recursal/Fanatic-Fandom huggingface dataset:
CCC-80

### Containment

50 square metre humanoid containment cell with basic amenities, subject may request items and accessories

### Info

CCC-80 is a human male approximately 32-36 years old.

### **Containment**

CCC-80 is to be kept in a 50 square metre humanoid holding cell at Facility-52. They are permitted to request items and accessories, though they must be approved by the Research Supervisor for CCC-80. 1 experimental Tau Stabiliser is to be kept running at all times, located in a maintenance level underneath CCC-80's holding cell. In the event of a failure, the backup is to be activated, which runs on an independent battery source. Good terms *must* be kept with CCC-80 due to their high tier power level.

### **Description**

CCC-80 is a male human approximately 32-36 years old. They are, determined their accent, North American in origin. They possess high tier reality bending abilities, including but not limited to: Object Manifestation, Teleportation, Anomaly Generation, Telekinesis, Telepathy, Transmutation, and (limited) Flight. They are not inherently malevolent, nor do they use their powers to aid. Their personality has been described as "Sarcastic, Cocky, Egotistical, Snarky, and Rude". Before containment, CCC-80 was under the name "Peter Metafoyer", with a nonexistent Social Security number, before containment. CCC-80 has been responsible for the creation of multiple anomalies, including but probably not limited to: CCC-16, CCC-36, and CCC-65.

### **Interview Logs**

Interviewer: Doctor Lemaf || Interviewee: CCC-80

Interviewer: Doctor Yutam || Interviewee: CCC-80
Armageddon Part 2

The Overseers had no idea what was going on. Locus huddled in the corner "Its gonna obliterate reality as we know it. Everything, gone. Everything.". As the Overseers frowned, a transmission came in from Heavy Facility 13, "DOWN THE HOLE IS SALVATION. WE HAVE SALVATION. SALVATION IS DOWN. COME AND JUMP". Heavy Facility 13 flickered off the interactive map of CCC Facilities. Compromised. The Overseers turned to Locus, and handed him a document. The real CCC-01. Locus read, not saying a word. He looked like he already knew. Suddenly, he had a realisation. "Thats it, I, I, THREE! We need Three! This is what happened to the old world, and who vanquished the threat?" Locus smiled, but the Overseers weren't so happy. "He didn't vanquish, the universe still ended", Overseer 2 simply said. "We have more than what they had, we just need to make him remember what he did, who he saved!" Locus produced a radio, stunning the Overseers, "EVERYONE LISTENING TO THIS, FIND THREE, TWENTY ONE, NINETEEN, BRING THEM TO THREE. HE CAN SAVE US, WITH OUR HELP! CCC FOUNDATION UNITE!" Locus shouted into the radio. Before the Overseers could respond, their invisible plane exploded.

Agent Steve and Agent Rob were flying an Apache towards Facility 77 to defend the people evacuating. They were. Along with Commander Denovan's helicopter, they were the only ones who got Locus' last transmission. They decided to continue to Facility 77 to retrieve CCC-03, the immortal caveman. They didn't quite know why, but it was their best lead. The entire CCC Foundation was collapsing, everyone was doing their own thing. Commander Denovan, of course, said yes. Landing their helicopters on the grass next to the building, Agent Steve and Doctor Rodgers ran in, followed by Mr XP and Araminta, who they couldn't convince to stay in the helicopter. Facility 77 was the CCC Foundations biggest site, so they had to navigate well and be fast. Luckily, Rodgers had just the thing. They all chugged some CCC-36.1, and sprinted in. Past the confused guards, past the doors. Through shock corridors effortlessly. Reaching CCC-03's containment cell, they opened the door and grabbed CCC-03, and ran back out. Past the guards again, they got confronted suddenly by some H.A.L.F (Harmless Anomaly Liberation Front) agents, who demanded they hand over Araminta. All they got was a slap from the minty menace, and they ran past, back to the waiting helicopters.

When CCC-03 saw the cracked sky, he immediately collapsed and started crying. No one could console him. Everyone else seemed just as sad. Commander Denovan, being himself, grabbed a remote and turned the in flight television on. News stories were just as bleak. Emergency alarms played instead of cartoons. Denovan finally surrendered to the bleak atmosphere. The world was ending, and whatever they were doing might not even save it. Still, they continued towards the Heavy Facility which contained CCC-21, the almighty excalibur, in the hope that it might do something against the impending doom that was falling upon humanity.
CCC-56

### Containment

The main entrance is to be locked off. The perimeter around the entrance is to be secured and patrolled.

