
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • TRACK, LOCATE, AND CAPTURE NEW TEST SUBJECTS AS ASSIGNED.

  • HANDLE, RESTRAIN, AND TRANSPORT CAPTURED SUBJECTS BACK TO THE FACILITY.

  • MAINTAIN MISSION LOGS, INCLUDING SUBJECT DATA, LOCATION, AND ANY COMPLICATIONS ENCOUNTERED.

  • ASSUME TYPICAL GUARDING DUTIES WHEN NOT ON A MISSION.

 
POSITIVES OF THIS POSITION: EXCEPTIONAL AUTONOMY, ABILITY TO LEAVE THE FACILITY FREELY, INFLUENCE OVER SUBJECTS
NEGATIVES OF THIS POSITION: HIGH RISK, HIGH MORTALITY RATE, PHYSICAL AND MENTAL STRAIN, FORCED TO TRAVEL LONG DISTANCES, EXPOSURE TO DANGEROUS SUBJECTS
DIVISION: SECURITY
REPORTS TO: SECURITY DIVISION LEADS
WORKS CLOSELY WITH: INTAKE COORDINATORS, RETRIEVAL CONTROL, THE HEADMASTER
MOST FREQUENTED AREA(S): THE INTAKE WING, OUTSIDE OF THE FACILITY

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EXECUTIONERS

In Daystar, disobedience comes at a price — and the executioners are that price. They punish those who break the rules and brutally others who are deemed useless, painting the facility's walls red with gore. They are notorious for their brutality, feared even amongst their fellow staff members. While most positions can be nuanced in terms of morality, working as an executioner requires finding a certain level of satisfaction in the suffering of others.

CLEARANCE LEVEL: 4
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • PUNISH DISOBEDIENT SUBJECTS, TYPICALLY USING PHYSICAL TORTURE.

  • EXECUTE ANY SUBJECTS THE FACILITY'S HIGHER-UPS HAVE DEEMED USELESS.

  • MONITOR AND MAINTAIN THE DEAD ZONE.

  • ENSURE THAT EVERY MEMBER OF THE FACILITY REMAINS COMPLIANT.

 
POSITIVES OF THIS POSITION: EXCEPTIONAL AUTONOMY, HIGH CLEARANCE, ABILITY TO LEAVE THE FACILITY FREELY, INFLUENCE OVER SUBJECTS, ACCESS TO CONFIDENTIAL INFORMATION, CLOSE WITH THE LEADERSHIP AND THE HEADMASTER, IMMUNITY FROM CERTAIN RULES AND REGULATIONS
NEGATIVES OF THIS POSITION: MORAL DEGRADATION, DESENSITIZATION TO VIOLENCE, EXPOSURE TO DANGEROUS SUBJECTS
DIVISION: SECURITY
REPORTS TO: SECURITY DIVISION LEADS, THE HEADMASTER (DR. KARA)
WORKS CLOSELY WITH: THE LEADERSHIP TEAM, THE HEADMASTER (DR. KARA)
MOST FREQUENTED AREA(S): SECTOR E, THE DEAD ZONE

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CARETAKERS

Caretakers act as personal handlers, caregivers, or even companions to subjects. They monitor behavior, deliver meals, record daily notes, and in certain cases, actually advocate for subject well-being. They are some of the kindest individuals present within the facility.

CLEARANCE LEVEL: 2
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • PROVIDE DAY - TO - DAY CARE FOR SUBJECTS, ENSURING BASIC NEEDS ARE MET.

  • RECORD OBSERVATIONS, INCIDENTS, AND CHANGES IN SUBJECTS’ HEALTH OR BEHAVIOR.

  • ADVOCATE FOR SUBJECTS’ WELL-BEING WHEN POSSIBLE, COMMUNICATING CONCERNS TO SUPERVISING STAFF.

  • PROVIDE COMFORT, REASSURANCE, OR COMPANIONSHIP TO REDUCE STRESS OR AGITATION.

  • OCCASIONALLY DELIVER MEALS DIRECTLY TO HIGH-SECURITY/ISOLATED SUBJECTS LABS.

  • ANYTHING ELSE THAT'S DEEMED "TOO SOFT" BY THE OTHER STAFF, WHO OFTEN AVOID CONNECTING WITH (OR EVEN HUMANIZING) THE SUBJECTS IN ANY CAPACITY.

 
POSITIVES OF THIS POSITION: EMOTIONAL FULFILLMENT, RELATIVELY LOW STRESS POSITION, INFLUENCE OVER SUBJECT TREATMENT
NEGATIVES OF THIS POSITION: HIGH EMOTIONAL STRAIN, OFTEN OVERLOOKED AND MISTREATED BY OTHER STAFF, LIMITED AUTHORITY
DIVISION: SUBJECT MANAGEMENT
REPORTS TO: LEADERSHIP STAFF
WORKS CLOSELY WITH: SUBJECTS
MOST FREQUENTED AREA(S): CELL BLOCKS, THE ENRICHMENT WING, ANYWHERE ELSE SUBJECTS FREQUENT

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INTAKE COORDINATORS

A Subject Intake Coordinator is always the first point of contact for every new arrival at Daystar. They manage the transition from retrieval to containment, including initial processing, medical evaluations, psychological profiling, and cell assignment. They also facilitate sales with other laboratories or cruel organizations that wish to hand over an individual to Daystar for a price. Their primary job is to log and assess data, deciding how a new intake will fit into the facility's greater ecosystem.

CLEARANCE LEVEL: 3
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • OVERSEE THE ARRIVAL AND PROCESSING OF ALL NEW SUBJECTS ENTERING THE FACILITY.

  • CONDUCT AND/OR SUPERVISE INITIAL EVALUATIONS AND ASSESSMENTS, INCLUDING PRELIMINARY TESTS AND INTERVIEWS/INTERROGATIONS.

  • RECORD AND CATEGORIZE ALL DATA REVEALED ABOUT NEW SUBJECTS DURING THEIR INTAKE PROCEDURES.

  • START, DEVELOP, AND MANAGE SUBJECTS' FILES.

  • ASSIGN SUBJECTS A DANGER CLASSIFICATION BASED ON EVALUATION RESULTS.

  • COORDINATE WITH OTHER FACILITY PERSONNEL TO ENSURE SMOOTH TRANSITION FROM SUBJECT RETRIEVAL TO SUBJECT CONTAINMENT.

 
POSITIVES OF THIS POSITION: ESSENTIAL ROLE, HIGHLY IMPORTANT/NON-REPLACEABLE, ACCESS TO SUBJECTS, ACCESS TO SENSITIVE INFORMATION
NEGATIVES OF THIS POSITION: HIGH STRESS, VERY DEMANDING, ALWAYS BUSY, EXPOSURE TO AGGRESSIVE SUBJECTS
DIVISION: SUBJECT MANAGEMENT
REPORTS TO: LEADERSHIP STAFF
WORKS CLOSELY WITH: GUARDS, SCIENTISTS, DOCTORS, NURSES
MOST FREQUENTED AREA(S): THE INTAKE WING

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BEHAVIORAL ETHOLOGIST

In the normal world, ethologists study animal behavior, but at Daystar Labs, they study the behavior of the subjects. They are quiet observers, documenting behavioral patterns, emotional responses, and social interactions to determine how a subject adapts to confinement and experimentation. Though they operate closely alongside the research division, they are ultimately classified under Subject Management, as their work requires little hands-on scientific expertise. Their value lies in what they're able to notice and how well they can document it. Most of their time is spent watching subjects through cameras, glass, or other hidden observation points around the facility, recording everything that might later prove useful.

CLEARANCE LEVEL: 2
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • OBSERVE SUBJECTS THROUGH VARIOUS SURVEILLANCE SYSTEMS.

  • RECORD AND ANALYZE BEHAVIORAL DATA, INCLUDING RESPONSES TO DIFFERENT EVENTS (ISOLATION, PUNISHMENT, REWARD, ETC).

  • IDENTIFY SUBJECTS’ TRIGGERS, FEARS, ATTACHMENTS, AND COPING MECHANISMS.

  • COMPILE BEHAVIORAL REPORTS FOR USE IN CONDITIONING, EXPERIMENTATION, OR PUNISHMENT PLANNING.

  • COMMUNICATE NOTABLE CHANGES IN SUBJECT BEHAVIOR TO SUPERVISING STAFF.

 
POSITIVES OF THIS POSITION: LOW PHYSICAL RISK, RELATIVELY CALM COMPARED TO OTHER POSITIONS, ACCESS TO CONFIDENTIAL DATA
NEGATIVES OF THIS POSITION: LIMITED SOCIAL INTERACTION, CAN BE SEEN AS "BORING"
DIVISION: SUBJECT MANAGEMENT
REPORTS TO: SCIENTISTS, LEADERSHIP STAFF
WORKS CLOSELY WITH: SCIENTISTS
MOST FREQUENTED AREA(S): ANYWHERE THAT SUBJECTS FREQUENT

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TECHNICIANS

Technicians are responsible for maintaining, repairing, and upgrading the facility’s complex systems, machinery, and equipment. From security systems to research instruments, they ensure everything runs smoothly — often under extreme pressure. Though their work is more behind-the-scenes, technicians are crucial to keeping the lab operational. Most of the time, their work is thankless.

CLEARANCE LEVEL: 3
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • MAINTAIN, REPAIR, AND CALIBRATE THE FACILITY'S MACHINERY AND SYSTEMS.

  • RESPOND TO MECHANICAL OR ELECTRICAL FAILURES THROUGHOUT THE FACILITY.

  • ASSIST SCIENTISTS AND DOCTORS WITH THE SETUP AND MAINTENANCE OF SPECIALIZED EQUIPMENT.

  • PERFORM SAFETY CHECKS AND DIAGNOSTICS TO PREVENT MALFUNCTIONS OR CONTAINMENT BREACHES.

  • THEY MAY ALSO OCCASIONALLY TAMPER WITH ROBOTIC SUBJECTS.

 
POSITIVES OF THIS POSITION: ESSENTIAL ROLE, DECENT AUTONOMY, PRACTICAL FOCUS, LOW CONTACT WITH SUBJECTS
NEGATIVES OF THIS POSITION: LIMITED SOCIAL INTERACTION, HIGH PRESSURE, HIGH RISK, VERY DEMANDING
DIVISION: FACILITY SUPPORT
REPORTS TO: DIVISION LEADS
WORKS CLOSELY WITH: ANYONE WHO NEEDS THEIR HELP
MOST FREQUENTED AREA(S): ANYWHERE WITH MECHANISMS TO FIX

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DATA ARCHIVALISTS

Individuals who are entrusted with the great responsibility of handling the facility's highly valuable and confidential data. They spend most of their time in front of a screen, sorting through the ever-growing index of information cultivated by Daystar.

CLEARANCE LEVEL: 4
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • MAINTAIN, REPAIR, AND CALIBRATE THE FACILITY'S MACHINERY AND SYSTEMS.

  • RESPOND TO MECHANICAL OR ELECTRICAL FAILURES THROUGHOUT THE FACILITY.

  • ASSIST SCIENTISTS AND DOCTORS WITH THE SETUP AND MAINTENANCE OF SPECIALIZED EQUIPMENT.

  • PERFORM SAFETY CHECKS AND DIAGNOSTICS TO PREVENT MALFUNCTIONS OR CONTAINMENT BREACHES.

  • THEY MAY ALSO OCCASIONALLY TAMPER WITH ROBOTIC SUBJECTS.

 
POSITIVES OF THIS POSITION: ESSENTIAL ROLE, ACCESS TO CONFIDENTIAL DATA, HIGH AUTONOMY, PRACTICAL FOCUS, LOW CONTACT WITH SUBJECTS
NEGATIVES OF THIS POSITION: LIMITED SOCIAL INTERACTION, DEMANDING & BUSY, CAN BE VIEWED AS "BORING," MENTALLY TAXING
DIVISION: FACILITY SUPPORT
REPORTS TO: DIVISION LEADS
WORKS CLOSELY WITH: TECHNICIANS
MOST FREQUENTED AREA(S): SERVER ROOMS, TECH OFFICES

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JANITORIAL STAFF

The facility's clean-up crew. These are just like any other janitors, except they spend an inordinate amount of time cleaning up blood and guts.

CLEARANCE LEVEL: 3
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • CLEAN AND SANITIZE LABORATORIES, HALLWAYS, CELLS, LOUNGE ROOMS, ETC.

  • DISPOSE OF BIOLOGICAL WASTE, HAZARDOUS FLUIDS, AND POST-EXPERIMENT REMAINS FOLLOWING PROTOCOL.

  • WASH, REPAIR, AND SORT SUBJECT BEDDING AND UNIFORMS GARMENTS.

  • DECONTAMINATE AND PREPARE RESTRAINTS, NULLIFICATION WRISTLETS, AND SHOCK COLLARS FOR REUSE.

  • MAINTAIN STORAGE AREAS AND ENSURE CLEANING SUPPLIES ARE SAFELY STOCKED AND ORGANIZED.