### Type

Nonstandard-Spacetime Extraterrestrial Building

### Info

CCC-56 is apparently bigger on the inside, its interior constantly shifting. Time passes faster inside

### **Containment**

CCC-56's main entrance must be locked off. Expeditions inside are ongoing. Dangers found inside are to be left inside. Useful things may be brought outside of the building.

### **Description**

CCC-56 is a non-euclidean facility with its entrance located in Northern **████**. CCC-56s internal layout is not set, and morphs randomly. Radio and GPS equipment fails inside CCC-56. The origins of CCC-56 are unknown, and the writing inside is in an unknown language, not similar to any known languages on earth. CCC-56s true size is unknown, though it is estimated to be enormous. No beings indicated to be facility staff have been seen. The facility seems to be some sort of laboratory, with a containment sector.

**OBJECTS AND ENTITIES FOUND INSIDE CCC-56**
CCC-64

### Containment

People who learn of CCC-64 must have their memory chemically erased before Stage-2 to destroy CCC-64 in their mind

### Info

CCC-64 is a hostile, infectious, idea originating from another universe

### **Containment**

CCC-64's main idea is to be restricted. Anyone who is infected with the idea of CCC-64 is to be reclassified as Class-Omega and considered lost. Investigation into ways to kill/nullify/destroy CCC-64 is ongoing. Anyone who knows of CCC-64 must have their memory chemically removed before Stage-2, to destroy the idea in their mind.

### **Description**

CCC-64 is a sentient, hostile idea. Anyone infected with the idea is a CCC-64.1 instance. CCC-64 infection goes in 4 distinct stages.

#### **STATE-4 ("INHUMAN"): The subject experiences a Consciousness Override. Their consciousness has become not-human, therefore they are not human. These subjects are classified as CCC-64.2. || 10h and further infected**

CCC-64 appears to originate from another universe entirely, where being a consciousness is something else. CCC-64 is incredibly hostile to conscious life, and intends to overwrite all conscious life. CCC-64 is capable of causing a X-M: Consciousness Overwrite Event, and must be contained securely.

`Wait, what about CCC-63? I need to experiment with this. -Lead Researcher Hygens`

*Another version of this file exists: CCC-64 V2*
CCC-51

### **Containment**

CCC-51 is kept in a LOC Pedestal (LOC No.5) at Facility-52. The pedestal is to be kept in the cafeteria.

### **Description**

CCC-51 is a coffee mug with no distinguishable brand features. When CCC-51 is held by a human (or humanoid being similar to a human) it will immediately fill with a subconsciously chosen favourite drink. When the cup is drunk, it will refill with the chosen liquid.
CCC Foundation Wiki

=== **Welcome to the CCC Foundation Wiki!** ===
### **This information IS CLASSIFIED! Perpetrators will be tracked down and *DISPOSED OF***

    CCC Foundation top secret wiki. This is basically a creative writing/ fun project. Please follow guidelines. WARNING: Blood and gore may show up in images. Also scary stuff. Inspired by the amazing SCP Foundation. Cheers.
To add pages, go ahead and ask to get admin, and read the "How to make a CCC" guide, linked below. Please read some other articles to get the feel for the wiki, thanks!

### Important Pages:

How to create a CCC

Classes of CCCs

CCC Series

Secure Facilities List

Personnel Classes

Story list

Task Forces

Notable Groups

X-CLASS SCENARIOS

## Random Images

CCC logoCCC-18 The ExplodiersCCC-15 The Astral LotusCCC-30 The Zombie CaveCCC-05 The Hell WellCCC-21 The Excalibur

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
CCC-68

### Containment

CCC-68 is currently at the bottom of its containment area. CCC-68 may be fed complex mathematical equations and formulas to prevent expansion.

### Type

Reality-Manipulative Transformative Hazard

### Info

CCC-68 causes the abstraction of details and aspects of any concept, object or idea that enters its area of effect.

### **Containment**

CCC-68 is to be kept in its shaft at Heavy Facility-█. Cameras placed at different points (Yellow Zone, Orange Zone, Red Zone and just outside of the Vanishing Zone), and must be used to monitor conditions of CCC-68. Any changes, however minor, to CCC-68's behaviour MUST be reported immediately. If necessary, complex concepts and ideas may be fed to CCC-68 to prevent expansion. Complex mathematical formulas and equations are recommended.