POSITIVES OF THIS POSITION: ESSENTIAL ROLE, PRACTICAL FOCUS, LOW CONTACT WITH SUBJECTS
NEGATIVES OF THIS POSITION: LIMITED SOCIAL INTERACTION, DEMANDING & BUSY, CAN BE INCREDIBLY GROSS
DIVISION: FACILITY SUPPORT
REPORTS TO: DIVISION LEADS
WORKS CLOSELY WITH: ANYONE WHO NEEDS THEIR HELP
MOST FREQUENTED AREA(S): ANYWHERE WITH MESSES TO CLEAN UP, THE SMALL JANITORIAL WING

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CULINARY STAFF

They man the kitchens and cafeterias, making sure everyone stays nice and fed. They're also trained to accommodate the unique dietary needs of many of the facility's supernatural test subjects.

CLEARANCE LEVEL: 3
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • PREPARE AND SERVE MEALS FOR BOTH STAFF AND SUBJECTS ACROSS ALL SECTORS OF THE FACILITY.

  • MANAGE INGREDIENT INVENTORY.

  • ACCOMMODATE THE SPECIFIC DIETARY NEEDS OF NON-HUMAN SUBJECTS (AND STAFF).

 
POSITIVES OF THIS POSITION: ESSENTIAL ROLE, PRACTICAL FOCUS, MINIMAL DANGER, MINIMAL STRESS
NEGATIVES OF THIS POSITION: LOWEST CLEARANCE LEVEL (HARDLY ABLE GO ANYWHERE ALONE), CAN BE VIEWED AS "BORING"
DIVISION: FACILITY SUPPORT
REPORTS TO: DIVISION LEADS
WORKS CLOSELY WITH: ANYONE WHO NEEDS TO EAT
MOST FREQUENTED AREA(S): THE CAFETERIAS

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PROPERTY CUSTODIANS

Property custodians, as they name may suggest, are in charge of managing subject property. During intake, they confiscate, catalog, and store any personal belongings brought in — pocket contents, clothing, jewelry, and so on. They also handle, store, and distribute everything subjects wear in the facility: uniforms, shock collars, and nullification wristlets. They provide subjects with their first set of each, and issue replacements to staff upon request. Beyond that, they're responsible for washing subject uniforms and bedding. It's a fairly mundane job, but it's fun to see all the stuff subjects bring in with them.

CLEARANCE LEVEL: 1
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • CONFISCATE, CATALOG, AND STORE SUBJECT PERSONAL BELONGINGS DURING INTAKE

  • DISTRIBUTE UNIFORMS, SHOCK COLLARS, AND NULLIFICATION WRISTLETS TO NEW SUBJECTS

  • ACCOMMODATE THE SPECIFIC DIETARY NEEDS OF NON-HUMAN SUBJECTS (AND STAFF)

  • ISSUE REPLACEMENT EQUIPMENT AND UNIFORMS TO STAFF UPON REQUEST

  • TRACK ALL EQUIPMENT INVENTORY, INCLUDING COLLARS AND WRISTLETS CURRENTLY IN USE

  • WASH, SORT, AND DISTRIBUTE CLEAN SUBJECT UNIFORMS AND BEDDING

  • DISPOSE OF DAMAGED, CONTAMINATED, OR UNSERVICEABLE EQUIPMENT AND CLOTHING

 
POSITIVES OF THIS POSITION: ESSENTIAL ROLE, PRACTICAL FOCUS, MINIMAL DANGER.
NEGATIVES OF THIS POSITION: LOWEST CLEARANCE LEVEL (HARDLY ABLE GO ANYWHERE ALONE), VIEWED AS A "BORING" JOB
DIVISION: FACILITY SUPPORT
REPORTS TO: DIVISION LEADS
WORKS CLOSELY WITH: INTAKE COORDINATORS, JANITORS
MOST FREQUENTED AREA(S): CONFISCATED ITEMS STOREROOM, EQUIPMENT STORAGE

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GENERAL MANAGERS

General managers are responsible for keeping everything on the non-research side running smoothly. They are considered to be higher-ups in their own right, but they have no jurisdiction over anything relating to the subjects. Their sole responsibility is to manage the "casual" operations of the facility (like product shipments) and oversee the lesser members of the staff (like the janitorial, culinary, and caretaking departments). They handle everything from scheduling shifts and managing supply chains to coordinating maintenance and ensuring everything is stocked.While they are technically considered administrative staff, they do not hold the same prestige other members of the leadership team, and Kara does not trust them nearly as much. They are often swamped with huge workloads and not taken seriously outside of them.

CLEARANCE LEVEL: 4
AVAILABILITY: BY APPLICATION ONLY
PRIMARY DUTIES:  

  • OVERSEE ALL DEPARTMENTS UNDER THE FACILITY SUPPORT AND SUBJECT MANAGEMENT DIVISIONS.

  • SCHEDULE SHIFTS AND MANAGE WORKLOADS.

  • ACCOMMODATE THE SPECIFIC DIETARY NEEDS OF NON-HUMAN SUBJECTS (AND STAFF).

  • MAINTAIN SUPPLY CHAINS, ORDER MATERIALS, AND ENSURE ALL DEPARTMENTS ARE ADEQUATELY STOCKED.

  • COORDINATE MAINTENANCE REQUESTS, REPAIRS, AND FACILITY UPKEEP WITH TECHNICIANS AND RELEVANT STAFF.

  • SERVE AS THE POINT OF CONTACT BETWEEN LOWER-LEVEL STAFF AND LEADERSHIP ON CERTAIN OPERATIONAL ISSUES.

 
POSITIVES OF THIS POSITION: ESSENTIAL ROLE, PRACTICAL FOCUS, MINIMAL DANGER, BROAD OVERSIGHT, CONSIDERABLE AUTONOMY
NEGATIVES OF THIS POSITION: HIGH STRESS, ACCOUNTABILITY FOR STAFF ERRORS, TREATED AS "LESSER THAN" OTHER HIGHER UPS, LESS TRUSTED BY THE HEADMASTER
DIVISION: ADMINISTRATIVE/FACILITY SUPPORT
REPORTS TO: DR. KARA, OTHER LEAD STAFF
WORKS CLOSELY WITH: THE FACILITY SUPPORT DIVISION, THE SUBJECT MANAGEMENT DIVISION, LOW-RANKING STAFF
MOST FREQUENTED AREA(S): THEY WANDER A LOT

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RETRIEVAL CONTROL

The Retrieval Control Team are the charming liars, corporate recruiters, and field agents who bring in new subjects and staff. Some hire willing participants. Others manipulate, threaten, or blackmail people into joining the facility. Their job is equal parts espionage and sales pitch, talking people into giving up their old lives for the lab’s cause. They must be charismatic, ruthless, and willing to cross every ethical line to get the right people on board.They are also responsible for public relations. They create fake advertisements, weave elaborate stories, and cover up incidents, feeding disinformation to the unsuspecting outside world.They work closely with retrieval agents, as they are responsible for uncovering information on new targets, or even luring them to the locations where their capture will take place. Oftentimes, a squad of retrieval agents will be assigned a retrieval control officer to sit on call with them while the mission takes place. They are the "brains" behind their "brawn," in a sense.

CLEARANCE LEVEL: 3
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • RECRUIT NEW SUBJECTS AND STAFF, EITHER THROUGH PERSUASION, MANIPULATION, OR COERCION.

  • CONDUCT INVESTIGATIONS AND INTELLIGENCE GATHERING TO IDENTIFY POTENTIAL TARGETS.

  • DESIGN LURES, FALSE NARRATIVES, OR COVERT APPROACHES THAT ENABLE RETRIEVAL AGENTS TO CAPTURE SUBJECTS WITH MINIMAL RISK.

  • COORDINATE WITH RETRIEVAL AGENTS AND LEAD STAFF TO PLAN EXTRACTIONS, TRANSFERS, OR STAGED "OPPORTUNITIES" FOR CAPTURE.

  • MANAGE PUBLIC RELATIONS AND DISINFORMATION: CRAFT FAKE ADVERTISEMENTS, COVER STORIES, AND REPORTS TO PROTECT THE FACILITY’S IMAGE AND DRAW IN UNSUSPECTING INDIVIDUALS.

  • ASSESS CANDIDATE VALUE (STAFF AND SUBJECT) AND RECOMMEND PLACEMENTS TO INTAKE COORDINATORS AND OTHER STAFF.

 
POSITIVES OF THIS POSITION: ESSENTIAL ROLE, PRACTICAL FOCUS, MINIMAL DANGER, CONSIDERABLE AUTONOMY, RELATIVELY LOW STRESS, LOW SUBJECT CONTACT
NEGATIVES OF THIS POSITION: MENTAL STRAIN, EMOTIONAL LABOR, USELESS IF UNABLE TO PERFORM
DIVISION: INTERNAL AFFAIRS
REPORTS TO: DR. KARA, DIVISION HEADS
WORKS CLOSELY WITH: RETRIEVAL AGENTS, INTAKE COORDINATORS
MOST FREQUENTED AREA(S): THE STAFF OFFICES

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HR & COMPLIANCE

Human Resources and Compliance officers maintain internal order among the staff. They mediate conflict, monitor loyalty, investigate misconduct (real or fabricated), and make sure the workforce stays organized and obedient. Sometimes this involves conflict resolution. Other times, it involves psychological manipulation, gaslighting, or even "arranged disappearances." One thing is certain, though: HR at Daystar is not your friend.

CLEARANCE LEVEL: 2
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • CONDUCT INTERVIEWS WITH NEW HIRES, REVIEW APPLICATIONS, AND INTEGRATE NEW STAFF INTO THE FACILITY'S SYSTEMS.

  • MONITOR STAFF BEHAVIOR, TRACK LOYALTY, AND MAINTAIN OVERALL WORKFORCE COMPLIANCE.

  • MEDIATE CONFLICTS BETWEEN STAFF MEMBERS AND ENFORCE INTERNAL RULES OR PROTOCOLS.

  • INVESTIGATE INCIDENTS AND CASES OF MISCONDUCT.

  • COORDINATE DISCIPLINARY MEASURES, REASSIGNMENT, OR "DISAPPEARANCES" AS DIRECTED.

 
POSITIVES OF THIS POSITION: AUTHORITY OVER STAFF, ACCESS TO CONFIDENTIAL INFORMATION, INFLUENTIAL, LOW SUBJECT CONTACT, GENERAL LOW RISK
NEGATIVES OF THIS POSITION: RISK FROM DISGRUNTLED STAFF, CONSTANT SCRUTINY, EMOTIONAL LABOR
DIVISION: INTERNAL AFFAIRS
REPORTS TO: DR. KARA, DIVISION HEADS
WORKS CLOSELY WITH: DIVISION HEADS, OTHER DIVISION MEMBERS
MOST FREQUENTED AREA(S): THE STAFF OFFICES, THE LOBBY SECTOR

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MAGICAL CONSULTANTS

Magical consultants are powerful magical beings hired onto staff to interpret, stabilize, and educate others on supernatural phenomena. While the facility employs many non-human beings, magical consultants are typically exceptionally knowledgeable or inherently powerful, making them uniquely qualified to handle volatile or complex magical situations. They work closely with the research division and any other teams that require expertise in arcane systems, rituals, or ability mechanics. When necessary, they may also use their own magic to assist the facility.

CLEARANCE LEVEL: 3
AVAILABILITY: OPEN TO ALL
PRIMARY DUTIES:  

  • INTERPRET AND EXPLAIN SUPERNATURAL PHENOMENA TO STAFF MEMBERS WHO LACK ARCANE KNOWLEDGE.

  • ASSIST THE RESEARCH DIVISION IN DESIGNING AND CONDUCTING EXPERIMENTS INVOLVING MAGIC OR SUPERNATURAL ABILITIES.

  • EVALUATE MAGICAL TEST SUBJECTS TO DETERMINE THE NATURE, LIMITS, AND RISKS OF THEIR ABILITIES.

  • USE THEIR OWN MAGICAL ABILITIES TO ASSIST THE FACILITY.

  • DOCUMENT ARCANE FINDINGS AND CONTRIBUTE TO THE FACILITY’S MAGICAL RESEARCH ARCHIVES.

  • ...AND MANY OTHER THINGS. MAGICAL CONSULTANTS ARE EXPECTED TO BE ADAPTABLE AND MAY BE CALLED UPON BY MULTIPLE DIVISIONS WHEN ARCANE EXPERTISE IS REQUIRED.

 
POSITIVES OF THIS POSITION: HIGH AUTHORITY IN MAGICAL MATTERS, DIRECT INVOLVEMENT IN EXPERIMENTS, CLOSE COLLABORATION WITH THE RESEARCH DIVISION, ACCESS TO THE FACILITY'S DATABASE, ABILITY TO INFLUENCE HOW MAGICAL BEINGS ARE STUDIED OR HANDLED, VERSATILE ROLE ACROSS MULTIPLE DIVISIONS
NEGATIVES OF THIS POSITION: FREQUENT EXPOSURE TO UNSTABLE OR VOLATILE ABILITIES, HIGH PRESSURE, AT RISK OF GETTING DEMOTED TO SUBJECT IF THEY'RE DEEMED MORE USEFUL THAT WAY
DIVISION: INTERNAL AFFAIRS
REPORTS TO: DR. KARA, DIVISION HEADS
WORKS CLOSELY WITH: SCIENTISTS
MOST FREQUENTED AREA(S): THE TESTING WING, CELL BLOCKS

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[     section under construction, check back later!     ]

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SUBJECT CLASSIFICATIONS

below are the various classifications a test subject can fall under at the daystar research facility. you're free to create characters for any of them. descriptions are intentionally vague the encourage creativity!


all subjects must have a primary danger classification; everything else is optional, but those are not. no, you cannot mix and match primary classifications. you need to pick one per character.


each classification comes with a list of pros, cons, and common day-to-day activities. these are to give you a better idea of what roleplaying as a character within that classification might be like. they are not to be treated as checklists or strict guidelines; your roleplays can be whatever you want them to be.