### **Description**

CCC-68 is an extremely complex web of intrinsically linked abstract ideas, which manifests as a levitating, partially physical fractal. Measurements taken outside of the objects area of effect show it to be an infinite fractal. CCC-68 has an area of effect, around 20m in total, where details and features of objects, concepts and ideas are abstracted. A complex object with lots of detail, after being exposed to CCC-68, will become simpler and abstracted. This effect manifests itself inside the field of effect.

20m - 15m: Yellow Zone. Decomposition advances, details will gradually abstract, shapes will become smoother.

15m - 10m: Orange Zone. Decomposition advances noticeably, wounds heal slower than normal, object abstraction becomes visible.

10m-3m: Red Zone. Decomposition of a human body to a skeleton takes ~30m at 3 metres from CCC-68. Abstraction continues at extreme rates. Wounds take years to heal.

3m - 0m: Vanishing Zone. Any physical object entering this zone will instantly abstract into nothingness.

CCC-68 appears to grow over time, and due to the possibility of a X-C Reality Reconfiguration Event, or an X-Y Quantum Override Event, a containment procedure has been devised. The "feeding" of complex ideas and concepts (such as mathematical formulas) appears to slow, stop and even reverse the expansion of CCC-68's area of effect.

CCC-68.1 through to CCC-68.11 are a group of humans who were exposed to CCC-68 during the excavation of a new sector of Heavy Facility-█. The section they were digging through caved in, and they fell into the Red Zone, at about 6m away. After their recovery, they were found to be extremely abstracted. One was interviewed in the medical bay.

Interviewer: Doctor Chaff || Interviewee: `a`

Chaff: Hello, `a`! Wait, why did I call you that? `a`?

`a`: Thing. Makes Hard Simple.

Chaff: Could you explain in more detail?
CCC-43

### Containment

CCC-43 is to be kept in HOC-No.2 at Facility 7. Calls made with it are to not include topics which can break causality.

### Info

CCC-43 will dial back 100 years to any phone available

### **Containment**

CCC-43 is to be kept in HOC-No.2 at Facility 7. Experimentation requires permission from at least one Class-Gamma personnel.

### **Description**

CCC-43 is a mobile phone manufactured in approximately 2003. No distinguishing markings have been identified on the device. When used, one number is shown in the call list, and attempts to add more have failed. When this number is called, it will be picked up by a person, identifying themselves as from exactly one century before the call is made. People picking up the call have varied. The phone calls appear to be able to change causality, and experiments with it are forbidden. Calls must not make any attempt to change the future, and should only have topics relevant to the time period.
CCC-63

### Containment

Perimeter established around the building. Armed guards apprehending trespassers.

### Type

Nonstandard-Spacetime Building Transformative

### Info

Inside the bar, ideas can physically manifest as humans.

### **Containment**

CCC-63 must have a perimeter established around it, with armed guards and a barbed wire fence. Tests must have the authorisation of at least one Class-Gamma-Major personnel.

### **Description**

CCC-63 is a single storey brick building located in [REDACTED]. Its outside has a dilapidated appearance, and has a large neon sign on the front, reading "Have A Thought!". The interior resembles a 1990s bar, and looks outdated. At random intervals, humanoids appear at the doorway and walk inside. These humanoids have a semi-physical form. The humanoids appear to be the physical personifications of ideas and concepts. These ideas become vulnerable to damage, and act like humans.

### **Interview Logs**

Interviewer: Doctor Connor.

Interviewee: Purple Feminine Humanoid
Personnel Class

**Class-Alpha (Class-**α**) : Vital for the CCC Foundation**

**Class-Beta (Class-**β**) : High importance to the CCC Foundation**

**Class-Gamma (Class-**γ**) : Mid level staff**

**Class-Delta (Class-**Δ**) : Scientists, low level staff**

**Class-Epsilon (Class-**ε**) : Janitors, Technicians, and other utilities**

**Class-Zeta (Class-**ζ**) : Disposable test subjects, Disposable Scientists (Zeta Scientist)**

**Class-Omega(Class-**Ω**) : Staff under the influence of infections, mental manipulation, or close to death**

## **Jobs in the CCC Foundation**

**Class-Alpha: CCC Foundation leaders, very hard to become.**

**Class-Beta: Facility Directors, Lead scientists, Task Force Commanders, Special Ops Agent, Guard Commander**

**Class-Gamma: Facility Sector Directors, Major Scientist, Task Force Lieutenant, CCC Research Director, Guard Lieutenant**