PRIMARY CLASSIFICATIONS
SECONDARY CLASSIFICATIONS
INFORMATION
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DOCILE SUBJECTS

Docile subjects are considered the safest and most manageable specimens within the facility. They pose little to no threat to staff, making them easy to contain and easy to handle. This is typically due to a lack of magical or physical strength or an inherently submissive nature. As a result, they are often granted minor privileges like increased free time, more cell customization, and lighter supervision.

AVAILABILITY: OPEN TO ALLTYPICAL DAILY ACTIVITIES:  

  • WAKE AT DESIGNATED CURFEW TIME AND PARTICIPATE IN MORNING INSPECTIONS OR ROLL CALL (NOT CONSISTENT, DEPENDS WHICH STAFF ARE ON DUTY)

  • ATTEND TESTING SESSIONS, MEDICAL EXAMINATIONS, AND EVALUATIONS AS REQUESTED

  • CONSUME TWO MEALS A DAY IN THE CLASSIFICATION’S ASSIGNED CAFETERIA

  • REMAIN IN CELL OR APPROVED COMMON AREAS WHEN NOT ENGAGED IN TESTING OR ASSIGNMENTS

  • VISIT THE INFIRMARY AND ENRICHMENT WINGS AT THEIR LEISURE

  • ASSIST STAFF IN BASIC TASKS (RESOURCE TRANSPORTATION, JANITORIAL DUTIES) AS REQUESTED

  • SOCIALIZE WITH OTHER MEMBERS OF THEIR CLASSIFICATION

  • WANDER THE FACILITY IF GIVEN EXPLICIT APPROVAL

  • ADHERE TO ALL STAFF INSTRUCTIONS

 
POSITIVES OF THIS CLASSIFICATION: INCREASED FREEDOMS, INHERENT TRUST FROM STAFF, MORE FAVORABLE TREATMENT FROM STAFF, OFTEN UNDERESTIMATED (DOUBLE - EDGED SWORD), MORE OPPORTUNITIES FOR SOCIALIZATION AND ENRICHMENT, MORE OPPORTUNITIES FOR ATTEMPTED ESCAPE.
NEGATIVES OF THIS CLASSIFICATION: WEAKER & CANNOT STAND UP FOR THEMSELVES, OFTEN OVERLOOKED AND UNDERVALUED BY STAFF, SOMETIMES TREATED AS DISPOSABLE "CANON FODDER" FOR DANGEROUS EXPERIMENTS AND DEMONSTRATION, INCREASED RISK OF BEING MAGICALLY & PHYSICALLY ALTERED DUE TO BLAND PHYSIOLOGY; TREATED AS "BLANK SLATES," TORTURED AND MISTREATED BY STAFF AS ALL SUBJECTS ARE.
THREAT LEVEL: LOW
SECURITY LEVEL: LOW - MODERATE
ASSIGNED SECTOR: SECTOR A
MOST FREQUENTED AREA(S): DOCILE SUBJECT CELL BLOCK, DOCILE CAFETERIA, DOCILE SOCIALIZATION AREA, ENRICHMENT WING, TESTING WING, THE INFIRMARY, THE HALLS

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LAHDE SUBJECTS

The Lahde classification is a broad middle ground that a lot of subjects fall into. They aren’t safe enough to be labeled as Docile, but they also aren't considered dangerous enough to be labeled as Cronus. This class is often assigned to subjects who possess average abilities, are unpredictable by nature, or only situationally dangerous (such as those who only lash out under stress). Staff are advised to be careful around Lahde subjects, but as long as the proper precautions are taken, they should not be difficult to deal with. Lahde subjects who have proven to be trustworthy are typically given more privileges and treated a bit more like Docile subjects.

AVAILABILITY: OPEN TO ALLTYPICAL DAILY ACTIVITIES:  

  • WAKE AT DESIGNATED CURFEW TIME AND PARTICIPATE IN MORNING INSPECTIONS OR ROLL CALL (NOT CONSISTENT, DEPENDS WHICH STAFF ARE ON DUTY)

  • ATTEND TESTING SESSIONS, MEDICAL EXAMINATIONS, AND EVALUATIONS AS REQUESTED

  • CONSUME TWO MEALS A DAY IN THE CLASSIFICATION’S ASSIGNED CAFETERIA

  • REMAIN IN CELL OR APPROVED COMMON AREAS WHEN NOT ENGAGED IN TESTING OR ASSIGNMENTS

  • VISIT THE INFIRMARY AND ENRICHMENT WINGS IF GIVEN PERMISSION

  • SOCIALIZE WITH OTHER MEMBERS OF THEIR CLASSIFICATION

  • VISIT OTHER WELL - SUPERVISED AREAS OF THE FACILITY

  • ADHERE TO ALL STAFF INSTRUCTIONS

 
POSITIVES OF THIS CLASSIFICATION: A GOOD MIDDLE GROUND BETWEEN DOCILE AND CRONUS; AWARDED MANY DOCILE FREEDOMS WHILE ALSO MAINTAINING THE ABILITY TO DEFEND THEMSELVES THE WAY A CRONUS MIGHT, EASY TO RELATIVELY EARN TRUST FROM STAFF, GIVEN OPPORTUNITIES FOR SOCIALIZATION AND ENRICHMENT
NEGATIVES OF THIS CLASSIFICATION: OFTEN EITHER UNDERESTIMATED OR OVERESTIMATED, CONSIDERED STABLE AND USEFUL WHICH MAKES THEM FIRST PICK FOR MOST EXPERIMENTS, RISK OF BEING RE - CLASSIFIED AS CRONUS FOR DEFENDING THEMSELVES, TORTURED AND MISTREATED BY STAFF AS ALL SUBJECTS ARE.
THREAT LEVEL: MODERATE - HIGH
SECURITY LEVEL: MODERATE
ASSIGNED SECTOR: SECTOR B
MOST FREQUENTED AREA(S): LAHDE SUBJECT CELL BLOCK, LAHDE CAFETERIA, LAHDE SOCIALIZATION AREA, ENRICHMENT WING, TESTING WING

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CRONUS SUBJECTS

Cronus subjects are highly dangerous and volatile. They are powerful, unpredictable, and often violently obstinate, requiring stricter containment measures and more staff supervision. While many Cronus subjects are aggressive by nature, some simply possess abilities so devastating that they are classified as Cronus as a safety precaution, regardless of their temperament. Cronus subjects are granted limited freedoms and privileges, and are often regarded as mindless, violent creatures, even when they've done nothing wrong. Cronus subjects who have proven to be trustworthy are typically given increased freedoms and more privileges, but are still kept under heavy supervision. When outside of their cell, they must be equipped with magic nullification devices.

AVAILABILITY: OPEN TO ALLTYPICAL DAILY ACTIVITIES:  

  • WAKE AT DESIGNATED CURFEW TIME AND PARTICIPATE IN MORNING INSPECTIONS OR ROLL CALL (NOT CONSISTENT, DEPENDS WHICH STAFF ARE ON DUTY)

  • ATTEND TESTING SESSIONS, MEDICAL EXAMINATIONS, AND EVALUATIONS AS REQUESTED

  • CONSUME TWO MEALS A DAY, EITHER WITHIN THE CLASSIFICATION’S ASSIGNED CAFETERIA OR WITHIN INDIVIDUAL CONTAINMENT CELLS, DEPENDING ON THREAT LEVEL

  • REMAIN IN CELL OR APPROVED COMMON AREAS WHEN NOT ENGAGED IN TESTING OR ASSIGNMENTS

  • VISIT THE ENRICHMENT AND INFIRMARY WINGS ONLY WITH EXPLICIT PERMISSION

  • BE TRANSPORTED TO DESIGNATED HIGH-SECURITY RECREATION AREAS FOR SUPERVISED SOCIAL INTERACTION

  • ADHERE TO ALL STAFF INSTRUCTIONS

 
POSITIVES OF THIS CLASSIFICATION: OFTEN HIGHLY VALUABLE AND NON DISPOSABLE, FEARED (AND SOMETIMES EVEN MILDLY RESPECTED) BY STAFF AND OTHER SUBJECTS, OFTEN EQUIPPED WITH THE INHERENT ABILITY TO STAND UP FOR THEMSELVES
NEGATIVES OF THIS CLASSIFICATION: CONSTANTLY MONITORED AND HEAVILY RESTRICTED, LIMITED FREEDOMS, LACK OF TRUST FROM STAFF, HIGH RISK OF SEVERE PUNISHMENT, TORTURED AND MISTREATED BY STAFF AS ALL SUBJECTS ARE
THREAT LEVEL: HIGH - VERY HIGH
SECURITY LEVEL: HIGH
ASSIGNED SECTOR: SECTOR C
MOST FREQUENTED AREA(S): CRONUS SUBJECT CELL BLOCK, CRONUS CAFETERIA, CRONUS SOCIALIZATION AREA, TESTING WING

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HALCYON SUBJECTS

Halcyon is not a danger designation, but a personal classification reserved for the Headmaster's chosen favorites. These subjects are often of immense value to her research or hold her personal interest in some meaningful way. They are kept apart from the general population, receiving special containment and preferential treatment.

AVAILABILITY: BY APPLICATION ONLYTYPICAL DAILY ACTIVITIES:  

  • WAKE AT DESIGNATED CURFEW TIME AND PARTICIPATE IN MORNING INSPECTIONS OR ROLL CALL

  • ATTEND TESTING SESSIONS, MEDICAL EXAMINATIONS, AND EVALUATIONS AS REQUESTED

  • CONSUME THREE MEALS A DAY IN THE CLASSIFICATION’S ASSIGNED CAFETERIA, OR WITHIN THEIR OWN CELL IF THEY PREFER

  • WANDER THE HALCYON CONTAINMENT WING FREELY WHEN NOT ENGAGED IN TESTING OR ASSIGNMENTS

  • VISIT OTHER SUPERVISED AREAS OF THE FACILITY WITH STAFF APPROVAL

  • ADHERE TO ALL STAFF INSTRUCTIONS

 
POSITIVES OF THIS CLASSIFICATION: HIGH FREEDOMS, INCREASED PRIVILEGES, PREFERENTIAL TREATMENT, ACCESS TO MORE RESOURCES, PROTECTED FROM THE "EXTREMES" OF THE FACILITY.
NEGATIVES OF THIS CLASSIFICATION: HIGH SECURITY, MORE CLOSELY MONITORED, GIVEN TOO MUCH ATTENTION IN MANY CASES; SMOTHERED, DIRECTLY ON KARA'S RADAR (THIS IS A VERY BAD THING)
THREAT LEVEL: DEPENDENT
SECURITY LEVEL: VERY HIGH
ASSIGNED SECTOR: SECTOR D
MOST FREQUENTED AREA(S): THE HALCYON CONTAINMENT WING

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NONVIABLE SUBJECTS

Nonviable subjects are failed experiments. Their bodies either cannot adapt to any experiment, are too weak to withstand them, or were ruined by failed procedures. These subjects are kept in the worst conditions imaginable, treated like expendable objects rather than sentient beings. Being moved to this class is a death sentence, as Nonviable subjects are not only the first to be selected for execution, but are also almost exclusively used for unnecessarily dangerous procedures and outright torture. These subjects are no longer of use to the facility and are simply biding their time on death row.

AVAILABILITY: OPEN TO ALLTYPICAL DAILY ACTIVITIES:  

  • REMAIN IN CELL OR HOLDING AREA FOR THE MAJORITY OF THE DAY.

  • RECEIVE MINIMAL MEALS, DELIVERED THROUGH DOOR AT STAFF-DESIGNATED INTERVALS.

  • BE SUBJECTED TO TESTING, PROCEDURES, OR PHYSICAL PUNISHMENT AT RANDOMLY ASSIGNED TIMES.

  • OCCASIONALLY GRANTED ACCESS TO NONVIABLE COMMON AREAS AT STAFF DISCRETION.

 
POSITIVES OF THIS CLASSIFICATION: NONE. THAT IS NOT AN EXAGGERATION.
NEGATIVES OF THIS CLASSIFICATION: CONSTANTLY SUBJECTED TO EXTREME EXPERIMENTATION AND PHYSICAL/PSYCHOLOGICAL TORTURE, VIEWED AS EXTREMELY DISPOSABLE; EXPECTED TO DIE, PROVIDED NO PRIVILEGES OR ENRICHMENT OPPORTUNITIES.
THREAT LEVEL: DEPENDENT
SECURITY LEVEL: HIGH
ASSIGNED SECTOR: SECTOR E
MOST FREQUENTED AREA(S): THE NONVIABLE CONTAINMENT AREA

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W.I.P!