**Class-Delta: Assistant Scientists, Task Force Private, Guard Cadet, Senior Technicians, Senior Janitors**

**Class-Epsilon: Janitors, Technicians, Utility Staff**

**Class-Zeta: Class-Zeta Staff, Zeta Scientist**

**(YOU CAN'T GET A JOB AT OMEGA CLASS)**
REAL CCC-20

### Containment

(OLD: Knowledge of the phenomenon has been kept extremely secret) Body of CCC-20.1 is kept in a containment capsule for further research by Doctor John Hygen

### Type

(OLD: Nonphysical Mental Hazard, Living Physical Mental) NEUTRALISED

### Info

CCC-20 resulted in death in approximately 2% of occurrences

### **Containment**

As CCC-20 was a phenomena, containment was impossible, except for limiting knowledge of CCC-20 at all costs. This page was written by Zeta Doctor Hygen, who has dedicated his life to the research of this phenomena, and as a result, has made himself susceptible to its effects. ~~Information of CCC-20 is on a Class-Beta or above level.~~ Information is NON-CLASSIFIED

### **Description**

CCC-20 was a recurring lucid dream that has been noted to affect only those who have knowledge of the phenomena. CCC-20 was very psychologically intensive, involving dark themes, and usually leaves the subject psychologically damaged, and on 2% of occurrences, resulted in death caused by cessation of brain function. CCC-20's dream used to involve a creatures known as "It", jumpscaring and stalking the subject in the dream. The subject appeared in a place which they know instinctively, usually their home. CCC-20 involved the subject in the location at night, being stalked by "It". Most details of the dream couldn't be extracted from the usually extremely distressed subject. NOTE: CCC-20 was caused, in fact, by a creature, invisible and undetectable before its death, known as CCC-20.1. It attacked the subject and fed on their fear. - Dr Hygen

**NOTE: CCC-20 has been NEUTRALISED by the work of Zeta Dr John Hygen. All info here is now non classified. Hygen has been promoted to Class-Gamma after his extraordinary investigation work.**
CCC-45

### Containment

CCC-45 must be given one bottle of CCC-36.1 every day. CCC-45 must have an office to itself to avoid breach. CCC-45 is allowed to roam the facility between 5am and 10pm. in a breach CCC-45 must be recontained by a trained TF, TF Velvet-223 must attend the breach immidately

Descrptisom

CC-454 is a geneteacally identitidcal human called "Daniel Woode" taht currently has the role of "Major Scientist". whenn you [REDACTED], [REDACTED] will occur usuaualy reuslting in death.

WHAT IS THIS? DOCTOR WOODE I AM GOING TO OBLITERATE YOU -Doctor Connor
CCC-81

https://www.youtube.com/watch?v=M0Ncawy2LJc

### Info

CCC-81 is a sentient conceptual entity residing in the psionic space around Earth.

### **Containment**

Containment of either the conceptual or physical manifestation of CCC-81 is presently impossible. Physical manifestations are to be tracked down, and attempted to be apprehended, by TF Iota-6. Murders or injuries from CCC-81 are to be covered up. Requests to sabotage and bankrupt Duolingo are currently being reviewed.

### **Description**

CCC-81 is a sentient conceptual entity residing in conceptual space around Earth. Its origins are unknown. CCC-81 appears to have become a "part of" the language teaching company "Duolingo". Physical manifestations of CCC-81 (referred to as CCC-81.1) began when Duolingo posted this video for April Fools. CCC-81.1 began appearing around the world, when people failed to keep up their daily streak of lessons on Duolingo. Unlike the april fools joke, CCC-81.1 is known to be extremely hostile, manipulative, sly, and aggressive. See Cases List below. CCC-81.1 is not affected by weapons, taking damage but not being physically stopped. CCC-81.1 will demanifest when the individual either does their lesson, dies, or damages CCC-81.1 to the point where motion is impossible. CCC-81.1 can teleport through sinking into and rising out of the ground, and can also manifest weapons, such as knives and nails.

### **Cases List**

Cases List
 19/6/2019
 3/9/2019
 25/11/2019
CCC-17

Drawing of CCC-17 found near a dead child. Cause of death suspected to be a CCC-17 instance

### Containment

Specimens are to be either terminated or contained. Civilian sightings are to be dealt with accordingly

### Info

CCC-17 is able to pretend to be basically anything.