This system is still in the process of being developed. Check back later :P

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ID NUMBERS

Subject ID numbers follow a simple, yet specific format. The ID number consists of several parts, all of which are explained below:
 
 #1: A FOUR-DIGIT NUMBER 
The ID number begins with a random four-digit number, ranging from 0001 to 9999. The zero's are often ignored when the number is being pronounced; for example, 0055 would be pronounced as fifty-five. Subjects are often referred to by these numbers in place of their names (i.e. 'subject fifty-five'), because what would a lab rat need a name for, anyway?
 #2: CLASSIFICATION INITIAL   
The number is followed by the first letter of the subject's classification.

  • D = Docile

  • L = Lahde

  • C = Cronus

  • H = Halcyon

  • N = Nonviable

 
 #3: AREA OF INTEREST INDICATOR   
Following the classification letter, there is a a number that indicates the subject's primary area of interest in terms of experimentation.

  • 1 = INNATE SUPERNATURAL SUBJECT. This subject was already considered supernatural before they were captured, and possesses unique abilities, traits, or magic that the facility wishes to study.

  • 2 = LAB-CREATED SUBJECT. This subject was created by the facility.

  • 3 = RARE SPECIES SUBJECT. This subject is the member of an extremely uncommon species (or species combination).

  • 4 = BLANK SLATE SUBJECT. This subject is a former non-magical being (like a human) undergoing enhancements; a 'blank slate' specimen.

  • 5 = RARE MAGIC SUBJECT. This subject possesses an extremely rare form of magic thought to be extinct. These rare magics are listed on this page.

  • 6 = OTHER SUBJECT. This subject has something else interesting about them that does not fall within one of the categories above. This is quite rare.

  • 0 = NONVIABLE SUBJECT. For Nonviable classification subjects only, who have no area of interest, and are set to be executed soon.

 
SOME EXAMPLES OF COMPLETED ID NUMBERS ARE LOCATED BELOW...
#0044-D-4: A human Docile subject undergoing enhancements.
#1234-C-2: A Cronus subject who was grown in a lab.
#0546-H-5: A Halcyon subject who is a necromancer; a type of magic thought to be extinct.
#0393-N-0: A Nonviable subject who is due to be executed soon.
(This is a very complicated explanation of a fairly simple system. In short, subject numbers are literally just "random number > first letter of the subject's class > number that indicates what is interesting about them", the latter of which is the only complicated part.)

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CHANGING CLASSIFICATIONS

A subjects can be re-classified for a variety of reasons. A docile subject could gain powerful abilities during experimentation, bumping them up to Lahde. Transversely, a Cronus subject could lose their abilities somehow, bumping them down to Lahde. A subject who starts off as an average class can be switched to Halcyon once the Headmaster develops an interest in them. Nonviable subjects never start off as Nonviable, only being re-assigned to that class when they cease being useful.When a subject is re-classified, the classification letter on their ID number changes. For example, if Docile subject #0044-D-3 was re-classified as Lahde, their ID number would change to #0044-L-3.

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CONTAINMENT DEVICES

All subjects are fitted with two primary containment devices: a vital collar (often referred to instead as a "shock collar"), and a nullification wristlet. These devices are mandatory and serve as the foundation of the facility's containment system. Adjustments can be made to accommodate unusual anatomy (i.e. a lack of neck for the collar to sit upon), but every subject possesses both devices by default, regardless of classification, species, or threat level.

 
VITAL COLLARS (A.K.A. SHOCK COLLARS):

Vital collars are metal devices worn around the neck. They get their name because they continuously monitor the wearer's vital signs, logging them in the facility's central database and alerting staff if something appears seriously wrong. Their design is surprisingly sleek and does not interfere with movement much, though they remain uncomfortable due to the metal contact points pressed against the neck. They also look suspiciously similar to dog collars.Despite their name, monitoring is only half of their purpose. Vital Collars primarily function as containment and punishment devices. When activated by staff, they deliver electric shocks to the wearer. Officially, these shocks are intended to "gently discourage disobedience". In practice, staff are often far more trigger-happy than that should be, causing the collars to become torture devices in their own right. A staggeringly large percentage of the facility's subjects bear some sort of electricity burns around their throat.Shock intensity ranges from Level One, which produces a mild but unpleasant jolt, to Level Ten, which is causes severe pain and temporary incapacitation.Vital Collars can be removed using authorized staff keycards. While durable, they can be damaged through sufficient force and are routinely inspected for signs of tampering. The vital monitoring functions can be disabled during testing if the subject is being monitored through other means. The shock function is controlled by a universal remote carried by all staff. The remote automatically activates the collar it is pointed at, or the one closest to it.

 
NULLIFICATION WRISTLETS:

Nullification Wristlets are seamless black bands made from █████, a rare anti-magic material capable of suppressing magical abilities. Similar devices are used throughout the world in high-security locations such as airports, courthouses, and government buildings to reduce the risk of magical incidents. The material itself is heavily regulated, though black market organizations frequently acquire it for nefarious purposes. Daystar Labs is one such organization.All subjects are fitted with a Nullification Wristlet by default. Wristlets are not mechanisms, so they cannot be changed or adjusted manually, but different ones are made with higher concentrations of the null material, creating . Lower levels merely dull a subject's magical output, making abilities more difficult to use effectively, taking the "edge" off them. Higher levels can suppress magic entirely. As a general rule, well-behaved subjects are assigned lower settings, while dangerous, unpredictable, or escape-prone subjects are assigned higher ones.Nullification Wristlets only affect magical abilities. They do not interfere with purely biological traits such as enhanced strength, claws, venom, heightened senses, regeneration, or other natural adaptations.The wristlets may be removed during experiments that specifically involve magic. They may also be replaced with a stronger one when complete magical suppression is desired. Subjects brought to Sector E for punishment are always fitted with specialized high-strength wristlets that exceed the normal tenth level, rendering their magic completely useless.Assigning max-level Nullification Wristlets to all subjects outside of testing would, without question, be the safest course of action, but this is not in the facility's best interest either. Prolonged exposure to high concentrations of null material damages a subject's innate magical essence, slowly depleting their capabilities over time. The process is gradual — easily avoided, in most cases, by allowing their abilities a little room to breathe through weaker wristlets.

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PLAYABLE SPECIES

this is a non - comprehensive list of species your characters can be. hybrids and custom species are absolutely allowed, just make sure they fit within the overall worldbuilding, or have their species originate from an alternate reality if they don't.


the information listed for each species is meant as a general guideline, not a strict rule. traits like abilities, diet, and behavior reflect what’s considered normal, but your character doesn't have to match them exactly. deviations are allowed and even encouraged, whether it's because the character chose to be different, or because of some weird mutation or genetic hiccup. just have fun with it!

COMMON SPECIES

sentient, humanoid beings that comprise most of modern society.
these species are considered "normal." you see them everyday
while driving to work, visiting the story, etc. just like humans.

STANDARD SUPERNATURAL SPECIES

the most commonly observed supernatural beings.

RARE & ANOMALOUS SPECIES

uncommon supernatural beings, or beings that fall very far out of 'the norm' when it comes to abilities.

MINOR DEITIES

god - like beings who roam the earth.

OTHER

species who do not fall into one of the above catagories.

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HUMANS

Humans are the most widespread species on Earth. This is not because they were the first, or even because they are "better" as they like to boast, but because they are adaptable, resourceful, and — most importantly — capable of rapid population growth. Through technological innovation, social cooperation, and an alarming inclination toward destruction, they have reshaped much of the world to suit their needs.Because humans are so common, they are not considered especially valuable to facilities like Daystar unless they possess unusual traits, such as innate magic, supernatural ancestry, or some other biological anomaly. Most are instead used as control subjects, baseline testing material, intern training subjects, or expendable participants for dangerous experiments where researchers do not want to risk damaging a more "valuable" specimen.However, humans are also highly adaptable to modification, and many of Daystar’s researchers view them as ideal candidates for modification-based experimentation involving mutation, cybernetics, magical induction, genetic splicing, and other forms of biological alteration. Every human subject is a blank canvas simply begging to be painted over, which is exactly what Daystar's researchers will do; it is not uncommon for entirely ordinary humans to become something far stranger after extended exposure to the facility’s experiments.While some may dismiss humans as boring or unremarkable, Dr. Kara herself strongly disagrees. She believes that every being has the potential to become something extraordinary, no matter how mundane they may seem at first glance — and she is more than willing to force that "potential" out of them herself.

RARITY: EXTREMELY COMMON; THE MOST COMMON SPECIES ON EARTH
AVG. NATURAL LIFESPAN: 70 - 80 YEARS
NATURAL DIET: OMNIVORE
ACTIVITY PATTERN: DIURNAL
FAVORED HABITAT: URBAN; CITIES, TOWNS, ETC.
SOCIAL PERCEPTION: CONSIDERED THE “DEFAULT” SPECIES IN MOST PARTS OF THE WORLD; WIDELY ACCEPTED AND FAVORED AS MODERN SOCIETY IS HUMAN-DOMINATED
TYPICAL MAGICAL AFFINITY: LOW (MAGICAL POTENTIAL IS USUALLY INHERITED THROUGH BLOODLINES OR EXTERNAL INFLUENCE)
TYPICAL THREAT LEVEL: VERY LOW
VALUE TO FACILITY: MODERATE (HIGH VARIABILITY AND NUMBERS MAKES THEM USEFUL CONTROL SUBJECTS AND VIABLE CANDIDATES FOR MODIFICATION & HYBRIDIZATION)
STRENGTHS:  

  • HIGH ADAPTABILITY

  • INTELLIGENCE

  • PROBLEM-SOLVING

  • SOCIAL COORDINATION

 
WEAKNESSES:

  • PHYSICALLY FRAGILE COMPARED TO MANY NON-HUMAN SPECIES

  • LACK OF NATURAL DEFENSES

  • LOW INNATE MAGICAL CAPABILITY

  • MODERATE DIFFICULTY ADAPTING TO AUGMENTATIONS

 
COMMON ABILITIES:

  • NO INHERENT SUPERNATURAL OR OTHERWISE UNIQUE ABILITIES; THEY ARE CONSIDERED THE BASELINE FOR NORMALCY.

  • CAPABLE OF LEARNING SKILLS, USING TECHNOLOGY, DEVELOPING OR ACQUIRING MAGIC THROUGH EXTERNAL MEANS, AND, IN RARE CASES, INHERITING MAGIC FROM THEIR DNA; MAGIC IS NOT CONSIDERED NORMAL FOR HUMANS TO POSSESS, THOUGH

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BESTIANS

Bestians are the second most common species in the world, living alongside humans throughout most modern societies. In simple terms, they are anthropomorphic animals with human-level intelligence and consciousness. They walk upright, speak, form cultures and communities, and participate in society just as humans do. Bestians are an incredibly diverse species due to the sheer amount of animal types they can descend from, resulting in massive variation in appearance and physiology. Because of this, they are further categorized by species subtype on official documents (i.e. wolf bestian, rabbit bestian).Many possess enhanced senses or physical traits linked to their ancestry, such as enhanced hearing, strong night vision, increased stamina, stronger musculature, or natural climbing and swimming abilities. They are, by all accounts, physically superior to the humans they share society with.Although bestians are fully capable of rational thought and self-control, many still possess instincts tied to their animal lineage. Predator and prey dynamics are mostly ignored in larger mixed cities, but some isolated or heavily species-specific communities still maintain cultural tensions surrounding them. These affirmation species-specific communities tend to produce bestians with stronger ties to their natural instincts. Bestians born to mixed-species communities (which most are nowadays) will occasionally adapt to behaviors which are unnatural to them (ex: a nocturnal bestian becoming diurnal for work).Generations of interbreeding between different bestian types have also caused their traits to become highly varied and inconsistent. For example, some bat bestians possess wings attached beneath their arms, while others have fully separated wings growing from their backs! Height can vary drastically depending on species as well, ranging from unusually small to towering far above average human height. Bestians, like humans, are also capable of naturally developing unusual fur, hair, flesh, or eye colors that would not normally occur in nature. Many also partake in extensive body modification, including fully permanent fur-dyes and fur "tattoos."Because bestians are so common, they are frequently used in the same ways humans are within facilities like Daystar: control subjects, testing material, intern practice subjects, and candidates for physical or magical modification. However, bestians are generally considered more desirable due to the natural advantages many possess through their animal lineage. Their enhanced senses, varied physiologies, and species-specific instincts make them useful for a wide range of specialized experiments. Researchers may study predator-prey responses, territorial behavior, pack instincts, or species-specific traits, while others use bestian DNA in hybridization and mutation projects in an attempt to artificially replicate desirable characteristics in other subjects.Bestians are also highly valued for enhancement experimentation, as many researchers believe their bodies adapt more effectively to modification than humans do, often producing stronger or more stable results.