### **Containment**

CCC-17 instances are to be held in secure cells, and anyone entering is to have Project Sierra-Echo-Victor goggles to negate the effects of CCC-17. CCC-17 sightings by civilian populations are to be dealt with accordingly, and the CCC-17 instance captured or neutralised.

### **Description**

CCC-17 are humanoid predatory creatures that stand at 2 metres tall at maximum. They have 4 arm like appendages, armed with 3 sharp, retractible claws approximately 5cm long. They stand on two legs, and have a circular mouth concealing 3 tongues. CCC-17 have a bald head, and multiple eyes located around their head. CCC-17 prey on human ignorance, appearing as regular, non anomalous, objects, to an average person. They will stay hidden, stalking its victim, hiding as normal objects of any size. The cover it uses isn't perfect, however. All it takes to breach it's cover is paying attention to the object it is hiding as, causing it to be discovered, and visible, as long as attention is paid to it. CCC-17 still breathes, and this is what usually causes its victims to realise that something is hiding. CCC-17 usually impersonates objects that most people don't pay any attention to, such as trees, poles, bushes, and other inconspicuous things. CCC-17 appears, for an unknown reason, to only consume human skin, ripping it off its victim with its claws, leaving a skinless corpse behind. CCC-17 instances, both living and dead, emit waves that cause drowsiness in people nearby, eventually leading to unconsciousness. CCC-17 can cause people to fall unconscious and lose memory of the encounter. CCC-17 individuals usually use this to stay hidden and often end up framing people for murder.

### **Test Logs**

CCC-17 is only disguised in the humans eyes, meaning cameras and other similar devices can detect them. This gives us a good opportunity to have goggles to detect them. This is the basis of Project Sierra-Echo-Victor. - Doctor Connor

**Test 1:** Class-Zeta is led into the temporary containment cell for the CCC-17 specimens. He is instructed to put on the goggles, and does so. He exclaims that he sees a CCC-17 in the back corner of the chamber, and the CCC-17 is alerted to his presence. Class-Zeta escapes the cell without incident.
Echoes From The Other Side

TF Omicron-7 (Compromised Site Securement Team) has arrived at the compromised site. Multiple personnel are missing. Units 4, 5 and 1 are present.

U1 (Commander Brandon): We're at the facility.

U4 (Lieutenant Hoover): Whats up? Why we're here?

U5 (Cadet Percy): Everyone disappeared. Possibly down that hole. What even are we dealing with here?

U1: Wasn't told. They said that they didn't know. CCC-42 is the designation.

U4: Its at the bottom of a 1km shaft, but-

U5: That isn't 1km? Looks more like two or three meters?

U1: Agreed! It's a literal meter deep? Has something been affecting local reality?

\*U4 drops a stone down the hole\*

U4: It, disappeared? It literally vanished?

U1: Lemme just-

U5: DON'T!

\*The sound of U1 repeating "Huh?" is heard\*

U4: Dear god. He vanished and is, uh, echoing?

U5: We're dealing with something weird here. Control, what is it?

Control: Don't know? Its redacted or something!?

U4: Five, wait here. Let me see if I can climb in. Really strange.

\*The sound of U4 repeating "Really Strange" is heard\*

U5: No! Come back! NO!

\*The sound of U5 saying "NO!" is heard\*

Darkness. Only that. I can't feel anything. Not my limbs. I can't see. No. I can. I can't see, yet I can imagine. This is reality. *Real* reality. But wait. Does this mean? What was meant to be reality? This? How? Of course. This is thought. Reality was meant to be thought, sentience. Pure consciousness! Something made us mortal, able to die. This is the other side. This is liberation. No death, no pain. Nothing...
CCC-74

### **Description**

C-74 is a rd rock coloured green thatis plaed in a bocx. isTSs afect are unknovn, hiwwevr itds anomaslious affekts are unckown.