RARITY: VERY COMMON
AVG. NATURAL LIFESPAN: DEPENDS ON SUBSPECIES; TYPICALLY AROUND 90 YEARS
NATURAL DIET: VARIES BY SUBTYPE (OMNIVORE, CARNIVORE, HERBIVORE, ETC)
ACTIVITY PATTERN: VARIES BY SUBTYPE (DIURNAL, NOCTURNAL, CREPUSCULAR, ETC)
FAVORED HABITAT: HIGHLY ADAPTABLE; MOST COMMONLY FOUND IN MODERN URBAN ENVIRONMENTS ALONGSIDE HUMANS, BUT TEND TO PREFER THE ENVIRONMENTS MOST CLOSELY ASSOCIATED WITH THEIR SUBTYPE (FORESTS FOR WOLVES, TROPICS FOR FISH, ETC.)
SOCIAL PERCEPTION: WIDELY ACCEPTED AND INTEGRATED INTO MODERN SOCIETY; PERCEPTION MAY VARY DEPENDING ON AREA; SOMETIMES VIEWED AS UNSTABLE, FERAL, OR SCARY BY CERTAIN COMMUNITIES, THOUGH THIS IS GENERALLY CONSIDERED TO BE PREJUDICED
TYPICAL MAGICAL AFFINITY: LOW TO MODERATE (IT IS NOT CONSIDERED NATURAL FOR THEM, BUT IT'S SEEN IN THEM MORE OFTEN THAN HUMANS)
TYPICAL THREAT LEVEL: MODERATE (DEPENDENT ON SUBTYPE AND TEMPERAMENT)
VALUE TO FACILITY: MODERATE TO HIGH (VALUED FOR THEIR BIOLOGICAL DIVERSITY, ENHANCED PHYSICAL TRAITS, AND ADAPTABILITY TO MODIFICATION)
STRENGTHS:  

  • HIGH ADAPTABILITY

  • INTELLIGENCE

  • PROBLEM-SOLVING

  • SOCIAL COORDINATION

 
WEAKNESSES:

  • PHYSICALLY FRAGILE COMPARED TO MANY NON-HUMAN SPECIES

  • LACK OF NATURAL DEFENSES

  • LOW INNATE MAGICAL CAPABILITY

  • MODERATE DIFFICULTY ADAPTING TO AUGMENTATIONS

 
COMMON ABILITIES:

  • NO INHERENT SUPERNATURAL OR OTHERWISE UNIQUE ABILITIES; THEY ARE CONSIDERED THE BASELINE FOR NORMALCY.

  • CAPABLE OF LEARNING SKILLS, USING TECHNOLOGY, DEVELOPING OR ACQUIRING MAGIC THROUGH EXTERNAL MEANS, AND, IN RARE CASES, INHERITING MAGIC FROM THEIR DNA; MAGIC IS NOT CONSIDERED NORMAL FOR HUMANS TO POSSESS, THOUGH

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DEMIBEASTS

Demibeasts are the offspring of humans and bestians. They possess a blend of features from both parents. There is not much to say about them that hasn't already been said, as they navigate society just like a human might, and only occasionally possess enhanced traits related to their bestian heritage.Some demibeasts are naturally born with magical abilities.Demibeasts are only considered anomalous when they are born with the ability to use magic, possess some sort of unique genetic mutation, or when they are hybridized with supernatural species. The facility accepts average demibeasts as 'blank slate' subjects to be modified and enhanced through experimentation.

RARITY:   COMMON.
SOCIETY'S VIEW:   ACCEPTING.
APPEARANCE INSPIRATION:   KEMONOMIMI, ANIMAL / HUMAN HYBRIDS.

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VEYMAR

Elegant, elf - like beings with longer than average lifespans. They have smooth skin, pointed ears, long tails, and sharp, cat - likes eyes that are often brightly - colored. They are known for their graceful personas, long and healthy lives, and keen intellects. However, they are often perceived as aloof or condescending by others. They can live up to 190 years old.Around 40% of veymar are naturally born with magical abilities.Veymar are only considered anomalous when they are born with the ability to use magic, possess some sort of unique genetic mutation, or when they are hybridized with supernatural species. The facility accepts average veymar as 'blank slate' subjects to be modified and enhanced through experimentation.

RARITY:   UNCOMMON.
SOCIETY'S VIEW:   ACCEPTING.
APPEARANCE INSPIRATION:   ELVES, ELF - ADJACENT RACES.

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CAMBION

Cambions are humanoid beings with oddly devilish features. They possess features such as horns, tails, fangs, colorful skin, ridges and scales, and luminous eyes. Usually very tall and rigid, standing between 6'2" to 7' feet on average, with an imposing, statuesque build. They tend to be stoic and disciplined, perhaps even a little rough. They have a high muscle mass and are naturally strong. They are culturally viewed with suspicion due to their resemblance to common depictions of demons.They are very distant descends of Hellborn demons, but society at large is not aware of this, because they are not aware of the existence of Hell.Cambion can also take on bestian traits as opposed to human ones.Cambion are only considered anomalous when they are born with the ability to use magic, possess some sort of unique genetic mutation, or when they are hybridized with supernatural species. The facility accepts average cambion as 'blank slate' subjects to be modified and enhanced through experimentation.

RARITY:   SLIGHTLY RARE.
SOCIETY'S VIEW:   CAUTIOUS.
APPEARANCE INSPIRATION:   TIEFLINGS.

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NEPHILIM

Nephilim are often described as angelic. They are unsettlingly perfect, with strikingly symmetrical faces, balanced features, unnaturally smooth or radiant skin, and an intense presence that draws attention from all sides. They have no wings on their back, but they can have smaller hip and head wings, as well as patched of soft plumage on other parts of their body. They are tall, but not as towering as cambions — typically 5’10” to 6’6”. Many possess soothing, beautiful voices, and unnatural charisma.They are very distant descends of Heavenborn angels, but society at large is not aware of this, because they are not aware of the existence of Heaven.Nephilim can also take on bestian traits as opposed to human ones.Nephilim are only considered anomalous when they are born with the ability to use magic, possess some sort of unique genetic mutation, or when they are hybridized with supernatural species. The facility accepts average nephilim as 'blank slate' subjects to be modified and enhanced through experimentation.

RARITY:   SLIGHTLY RARE.
SOCIETY'S VIEW:   CAUTIOUS.
APPEARANCE INSPIRATION:   N / A.

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VAMPIRES

Fanged monsters that feed on the blood of morals. They are technically classified as undead the moment they have a vampiric curse placed upon them (which can either be passed down by blood or given to them by another vampire.) They have washed - out skin, sharp fangs (which are not retractable), and sharp, often bright - colored eyed. They do not have a reflection, nor do they cast a shadow. They are extremely cold to the touch. Some possess bat - like traits, and certain subspecies can shapeshift into bats.They are technically immortal, but they can pass from starvation or the destruction of their heart. Aside from that, they tend to have heightened senses, night vision, psychic abilities, enhanced regeneration, and nocturnal tendencies.They are incredibly sensitive to sunlight.

RARITY:   RARE.
SOCIETY'S VIEW:   FEARFUL; VAMPIRES TEND TO DISGUISE THEMSELVES AMONGST HUMANS.
APPEARANCE INSPIRATION:   VAMPIRES ACROSS MEDIA, SPECIFICALLY ANIMATED OR WRITTEN MEDIA (NOT TWILIGHT. DEAR GOD NOT TWILIGHT.)

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WEREBEASTS

Humanoids with the ability to transform into specific animal or beast form. Unlike traditional werewolves, these forms can take after any animal. Each werebeast has one specific beast form which cannot be changed. Even in their human form, they tend to retain certain traits of that beast (such as sharpened fangs, pointed ears, tiny patches of fur, and so on) which are usually easy to hide.There are two different types of werebeasts: aggressive and passive. Aggressive werebeasts do not have control over their transformations, whereas passive ones do. Aggressive werebeasts have their transformations triggered involuntary, and tend to lack control while they are in their beast form, whereas passive werebeasts have full control of when they transform and are in complete control while they are in their beast form. Being an aggressive werebeast is viewed as a curse. Being a passive one is not.Werebeasts tend to be fiercely protective over their friends and family, forming strong 'pack' dynamics. They are always allergic to silver.

RARITY:   RARE.
SOCIETY'S VIEW:   FEARFUL.
APPEARANCE INSPIRATION:   WEREWOLVES ACROSS MEDIA, SPECIFICALLY ANIMATED OR WRITTEN MEDIA (NOT TWILIGHT. DEAR GOD NOT TWILIGHT.)

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SHAPESHIFTERS

Pure-blooded shapeshifters are not bound by a single form. They can call upon all aspects of nature, weaving it seamlessly into their ever-changing form, becoming a collage of fur and feathers, of claws and horns. They may shift at will, often unconsciously, mimicking different animals and beasts. They often have unstable features, wearing different traits on their body at all times.Shapeshifters are often subconsciously drawn toward nature. They drift toward rural, woodsy environments.

RARITY:   VERY RARE.
SOCIETY'S VIEW:   FEARFUL, DISGUSTED.
APPEARANCE INSPIRATION:   ANYTHING. THEY CAN BE ANYTHING.

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MERFOLK

Merfolk are shapeshifting, water - dwelling beings that take on the traits of both a person and an aquatic creature. They possess gills, fins, and insulated scales, allowing them to thrive in the same conditions as a fish might.However, their abilities allow them to 'swap' between a land - walking and water - dwelling form at will. They can shed their fish tail for a pair of legs, allowing them to traverse the world just like a human would, until they inevitably must return to the water in order to recharge.A subspecies of merfolk exists known as sirens, who are similar to vampires in the sense that they feast on human flesh and blood. They use hypnosis - like abilities to draw their prey in.

RARITY:   UNCOMMON.
SOCIETY'S VIEW:   USUALLY PRETTY ACCEPTING.
APPEARANCE INSPIRATION:   FUNNILY ENOUGH, MERMAIDS FROM THE SIMS 4: ISLAND LIVING.

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PLANTKIN

Hivemends of sentient, magical plants that take on human (or human - adjacent) forms in order to disguise themselves in the face of environmental destruction. Plantkin are a species that only exist out of necessity; most despise humans for what they are doing to the Earth, but are so afraid of dying that they see no other option than to blend in with them until the ecocide is over.Plantkin are convincingly human on the outside, but on the inside, they are nothing but plants. Cutting them open reveals a jungle of leaves, vines, and flowers, packed together tightly in order to uphold they're illusion. They can shed their human disguise whenever they see fit.Additionally, they possess the ability to manipulate and communicate with plants.

RARITY:   VERY RARE.
SOCIETY'S VIEW:   OBLIVIOUS.
APPEARANCE INSPIRATION:   HUMANOID ON THE OUTSIDE, PLANTS ON THE INSIDE.

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ANGELS

Angels are immortal creatures that are born from the essence of virtue. Most hail from Heaven, which is not a frightful kingdom of judgment as certain morals tend to believe, but rather a beautiful realm of serenity, healing, and eternal rest. The very air in Heaven hums with virtuous energy, which is what it's society runs on — as well as what the angels feed upon. Heavenborn angels have feathered wings, glowing halos, gold - tinted blood, and many, many pairs of eyes. They naturally have a strong sense of justice, but also a strong sense of compassion. The Heavenborn category of angels includes deceased individuals who went to Heaven after they passed.Some angels are born on Earth. These angels are wildly varied in appearance and intent, capable of looking like and acting like anything they want, but most remain kind and protective.All angels tend to be empathic to a fault, taking on other people's emotions as their own. They are gentle, soft - spoken, and patient, but not at all naive; they understand pain, but choose kindness despite it. A rare few go rogue, shedding their virtue entirely, becoming 'fallen angels,' which are creatures far more adjacent to demons.They are immortal, only capable of being killed by the total destruction of their soul. Otherwise, they will simply regenerate all wounds.It is important to note that, while Heaven is not an overly - restrictive society (it honestly mirrors Earth, just a lot kinder) angels are still dissuaded from leaving, and can get in trouble if they're caught by humans on Earth.

RARITY:   VERY RARE.
SOCIETY'S VIEW:   OBLIVIOUS, GENERALLY DISBELIEVING.
APPEARANCE INSPIRATION:   ANGELS ACROSS MEDIA. ALSO THE BIBLE.

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DEMONS

Demons are immortal creatures born from the essence of sin. Most hail from Hell, which unlike mortal perceptions, is not a realm of fire and eternal damnation, but rather a society shaped by taboo and temptation. There are no rules, regulations — only indulgence. The very air in Hell hums with sinful energy, which is what it's society runs on — as well as what the demon feed upon. Hellborn demons tend to possess goat and bat traits, including wings, horns, hooves, claws, fangs, and long tails. Some appear more humanoid, whereas others appear more animalistic, or even downright monstrous. Not all demons are inherently 'bad,' they just have a very loose grasp on the concept of morals. It’s not really their fault; were raised in Hell, where our taboo is their normal. The Hellborn category of demons includes deceased individuals who went to Hell after they passed.Some demons are born on Earth. These demons are wildly varied in appearance and intent, capable of looking like and acting like anything they want, but most remain vicious, cruel, and indulgent.All demons feed on life essence. Some extract it in invisible, non - fatal ways (they can ambiently feed off it by simply existing around other people), whereas others spend their entire lives hunting beings down in order to consume their entire souls.They are immortal, only capable of being killed by the total destruction (or consumption) of their soul. Otherwise, they will simply regenerate all wounds.It is important to note that, while Hell is not an overly - restrictive society (it honestly mirrors Earth, just a lot rougher) demons are still dissuaded from leaving, and can get in trouble if they're caught by humans on Earth.

RARITY:   EXTREMELY RARE.
SOCIETY'S VIEW:   OBLIVIOUS, GENERALLY DISBELIEVING.
APPEARANCE INSPIRATION:   DEMONS ACROSS MEDIA. ALSO THE BIBLE.