What? Where are the researchers assigned to this? Really, this is so substandard! - Director Evelyn

ssSir. !!! YU snee. I sosC sCares! HESlsO! 1s11 - Researcher Kallum

Junior Researcher Brookes, Researcher Kallum, Researcher Helena and Agent Winter PLEASE ATTEND WORK! YOU HAVE USED UP YOUR LEAVE! - Director Evelyn

### **Report 74-1**

CCC-74 was recovered from an abandoned office building on the 3/2/20██, and was moved to a nearby Storage Facility. - 3/3/20██

CCC-74 is currently located somewhere in the archives of Storage Facility-9. Location unknown currently. - 3/5/20██

CCC-74 has been located, however the researchers who found it are currently not communicating, and refusing to go to work. - 3/7/20██

CCC-74 appears to resist containment somehow, agents who attempted to move it have suddenly gotten extreme Claustrophobia (fear of enclosed spaces) and turned into emotional wrecks. - 3/11/20██

CCC-74 is theorised to be the reason that all persons who interact with it are gaining phobias. - 3/12/20██

CCC-74 has caused 17 CCC personnel to gain some sort of phobia so far. Is this its main effect? - 3/14/20██

An attempt to move CCC-74 with a remote drone has been tried. The operator, and 3 other people around the operator, suddenly gained Technophobia (fear of machines) and collapsed into emotional wrecks. This is awful. - 3/18/20██

Some construction workers tried to section off the part of the warehouse where CCC-74 is, and they suddenly got Ergophobia (fear of work), like the original researchers involved in containment of CCC-74, and couldn't do anything else. It seems to give people phobias to *resist containment.* I suggest leaving it somewhere and declaring it as "uncontained". - 3/26/20██

Success. CCC-74 is currently located in Section █, level █, Storage Facility-9. It should be left there, because thats the best we're going to get. - 3/28/20██

**ANOTHER ITERATION OF THIS FILE EXISTS. VIEW?**

OPENING ITERATION 2...

## CCC-74

### Info

CCC-74 will give any person involved in efforts to contain CCC-74 a phobia of varying type, though the type of phobia the victim receives will always inhibit efforts to contain CCC-74

### **Location**

CCC-74 is currently sitting in Section █, Level █, Storage Facility-9. CCC-74 **IS NOT** contained. Any personnel going through that area must ignore CCC-74.

### **Description**

CCC-74 is an irregularly-shaped rock, with its colour inconclusive, though it is most commonly described as being coloured red or green. When containment of CCC-74 is attempted, any personnel involved will immediately gain a phobia, of varying type, that will inhibit containment efforts. This phobia will act like a normal phobia. CCC-74 was discovered in an abandoned office belonging to the Fortegreen Corporation, who originally requested help from the CCC Foundation.
Facility 52!

Welcome to the CCC Foundation secure facility 52! We are the Humanoid Research Division main base, and also the main producer of the Prototype Delta.

### **What do we have?**

We have most of the CCC-18, CCC-09 is locked in its pen, and we have 3 CCC-17! We also have CCC-32 and its current vessel, CCC-32.1, who is usually called Araminta. CCC-19 is in our jurisdiction after being moved here because of *the incident*, and we also have CCC-31 under our jurisdiction too. Its only a 3m drive from here. Thats why we produce some of the critical components of the Prototype Delta.

### **Is It Dangerous?**

Apparently we are one of the *lower* risk Facilities. At least from Havoc Sedition attack anyway.

### **What Job Placements**

We need new metalworkers for CCC-31, because the parts we need to make for the prototype delta are very complex to make. Other than that, we need some Janitors. Compared to other facilities, we have a low death rate.
CCC-14

### Info

CCC-14 is able to anomalously acquire nutrients from eating electrical components

### **Containment**

The CCC-14 packs are to be held in containment with no electronic devices permitted in cell. In the event of CCC-14 packs being aggravated, blast doors are to be lowered and cell is to be sealed while they calm down. CCC-14 pack is only to be fed on set times. Any emotional attachment to any of CCC-14 is prohibited.

### **Description**

CCC-14 is the designation for a group of 74 (as of writing) reptilian pack-based predatory creatures. They have an average size of approximately 1.5m long, and 75cm wide, although they can grow larger occasionally. They are all capable of acquiring nutrients from consuming electrical components, although analysis of dead bodies shows no difference in organ structure to normal living animals, except for an organ that appears to be able to store electricity. CCC-14 individuals have thick skin and have superior resistance to injury. Individuals can have a variety of skin colours, such as dark blue, red, purple, and rarely pink. CCC-14 can walk at speeds slightly slower than average humans, but can sprint on their hind legs, and easily outrun most people. Their senses are relatively similar to human standards, although their sense of smell is worse than the average persons. Individuals are docile to humans usually, although will become aggressive when aggravated, packs will help individual members that are aggravated. CCC-14 packs have a structure, with an Alpha Male, fighters and foragers, with a bait member at the bottom. Packs will stay aggressive for a short while (usually up to 7 minutes). CCC-14 individuals are apparently able to sniff silicon and other elements commonly used in electrical components, and have a similar ability to sharks, able to sense electrical charge.