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CREATURES OF MYTHOS

This is an umbrella category for all mythological creatures who do not have their own entry. From nymphs, to fox spirits (kitsune, gumiho, huli jing), to selkies, to banshees, and everything in between, this world is teeming with magical beings that hide within the gaps of humanity, narrowly avoiding society's watchful eye through clever deception.

RARITY:   VARIES, GENERALLY PRETTY RARE.
SOCIETY'S VIEW:   VARIES, BUT GENERALLY OBLIVIOUS OR FEARFUL.
APPEARANCE INSPIRATION:   REAL LIFE MYTHOLOGY.

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UNDEAD BEINGS

Beings who have somehow defied death. This includes zombies, people who were reanimated by someone or something (via science or magical intervention), ghosts, ghouls, and everything in between.The existence of undead beings is refuted by even the most seasoned of magical scholars. Those who do know of them consider their existence to be a crime against life itself. Little is known about them due to their elusivity and how society shames them, but the Daystar Research Facility has taken a particular interest in them.

RARITY:   EXTREMELY RARE.
SOCIETY'S VIEW:   EITHER OBLIVIOUS OR DISGUSTED.
APPEARANCE INSPIRATION:   UNDEAD BEINGS ACROSS MEDIA.

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THE FAE

Ancient beings of natural magic. They hail from a realm far away from here, not bound by logic — a backwards world of eternal twilight and tangled rules. Though their origins lie outside the Overworld, they have infiltrated it for centuries now. Their appearances are incredibly varied, but a large chunk of them prefer to take on forms with butterfly wings and bug - like features, because it helps them feel closer to the Creators Of All, who are often represented using butterfly motifs.While not inherently good or evil, the Fae are notorious for being difficult to interpret and understand, often bound by personal moral codes. They see the world through different eyes and expect others to understand that.

RARITY:   EXTREMELY RARE.
SOCIETY'S VIEW:   OBLIVIOUS.
APPEARANCE INSPIRATION:   LOOSELY INSPIRED BY ACTUAL CELTIC MYTHOLOGY.

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CHAMEALEONS

Chamealeons are an ancient species that all nearly shapeshifters descend from. Their default forms are typically that of colorful humanoids with reptilian features, such as digitigrade legs, long, prehensile tails, and scales. However, these forms matter very little, because they spend most of their time as something else. They can shapeshift into anything, at any time, and stay as that thing for as long as they desire. This includes objects, plants, and other people. They can create perfect replicas, down to their unique interests and mannerisms. Every time they shift into something living, they get an insight on it’s feelings, personality, and even it’s memories.Chamealeons are also immortal. Seeing as they are very hard to pin down, they can live up to tens of thousands of years. There are no “young” chamealeons anymore, with the newest members of the species being well into their hundreds.

RARITY:   EXTREMELY RARE.
SOCIETY'S VIEW:   OBLIVIOUS.
APPEARANCE INSPIRATION:   THE OOVI - KAT FROM LEAGUE OF LEGENDS.

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SOULMORPH

Shapeshifters who are bound to one specific type of animal. Not only can they shift into that animal at will, but that possess many traits of that animal in their humanoid form, allowing them to pass as demibeasts in the eyes of society.What makes soulmorphs unique is that they syphon their abilities from the mythology surrounding the animal they're tied to. For example: a fox soulmorph may possess magic relating to deception and trickery, such as the ability to craft illusions.

RARITY:   VERY RARE.
SOCIETY'S VIEW:   MOSTLY OBLIVIOUS.
APPEARANCE INSPIRATION:   SINGLE - ANIMAL SHAPESHIFTERS ACROSS MEDIA.

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ALIENS

A blanket term for any creatures who originate from a planet other than Earth. There isn’t much to say here, as each alien species is vastly different from the last. They are typically addressed on a case-by-case basis by the facility.

RARITY:   EXTREMELY RARE.
SOCIETY'S VIEW:   OBLIVIOUS.
APPEARANCE INSPIRATION:   WHATEVER YOU WANT.

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ASPECTS

Aspects are modern gods. When the Old Gods (all - powerful, incomprehensible beings from a world long gone) fell into their eternal slumber, fragments of their power were scattered across Earth. These fragments can be found anywhere, as almost anything: some are glowing balls of ethereal light, whereas others embed themselves in objects and artifacts with odd properties that, when touched by a person, will cause them to ascend, becoming an Aspect of whatever domain that God once ruled over. A modern god of joy would be called an Aspect of Joy, and they would have powers relating to that domain, as well as some general 'godly' powers, like immortality.

RARITY:   EXTREMELY RARE.
SOCIETY'S VIEW:   OBLIVIOUS.
APPEARANCE INSPIRATION:   THE ASPECTS FROM RUNETERRA, BUT ALSO INTERPRETATIONS OF DEITIES ACROSS ALL MEDIA.

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SPIRITS

Spirits are best described as minor deities. They were born from a certain sort of essence, causing them to form an appearance and develop abilities relating to that essence. As such: a spirit birthed from the essence of nature will have traits and abilities relating to flora and fauna.No two spirits are alike, both in terms of appearance and abilities.

RARITY:   RARE.
SOCIETY'S VIEW:   OBLIVIOUS.
APPEARANCE INSPIRATION:   INTERPRETATIONS OF DEITIES ACROSS ALL MEDIA. THEY CAN LOOK HOWEVER YOU WANT.

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ANOMALIES

Anomalies are beings that are totally unique. They cannot be classified into any of the known species, and with no one else quite like them, theirs is no point in creating an entire species classification for them. Thus, they are simply referred to as anomalies.Such is the nature of the species, no two anomalous beings are alike. The facility deals with them on a case - by - case basis.

RARITY:   ???
SOCIETY'S VIEW:   ???
APPEARANCE INSPIRATION:   ???

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AUGMENTED BEINGS

Enhanced, augmented, or otherwise modified beings. These typically exist exclusively in laboratory settings like Daystar, as they require a being's physiology being tampered with to the point that they begin to deviate from their original species classification, causing them to be referred to as 'augmented beings.'Any species can be classified as this, from humans and bestians, to vampires and aspects.

RARITY:   ???
SOCIETY'S VIEW:   ???
APPEARANCE INSPIRATION:   ???

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CUSTOM SPECIES

An original species of your choosing. We encourage custom species, but we ask you try to flesh them out in your character's sheet by describing their origins, common traits, and integration to society at large.

RARITY:   ???
SOCIETY'S VIEW:   ???
APPEARANCE INSPIRATION:   ???

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ROBOTS

Machines that developed sentience. Sometimes it's written into their code, and sometimes it's an accident, but either way, they are classified under the umbrella term 'robot.'All robots have extremely varied origins and appearances, but one thing ties them all together: developing sentience somehow gave imbued them with life essence, giving them the ability to live or die just as a human might.

RARITY:   UNCOMMON.
SOCIETY'S VIEW:   DISREGARD, TREATED AS NON - SENTIENT.
APPEARANCE INSPIRATION:   ROBOTS ACROSS MEDIA.

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DRAGONS

Dragons are one of the oldest sentient species on Earth, predating written history and even most gods. They were born from primordial forces that shaped the world with their power. They were revered as divine beasts and guardians of ley - lines, but now, they teeter on the edge of extinction.Their downfall came with the rise of humans and artificial magic, who learned how to harvest dragons for their blood, bones, scales, and power. They were hunted all the way into hiding. In order to survive the world as it grew ever - harsher, they learned how to disguise themselves using an artifact known as dragon jade, which allows them to shapeshift into humanoid disguises. Some take on the form of hybrids or bestians, whereas others try to appear as human as possible, but either way, they are all trying to hide.They have extremely intense regeneration abilities, but they are not fully immortal. Their magic can be easily harvested, shaped, and channeled. Their bodies naturally house a lot of essence.

RARITY:   NEAR EXTINCT.
SOCIETY'S VIEW:   VIEWED AS PURELY MYTH BY MOST.
APPEARANCE INSPIRATION:   DRAGONS ACROSS MEDIA.

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FACILITY PROCEDURES

this section outlines the day - to - day operations of the daystar research facility. this section exists to help you understand how the facility runs, and what your characters might experience during a 'normal' day.


it is extremely important to note that you are not bound to what it described in the tabs below. you are encouraged to break the facility's rules and have your characters do things they are not 'supposed' to do. that keeps the roleplay fun, in our opinion!

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#1.   SHOCK COLLARS & NULL WRISTLETS.

One of the main containment methods used on the facility's subjects are shock collars and magic-nullification wristlets.Shock collars are worn around the neck and deliver electric shocks when triggered by staff. There are ten intensity levels: level one gives a mild zap, whereas level ten is extremely painful and may cause temporary incapacitation. These collars are used to deter disobedience. All subjects are fitted with a shock collar by default. They can be unlocked by staff keycards and, while made of a very sturdy material, can be broken with effort — though attempts to do so will likely result in punishment.Null wristlets are simple black bands made of █████, a rare anti-magic material that suppresses a subject's natural magical abilities. Like shock collars, they come in ten strength settings: the first setting slightly dulls magical output, while the tenth is capable of draining a subject’s abilities almost entirely. Null wristlets only suppress magical abilities; they do not affect physical powers, such as venom or enhanced strength. The facility has other containment methods for those.Null wristlets are not mechanical. They are solid, seamless bands that open and close using a device called a null key: a small, oval-shaped tool with two sides. One side weakens the wristlet and causes it to release, while the other tightens and reinforces it. Because █████ completely cancels out magic, these wristlets cannot be removed or destroyed by magical means. While brute force might cause damage over time, the material is extremely tough, and wristlets are regularly inspected for tampering. If damage is discovered, the subject will be disciplined and given a replacement.


#2.   THE INTAKE PROCESS.

All new subjects go through the same intake process upon arrival at Daystar Labs.Subjects are brought to the facility by acquisitions officers or guards. Upon arrival, they are sedated immediately. While unconscious, they are searched thoroughly, and all personal belongings are confiscated and cataloged by property custodians. They are changed into a standard subject uniform and fitted with a shock collar and a maximum-strength nullification wristlet. Once processed, they are placed in an assigned cell to wake up on their own time.When subjects do wake, they remain in their cell for a brief observation period. During this time, behavioral ethologists monitor them closely, documenting their behavior. No staff interact with them unless absolutely necessary.After the observation period ends, an intake coordinator finally visits the cell to conduct the initial interview. By then, subjects have had at least a few hours to sit with their situation. Cooperative subjects provide basic information and receive a brief explanation of facility rules. Uncooperative subjects face a brutal interrogation.Following the interview, subjects are transferred to a medical room for a baseline physical exam, typically performed by a doctor or a nurse. During the exam, photographs are taken of their face and any distinguishing features.Based on all of the data the facility has collected, subjects are then formally assigned a danger class (Docile, Lahde, or Cronus). Their file is finalized, and they are transferred to their permanent cell.


#3.   BEHAVIORAL LEVELS

All subjects are assigned a behavioral level. This level determines how much freedom a subject has within the facility. Levels can be earned through compliance or lost through infractions. LEVEL #1: RESTRICTED 
The baseline for all new subjects. Trust must be earned.

  • Subject remains confined to their cell at all times.

  • Subject is only permitted to leave their cell for experiments and medical checkups.

  • All meals are delivered to cell.

  • No access to common areas or other subjects.

 
 LEVEL #2: STANDARD 
The standard level for most subjects.

  • May roam freely within their classification's sector (Docile, Lahde, or Cronus wing and associated common areas).

  • Access to classification-specific recreation areas (e.g the Docile lounge).

  • May interact with other subjects within their sector.

  • Meals are eaten in sector dining area.

  • Can visit the infirmary wing with permission.

  • Can request minor privileges or items at staff discretion.

 
 LEVEL #4: COMPLIANT 
Reserved for subjects who have proven exceptionally reliable.

  • May roam freely across multiple wings and sectors (excluding secure staff areas).

  • Access to the subject enrichment wing.

  • May interact with subjects from any classification.

  • Can request increased privileges, cell decorations, or enrichment items at staff discretion.

  • Trusted to move through the facility without direct supervision.

 
 LEVEL #4: COMPLIANT 
A step up for subjects who have demonstrated cooperation.

  • All Level 3 privileges.

  • Allowed to assist staff with minor tasks (moving supplies, serving food in cafeteria, cleaning, organizing common areas).

  • Allowed to request more advanced enrichment items or complex cell decorations.

  • Allowed to request to opt-out of experimentation, or to opt into the control group instead (rarely ever honored, but it's an incentive to behave nonetheless).

  • Not treated significantly better than other levels, just trusted to not cause trouble.

 
(This system isn’t meant to restrict your roleplays. Subjects frequently break rules, and staff enforce them inconsistently. Privileges can be granted or revoked outside of this structure depending on circumstances, staff mood, or narrative needs. Some cruel staff strip comforts away on a whim, while kinder staff go out of their way to make even lower-level subjects feel comfortable. This outlines what is supposed to happen, not what always does.)


#4.   CURFEW.

All subjects must return to their cells by 9:00 PM. Guards will perform rounds to ensure full compliance. The lights are turned off at 10:00 PM, and all subjects are expected to be silent and resting by this time.Cells remain locked throughout the night, and no one is permitted to leave until 7:00 AM, when doors are remotely unlocked and morning routines begin.Staff will often continue interacting with subject's after curfew. It is not uncommon for a subject to be selected for an experiment or a medical exam after dark. If they don't get any sleep in, then oh well!


#5.   SUBJECT INFRACTION LEVELS

Infractions are divided into six levels, from most to least severe. All infractions are recorded in a subject’s file. Some actions not listed here may still result in infractions, and punishments may vary. Receiving a certain infraction does not automatically mean a subject will face every listed punishment; those are just the most common ones. Creativity is encouraged when roleplaying punishments.Subject infractions are also not enforced automatically or consistently. One subject character may get away with something listed above, while another may face consequences for the same behavior. While subjects have far less leeway than staff, the facility's administration tends to overlook things. Consequences should be determined based on what makes sense for the scene and the direction of the story, as well as the roleplayer's individual preference. Punishment is not mandatory for every rule violation.

 
 INFRACTION LEVEL 1 : MINOR DISOBEDIENCE 
Common Causes:

  • Refusing orders from staff

  • Repeatedly speaking out of turn and/or showing disrespect

  • Curfew violations; staying out past lockup

  • Fighting with other subjects

  • Causing general disturbances

 
Common Punishments:

  • Confinement to one's own cell (1-3 days)

  • Temporary loss of lounge or enrichment access (up to 1 week)

  • Starvation (1-2 days)

  • Permanent or temporary revocation of certain enrichment or comfort items

 
 
 INFRACTION LEVEL 2 : ESCALATED MISCONDUCT 
Common Causes:

  • Repeated level 1 offenses

  • Intentional vandalism or destruction of facility property

  • Contraband discovered in cell (e.g. unapproved items, stolen lab supplies, makeshift weapons, etc.)

  • Provoking or threatening staff

  • Mildly injuring staff

  • Accessing restricted or staff-only areas

 
Common Punishments:

  • Confinement to one's own cell (1-2 weeks)

  • Temporary loss of lounge or enrichment access (2-3 weeks to a month)

  • Starvation (1-4 days)

  • Mandatory participation in more strenuous, unpleasant, or painful experiments

  • Permanent revocation of certain enrichment items (e.g. posters in cell, drawing supplies, mp3 player, accessories, etc.)

 
 
 INFRACTION LEVEL 3 : CONTAINMENT RISK 
Common Causes:

  • Repeated level 1 & 2 offenses

  • Injuring staff or other subjects

  • Attempted or completed escape from cell during confinement or curfew hours

  • Involvement in organized acts of defiance (e.g. riots)

  • Attacking staff

 
Common Punishments:

  • Transfer to isolation in Sector E for intensive behavioral correction, performed via physical torture (1-5 days)

  • Complete revocation of privileges upon return (up to 2 weeks)

 
 
 INFRACTION LEVEL 4 : HOSTILE BEHAVIOR 
Common Causes:

  • Repeated level 1, 2, & 3 offenses

  • Extreme and repeated defiance; refusal to listen to staff no matter what

  • Attempting to escape the facility

  • Seriously injuring staff or other subjects

  • Attempting to sabotage experiments

  • Accessing highly restricted areas (e.g. confiscated item storage, the lobby sector, etc.)

 
Common Punishments:

  • Transfer to isolation in Sector E for intensive behavioral correction, performed via physical torture (about 1 week)

  • Complete revocation of privileges upon return (up to 3 weeks)

  • Mandatory participation in more strenuous, unpleasant, or painful experiments

  • Denial of painkillers during surgical experiments

 
 
INFRACTION LEVEL 5 : EXTREME RISK
Common Causes:

  • Repeated level, 1, 2, 3, & 4 offenses

  • Murder of a low or mid-ranking staff member

  • Murder of another subject

  • Successful escape from the facility, followed by recapture

  • Assisting a Halcyon class (or other highly important) subject in escape, followed by their recapture

  • Serious and intentional sabotage facility equipment (e.g. destroying computers in the server room, creating a long-lasting power outage, etc.)

 
Common Punishments:

  • Transfer to isolation in Sector E for intensive behavioral correction, performed via physical torture (until they can no longer withstand it)

  • Denial of medical treatment upon return (depending on severity of injuries)

  • Complete revocation of privileges upon return (up to 1 month)

  • Mandatory participation in more strenuous, unpleasant, or painful experiments

  • Denial of painkillers during surgical experiments

 
 
 INFRACTION LEVEL 6 : LIABILITY 
Only Causes:

  • Murder of a high-ranking facility member

  • Murder of a Halcyon test subject

  • Aiding or facilitating the escape of a Halcyon subject resulting in non-recovery

  • Infiltration of restricted Dead Zone area

 
Punishment:

  • Swift and immediate execution, sometimes following torture


#6.   MEDICAL CHECKUPS.

Subjects are required to be evaluated by medical staff at least once every month.They will be escorted to the infirmary and examined by a doctor or nurse. Basic vitals will be taken (heart rate, breathing, blood pressure, weight) and blood will be drawn. They’ll also be checked for signs of illness, injury, and other types of persisting damage.During their first checkup, or if a concern arises later on, they may be asked questions about their medical history.If any issues are found, subjects may be prescribed medication, assigned treatments, or temporarily assigned a bed in the infirmary's inpatient ward while they recover.


#7.   MEDICATIONS & DISABILITY ACCOMMODATIONS.

Subjects with disabilities are permitted to access necessary accommodations, including mobility devices, communication tools, and medications. This includes subjects with mental health conditions that they were treating with medication before their intake.This may seem out of character for the facility, but considering it's desire to "improve upon" it's subjects, however selfish and cruel it's methodology may be, it actually makes quite a lot of sense that they'd want most of them to be given a fighting chance.However, due to the facility's notoriously inhumane environment, the way subjects are accommodated is extremely inconsistent. Cruel or careless staff may deny or confiscate a subject's accommodations at any time, often without explanation. As a result, the consistency and quality of care vary drastically from subject to subject.

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#1.   CLEARANCE LEVELS.

Every staff position at the Daystar Research Facility comes with an assigned clearance level.Clearance levels determine the specific privileges and limitations tied to each position, from where a staff member can go to what information they can access. Not sure which roles have which clearance levels? Refer to the staff role list.In some cases, staff with lower clearance may temporarily bypass certain restrictions, but only with explicit authorization from a higher-up.As it goes with most things in this roleplay, your staff characters may do things they are not "authorized" to do; every rule listed is intended to be broken.

 KEY 

  • "Knowledge of Sector E's purpose" refers to whether or not staff within this level are supposed to know that subject's are tortured and killed in Sector E. While all staff know that torture happens around the facility, what happens in Sector E is uniquely brutal, hence why it's never publicly disclosed.

  • "Knowledge of The Dead Zone" refers to the area of the facility where dead bodies have their life essence extracted from them and turned into fuel for the facility. This is somehow even worse than the existence of a subject torture sector, so, it's existence is hidden from most staff.

 
 CLEARANCE LEVEL 1: 

  • Access to lobby sector: ✅

  • Access to Sectors A through D: ✅

  • Access to Sector E: ❌

  • Access to Halcyon Containment Wing: ❌

  • Permitted knowledge of Sector E's purpose: ❌

  • Permitted knowledge of the Dead Zone: ❌

  • Can remove subjects from their cells past curfew: ❌

  • Can perform experiments, examinations, etc on subjects: ❌

  • Can bring in items from the surface: ❌

  • Can authorize punishment or disciplinary measures for subjects: ❌

  • Can authorize subject transfers and classification reassignments: ❌

  • Access to the internet: ❌

  • Access to test subject's files: ✅

  • Access to staff's personal files: ❌

  • Access to facility's full database: ❌

  • Able to leave the facility whenever they want: ❌

 
 CLEARANCE LEVEL 2: 

  • Access to lobby sector: ✅

  • Access to Sectors A through D: ✅

  • Access to Sector E: ❌

  • Access to Halcyon Containment Wing: ⚠️ (caretakers only, and they must be under supervision)

  • Permitted knowledge of Sector E's purpose: ❌

  • Permitted knowledge of the Dead Zone: ❌

  • Can remove subjects from their cells past curfew: ⚠️ (only if given permission)

  • Can perform experiments, examinations, etc on subjects: ⚠️ (only under supervision)

  • Can bring in items from the surface: ✅ (unless told otherwise)

  • Can authorize punishment or disciplinary measures for subjects: ❌

  • Can authorize subject transfers and classification reassignments: ❌

  • Access to the internet: ⚠️ (depends on compliance level, but usually not)

  • Access to test subject's files: ✅

  • Access to staff's personal files: ❌

  • Access to facility's full database: ❌

  • Able to leave the facility whenever they want: ❌

 
 CLEARANCE LEVEL 3 :

  • Access to lobby sector: ✅

  • Access to Sectors A through D: ✅

  • Access to Sector E: ✅

  • Access to Halcyon Containment Wing: ⚠️ (depends on the position / with supervision only)

  • Permitted knowledge of Sector E's purpose: ✅

  • Permitted knowledge of the Dead Zone: ⚠️ (only trusted scientists)

  • Can remove subjects from their cells past curfew: ✅

  • Can perform experiments, examinations, etc on subjects: ✅

  • Can bring in items from the surface: ✅

  • Can authorize punishment or disciplinary measures for subjects: ✅

  • Can authorize subject transfers and classification reassignments: ❌

  • Access to the internet: ⚠️ (depends on compliance level, but usually, yes)

  • Access to test subject's files: ✅

  • Access to staff's personal files: ❌

  • Access to facility's full database: ❌

  • Able to leave the facility whenever they want: ⚠️ (depends on how compliant they are)

 
 CLEARANCE LEVEL 4: 

  • Access to lobby sector: ✅

  • Access to Sectors A through D: ✅

  • Access to Sector E: ✅

  • Access to Halcyon Containment Wing: ✅

  • Permitted knowledge of Sector E's purpose: ✅

  • Permitted knowledge of the Dead Zone: ✅

  • Can remove subjects from their cells past curfew: ✅

  • Can perform experiments, examinations, etc on subjects: ✅

  • Can bring in items from the surface: ✅

  • Can authorize punishment or disciplinary measures for subjects: ✅

  • Can authorize subject transfers and classification reassignments: ✅

  • Access to the internet: ✅

  • Access to test subject's files: ✅

  • Access to staff's personal files: ✅

  • Access to facility's full database: ✅

  • Able to leave the facility whenever they want: ✅ (can be overruled by the Headmaster)


#2.   STAFF HIRING PROCESS.

There are many ways that staff members end up at the facility. Many apply willingly, but not everyone anticipates the same experience. Only a select few are actually aware of what they'll be getting into. Others are deceived into believing that this is a legitimate research program, only to discover the truth once it's much too late for them to turn back. In certain cases, staff may be scouted and kidnapped the same way subjects are, usually for a particular skill the facility is aware they possess. They can also be blackmailed, or coerced, or bribed, or downright lied to. Either way, they all end up going through the a similar intake and hiring process:Those who applied willingly (whether they were deceived or not) are given an interview. It starts off simple and unassuming, but the questions grow progressively more disturbing as it drags on. Once it concludes, the new hire is then sedated. It's typically done through a drugged snack or drink, and they usually don’t remember a thing. However, if they become combative, they will be sedated via injection.Those who are not subjected to an interview (such as kidnapped staff) will be sedated first and interrogated later. And while they are out, they are inspected in the same way subject's are. Their belongings are confiscated, but are likely to be returned to them at a later date. A tracking chip is also slotted under their skin.Regardless of how a staff member was acquired, when they awake, they'll be in their assigned dormitory room, which was selected for them while they were out. They've already been assigned their position at this point.Once processing is complete, the staff member is cleared for provisional assignment. During their first day, they will be escorted to a controlled briefing session tailored to their role, where they are shown curated footage and documentation relevant to their department, including (but not limited to) gruesome experiments, chaotic containment breaches, overrun triage rooms, and general subject distress. This session serves both as instruction and evaluation. Staff are informed of their expectations and rules while their reactions are assessed. Based on this assessment, the facility assigns an initial compliance rating, which determines access to certain privileges such as personal possessions, internet use, external communications, or the ability to leave the facility. Privileges can be increased or removed at any time.


#3.   STAFF INFRACTION LEVELS

Staff are given significant leeway at Daystar. Most behavior is tolerated or even encouraged. However, getting caught helping subjects or undermining facility operations by the wrong person can have consequences. Infractions are tracked internally, and repeated offenses escalate through the tiers below.Receiving a certain infraction does not automatically mean a staff member will face every listed punishment; those are just the most common ones. Creativity is encouraged when roleplaying punishments.Infractions are not enforced consistently. One staff character may get away with something listed above, while another may face consequences for the same behavior. Outcomes depend on context, who is involved, and the preferences of the roleplayers in the scene. Staff generally have significant leeway, and punishment should only occur if it serves the story and all involved parties agree.

 
 INFRACTION LEVEL 1 : FORMAL WARNING 
Common Causes:

  • Excessive leniency toward subjects

  • Administrative negligence

  • Failing to document something properly

  • Minor insubordination

 
Common Punishments:

  • Written warning placed in permanent record

  • Loss of minor privileges

  • Closer supervision for a set period.