Analysis of vitals shows an extraordinarily high metabolism, fueled by electricity. In CCC-14 blood, there are cells which are able to transmit electricity along them. Although CCC-14 is very resistant to injury, they are very vulnerable to radiation. Amounts that would usually leave a human alive can easily kill them. Reproduction of CCC-14 has not been observed, and no reproductive organs seem to exist on CCC-14 individuals.

### **Capture Logs**

CCC-14.1 through to CCC-14.8 were discovered at the New York Stock Exchange (Wall Street), consuming computers and power cables. All the people inside were captured and memory wiped, and the pack of CCC-14 was contained successfully.

CCC-14.9 through to CCC-14.15 were discovered attempting to breach into the Cray 1 supercomputer, but they were stopped by CCC Task Force Delta-3.
CCC-22

### **Containment**

CCC-22 is to be kept in a reinforced concrete cell at all times. Security guards are to monitor its camera feed 24/7. If visual contact is broken, try to reestablish as soon as possible, using Class-Zeta if required.

### **Description**

CCC-22 is the dead body of a creature. The creature is 1.77 metres tall, and has multiple arm and leg like appendages. Dotted around the chest is multiple eyes, and there is no notable head of any sort. The creature is, while observed, effectively dead, showing no life-signs of any sort. As soon as visual contact is broken, however, the creature will get up and come to life through anomalous means. The creature, when living, is incredibly strong, and is able to break through reinforced steel blast doors in minutes. CCC-22 can run at superhuman speeds, and is invulnerable to damage. Its only observed weakness is that it is dead when observed. Through video feed this rule is followed, although looking at the body with a picture does not make it dead.
Gene Seeds(Spells)

## **Overview**

Gene Seeds are structures derived from and made out of Gaia Cores. They are seed shaped structure which can be used to modify an organism with elemental physiology such as the Djinn that are created by Sebastian. They must be ingested by a creature that meets these requirements or otherwise inserted into them. Once it is inside the body of the organism it will dissolve in a manner not unlike nano-machines and spread to the necessary areas to begin modifying them. They implant themselves into the concept of the creature and change their metaphorical DNA much like a Virus.

To create a gene seed Sebastian takes a Gaia Core of some kind and sets both hands into the positioning For BotW and places them together so that the rings overlap and the pads of the fingers are pressed together facing vertically. He blows over the tips of the fingers generating a stream of an element before separating his hands sharply before reconnecting his hands horizontally with the fingers pointing towards the Gaia Core using a circular motion. The Gaia Core will remain floating during this process as the elemental stream twists and flows together into a DNA helix and enters the core. Sebastian will then twist his hands so that the hands are perpendicular while keeping their formation. Sebastian will continue to concentrate on the spell until completion, keeping his hands in that formation the entire time.

## **Known Gene Seeds**

* Cell: A Gene seed that creates a form of cells out of the energy or matter that makes up an elemental creature.
CCC-1031-JK

CCC-1031-JK from original video

### Description

CCC-1031-JK is an annual phenomenon which occurs every October 31. On this day, in a random graveyard around the world, 4 human skeletons of varying size, shape, and degradation will manifest and emerge from graves. These skeletons will stand up, stay still for around 5 seconds, and begin dancing. The dance routine is always identical to the one depicted in the "Skeleton Dance", made by Disney in 1929. An invisible narration voice will sing the actual song. These skeletons are anomalously able to stand upright, though lacking any muscle structure whatsoever. These skeletons are designated CCC-1031-JK.1 to CCC-1031-JK.4, and cannot be prevented from completing their dance routine. Any attempts to impede them manually will result in the subject being repulsed by intense fear. When questioned, subjects will always say something along the lines of "I am scared by the spooky scary skeletons!". The same effect will occur in anyone trying to order an attack on CCC-1031-JK, and people simply observing the event. CCC-1031-JK will also manage to completely nullify any attempts to describe it as anomalous, making anyone observing it fall for the illusion that the event is completely normal.