 
 
 INFRACTION LEVEL 2 : PRIVILEGE RESTRICTION 
Common Causes:

  • Repeated level 1 offenses

  • Maintaining close relationships (platonic, romantic, etc.) with subjects

  • Failure to report a security concern

  • Giving a subject unapproved accommodations or luxury items

  • Damaging facility property

  • Falsifying minor documents

  • Harming another staff member

 
Common Punishments:

  • Loss of internet access

  • Confiscation of personal items

  • Reassignment to less desirable duties

  • Mandatory check-ins with the facility's HR team

 
 
 INFRACTION LEVEL 3 : SERIOUS INFRACTIONS 
Common Causes:

  • Falsifying important documents

  • Covering for another staff member's infractions

  • Refusing to perform assigned duties

  • Assisting subjects in communicating with the outside world

  • Sharing information about the facility with outsiders

  • Insubordination toward higher-ranking staff

 
Common Punishments:

  • Loss of all privileges (including leaving the facility)

  • Pay docking

  • Potential demotion to lower position

  • Mandatory "behavior correction sessions" (A.K.A psychological conditioning)

  • "Controlled disciplinary measures" (non-lethal physical punishment, A.K.A torture)

 
 
 INFRACTION LEVEL 4 : EXTREME INFRACTIONS 
Common Causes:

  • Involvement in subject escape attempts

  • Sabotaging experiments

  • Destroying equipment or data

  • Sabotaging containment systems

  • Conspiring with subjects

  • Extreme disrespect toward head staff members or the Headmaster

  • Experimenting on a Halcyon subject without permission

 
Common Punishments:

  • Permanent escort and supervision whenever outside dormitory

  • Use of modified nullifiers to suppress abilities (if applicable)

  • "Physical disciplinary measures" (torture)

  • "Re-conditioning" (psychological manipulation, drugging, experiments to induce compliance)

 
 
INFRACTION LEVEL 5 : LIABILITY
Only Causes:

  • Murdering a head staff member or a Halcyon subject

  • Directly aiding a successful subject escape attempt, especially of a valuable subject

 
Punishment:

  • Execution


#4.   STAFF EQUIPMENT.

All staff receive a shock collar remote, handcuffs, a tranquilizer, a weapon of their choice, null-infused rope for restraining subjects, a radio, a keycard for doors, and a small null key for wristlets.Guards carry additional weaponry like tasers, stun guns, firearms, and smoke bombs.Staff who don't work directly with subjects may carry less. Staff can also carry additional items if they'd like.


#5.   DUEL POSITIONS.

To receive a paycheck and an assigned clearance level from the facility, all staff members must be officially signed to a single position. Regardless of their actual duties, they will be classified under that role, receive the privileges tied to it, and work alongside others in the same category.That said, the facility does not care if staff take on additional tasks outside their assigned role. A scientist might punish subjects like an executioner, or a doctor might assist guards with escorts. In doing so, they gain an unofficial second role in the eyes of the facility.However, this secondary role is not officially recognized. They will not be paid for that extra work, nor will they receive the benefits or protections of more than one position at a time.

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#1.   EMERGENCY CODES.

Similar to hospitals, Daystar Labs uses color-coded emergency codes broadcast over the intercom system. These codes allow staff to quickly identify and react to various situations within the facility. Below are the codes and their corresponding meanings: CODE RED : Subject Breach    In the event of a subject breach, all non-security staff must immediately evacuate the area and secure themselves in the nearest locked room. Guards are to respond with appropriate force to locate, subdue, and recontain the subject. If the breach escalates, follow lockdown or evacuation orders as issued. Do not engage the subject unless you are trained and authorized to do so. CODE ORANGE : Fire    A fire has broken out somewhere in the facility. Staff must follow fire safety protocols, including evacuating if necessary, and report the location immediately. CODE BLUE : Flood    A flood has occurred in one of the facility's sectors. Staff move to higher ground and ensure that water damage is contained. CODE GREEN : Hazardous Material Spill    A large amount of hazardous materials have spilled somewhere in the facility. Staff must follow containment and cleanup protocols and avoid the affected area. CODE YELLOW : Lockdown    All staff and subjects must immediately get to the nearest room, lock the doors, turn off the lights, and hide until further instructions are given. CODE GRAY : Clear The Halls    All staff and subjects must evacuate the halls immediately, ensuring that they are away from any open spaces and enclosed in secure rooms. Unlike a lockdown, normal activities may occur inside of rooms. CODE PINK : Medical Emergency    A medical emergency has occurred somewhere in the facility. Medical staff should report to the affected area, and all personnel should remain out of the way. CODE PURPLE : A Fight Has Broken Out    A fight (typically between two combative subjects) has broken out somewhere in the facility. Guards are to report to the area immediately; all other personnel should steer clear. CODE TEAL : Sector Evacuation    A specific sector must be evacuated immediately. Ensure that all personnel and subjects leave the area safely and in an orderly manner. CODE RUST : Facility Evacuation    A full facility evacuation is required. Staff must leave the building, while subjects must return to their cells and remain there until further instructions. CODE BLACK : Uncontainable Breach    A subject breach has escalated to the point of being uncontainable. In the event of a Code Black, survival is the primary concern.

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W.I.P!

This page is still being written. Check back later :P

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W.I.P!

This page is still being written. Check back later :P

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EXPERIMENTAL DESIGN & HOW TO WRITE A "REALISTIC" TESTING SCENE

A lot of the time, testing roleplays are used as an excuse to write torture: a scientist hurts a subject, the subject suffers, rinse and repeat. While that can be fun, Daystar is full of qualified scientists! Many of the experiments that take place within its walls will (at least loosely) follow the principles of experimental design.This section is for anyone who wants to enhance their testing roleplays by making experiments and procedures feel more grounded and realistic! Daystar's work is heavily unethical and stylized for fiction, but the foundation of its science should still make sense most of the time. Here, you'll find information about real world experimental design, lab procedure, and how those principles can be applied to this setting.

Before you start roleplaying, it is recommended that you ask yourself: "What is the scientist trying to figure out here?" In real life, this question is tackled by following the principles of experimental design. STEP #1: Define a Clear Objective 
WHat is being studied here? What is the scientist attempting to discover, test, or create?
 STEP #2: Establish Variables 
Identify the independent variable (what is being changed), the dependent variable (what is being measured), and controlled variables (what must remain constant).
For example, let's say that the experiment is "testing how increased temperature affects a fire-aligned subject’s power output."Independent variable/the thing that's being changed: The testing chamber's temperature.Dependent variable/the thing that's being measured: Flame intensity and flame duration.Controlled variables/the things that are kept consistent: Room size, oxygen level, time limit of test. STEP #3: Define a Control Group 
A control group consists of subjects who are not exposed to the independent variable, but are observed under the same conditions.
In the previous example, while one fire-aligned subject is tested in a chamber with increasing heat, another fire-aligned subject would remain in a separate chamber at a stable temperature. Both are monitored the same way, but only one experiences the temperature change.If there is no other subject to compare it to, it would be compared to the facility's previous knowledge of what the subject's ability output looks like under normal conditions STEP #4: Define Cofactors 
What outside factors could possibly be impacting the results of the experiment? This could include the stress levels of the subject, any drugs that might be in their system, how rested they got, and so on.
 STEP #4: Repeat, repeat, repeat! 
One trial isn’t enough! If you want reliable results, you have to run the experiment again and again. Repetition wears on a subject's mind and body, it's often where the most useful data shows up.
 STEP #5: Document Everything. 
Record every step, observation, reaction, and anomaly in official research logs. The more detailed, the better.

Use this as much or as little of this information as you want. Some roleplays will be pure chaos and torture. Others will be methodical and data-driven. Both are valid. This section just gives you tools if you want your scientist to feel like they actually know what they're doing.

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F.A.Q

this section is written as a qna with the server's owner, seren.
first person pronouns are used on this page to refer to seren.
 

 Q: What do subjects wear?   
For the most part, plain white clothes. Upon their intake, subjects are fitted with a white t-shirt or tank top and a pair of white shorts or pants, or a white gown. Many subjects also have accessories, like necklaces, or fun socks, or hair clips. Exceptionally well-behaved subjects, or subjects with specific containment requirements, may be allowed to wear different clothes.
 Q: What do staff wear?   
I don't know or care. The facility doesn't care either! They do technically have vague uniform requirements/suggestions(?), but they can be accessorized however you please. Daystar's staff love to use their fashion to express themselves, lab safety be damned. Guards are the only position with stricter requirements, because their Kevlar-like body armor is what keeps them safe from subject attacks.
 Q: Do staff have to be human?   
No, they do not! They can also have magical abilities. However, if a staff member's species or abilities are too rare or valuable, they might end up being demoted to subject eventually (at least that's how it would go in the lore; I won't forcibly demote your character), or asked to partake in "trials," which are consensual experiments that magical staff members get paid to participate in. I would recommend saving your craziest ability ideas for your subject characters, but you don't have to listen to me.
 Q: How old is the facility?   
It was founded in the late 1900's, but please bear in mind that it did not start taking in live test subjects until 2019. Your subject characters cannot have been captured before 2019!!!!
 Q: Does the facility test on animals or children?   
Technically, yes, but we don't allow people to roleplay as animals or children. However, you can have in your character's backstory that they were taken into the facility as a child (keep the 2019 thing in mind please; as of right now, the youngest your character can have been taken into the lab is 12 years of age) or that they were an animal that was tested upon and somehow gained sentience. It's important to note that the facility views animals and young children as inherently weak, so it does not actively seek them out the way it seeks out adult humanoids. Young children, in particular, are not often brought in as permanent test subjects, because they are too underdeveloped to be of use. Teens and pre-teens are treated similarly to adults, but we still do not allow people to roleplay as them.
 Q: Can subjects come to the facility willingly?   
Yes! The public is unaware of the facility's true nature, but there are rumors spread across certain communities, especially online communities, so if your character wants to chase those rumors, so be it. Also, the facility runs false advertisement campaigns, slapping the facility's address onto flyers about mental hospitals, homeless shelters, and the likes; a lot of subjects come to the facility under the impression it is something that it's not.
 Q: How come law enforcement hasn't shut the facility down?   
That is explained in detail on this page. In short, a dark magic tied to Klamath feeds on the suffering generated by Daystar. In return, it protects the facility from outside interference. If a large group attempts to locate the facility with the intent to shut it down, they simply won’t be able to find it. However, individuals acting alone, such as someone investigating privately or trying to rescue a friend, can still locate it; a single person is not considered a significant threat, so the protection does not activate against them.
 Q: Can my character escape the facility?   
Currently, no, but there will be a system in place for escapees very soon! It'll likely come with some sort of event as well :3
 Q: Are subjects paid or compensated?   
Hell no!
 Q: Are subjects ever released?   
No. The only situation in which a subject would ever be allowed to leave the facility is if they were sold, and Kara is very greedy, so that doesn't happen often (unless the subject is deemed to be worth less than the price she has been offered). If a staff member releases a subject, they will be in huge trouble.
 Q: Where is the facility located?   
In Wyoming, USA. The town it's located in, Klamath, is entirely fictional. It is named after a real national forest (Klamath National Forest in California, USA) but it is not inspired by it in any other way.
 Q: Why Wyoming?   
I don't know. The seclusion?
 Q: Can subjects come from outside of the U.S?   
Yeah! They are typically kidnapped and shipped to the facility by external contractors. Daystar's mobile task force doesn't operate beyond the USA.
 Q: This entry in the lab procedures section says that my character "needs staff permission" to do a certain thing. Where can I get that? 
You don't get it anywhere! That's a lore tidbit, not an actual requirement. Your character can be given permission by an NPC off-screen, or you can have them break the rules and do it without permission. I want to stress that the facility's rules are meant to be broken!!! This website simply exists to convey how things are intended to work in-universe.
 Q: There is so much information on this website and I'm overwhelmed. What happens if I can't read or remember all of it?   
That's okay! I don't expect anyone to read all of this in one sitting, let alone retain any of it; if it comforts you, I have this site bookmarked because I forget things a lot, and I'm the one that wrote it! It'll always be available to revisit if you need a refresher. If you end up making a lore-related mistake because you missed or forgot something, you won't get in trouble, I promise. That would not be fair at all! A staff member may gently correct you if it's important, and any mistakes made in-roleplay can be chalked up to your character lacking knowledge about the setting (because realistically, most characters would not be familiar with even half of the concepts described on this website; do you, a common person, understand every intricate detail of this world's science, spirituality, history, etc.?)
Between you and me, the most important sections to read are the staff roles, the subject roles, and I guess the main lore? You can save everything else for later ;)

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CREDITS

 This website was designed and written by Seren / @foxillusions. All lore elements are original and belong solely to Seren / @foxillusions.Images were sourced from Pinterest.Special thanks to the original Daystar Research Facility Discord server (2022-2024) for influencing the lore and reviewing parts of this website's writings during their original draft(s). Even though that server is long gone by now, it's community will forever live on in all future iterations of this story.Some of the facility's systems, such as the staff being divided into different divisions, were gently inspired by another lab server known as The In Vivo Project. The server's owner, Nik / @paracostic, has been a massive creative inspiration to me.None of this would've been possible without the continued support and encouragement I have recieved throughout the years. Thank you all ♡

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