### Test Log

#### Test-1:

CCC-1031-JK begins. An automated timer which activates an artillery cannon is activated, causing an artillery cannon to fire at the CCC-1031-JK instances. Projectile abruptly stops at a distance of 2 metres from the skeletons, and falls to the ground. Later tests determined the explosives inside were nullified.

#### Test-2:

CCC-1031-JK manifests at a predetermined graveyard. This is achieved through use of a ritual to affect CCC-77 into creating excess luck. The predetermined graveyard was lined with explosive landmines along the path of the skeletons. Landmines detonate, with no reaction from any CCC-1031-JK instance.

#### Test-3:

CCC-1031-JK manifests at a predetermined graveyard using method described in Test-2. The graveyard has had walls built through the path of the skeletons. CCC-1031-JK instances break through wall easily. Samples from the wall show no strength reducing effect.
Werker

**Werker** — karantańskie miasto położone w zachodniej części kraju. Jest głównym ośrodkiem produkcji żywności w regionie, głównie chleba, piwa i produktów odzwierzęcych. Surowce naturalne czerpie głównie z przyległych osad - Ivolevu i Mraniaru. Niezwykle popularna w mieście jest arena, która od kilku pokoleń jest siedzibą werkerskiego klubu walk.

## Gospodarka i charakter

W Werkerze największą rolę odgrywa wytwarzanie żywności. W mieście znajduje się kilka młynów, piekarni i browarów, znajduje się tutaj także tłocznia oleju i rzeźnia. Bardzo istotną rolę odgrywają tutaj przyległe do miasta osady - Ivolev i Mraniar, gdyż ta pierwsza jest producentem dużych nakładów zboża, jakie wchodzi na werkerski rynek z okolicznych upraw, zaś ta druga zajmuje się hodowlą zwierząt i rybołówstwem w okolicznej rzece Vaidzie.

Dla wielu mieszkańców Werkeru, istotną odskocznią od standardowego, wiejsko-miejskiego życia pełnego produkcji żywieniowej, jest popularny w mieście klub walk. Ma on swoją siedzibę na arenie ćwiczebnej nieopodal bramy do Ivolevu i jest źródłem sporego przychodu, jakie generuje miasto w zakresie zakładów bukmacherskich.

## Struktura

Miasto to jest położone na nizinnym terytorium Karantanii. Od dwóch stron otacza je las liściasty, który rozciąga się za przyległymi osadami. Wodę czerpie ono z kilku studni w mieście oraz z rzeki Vaidy przepływającej obok Mraniaru. Jest otoczone starym, kamiennym murem i przyzwoicie ufortyfikowane, jak na karantańskie standardy.

Werker zbudowany jest wokół głównej alei, która ciągnie się między dwoma głównymi bramami do miasta - jedna z nich (północno-zachodnia) prowadzi do drogi przy Ivolevie, druga zaś (południowo-wschodnia) do drogi przy Mraniarze. Od wewnątrz, przy bramie do Ivolevu znajduje się arena walk, a zaraz za nią ciągną się slumsy, w których mieszka biedota. Im bliżej centrum, tym zabudowania są solidniejsze, a status jego użytkowników - bardziej majętny i szanowany. W nieco wysuniętej na północ części centrum znajduje się niewielki zamek z mostem zwodzonym, otoczony wąską fosą. Rezyduje w nim lennik miasta, baron Rajo Jastram ze swoim dworem, a także starostą Divanem Hayekiem.
CCC-52

### Info

CCC-52 is a telepathic link that connects people who share their first or last name.

### **Containment**

CCC-52 cannot be contained. Incidents involving CCC-52 are to be covered up by TF Beta-15.

### **Description**

CCC-52 is a global phenomena that affects all humans, though doesn't affect humanoids (even if they share human DNA) such as CCC-35. CCC-52 consists of a telepathic link with other humans who share the same first or last name. This involves the random sending of telepathic messages, and the receiving of emails and post meant for the other. This anomaly is relatively harmless, and the reason for the telepathic link is unknown. It is possibly a mental hazard, due to the fact that it does not affect Araminta (CCC-32), who is resistant to mental hazards.
Gaia Core(Spell)

## **Overview**

The Gaia Core is a spell belonging to the Heaven's Fall mage Sebastian Carter. It is the first spell in a line of core spells and will continue to be upgraded in the future. It is also the 2nd spell he ever created.

## Other Spells

### Derived Spells

 Gaia Core II

**Description:** Unlike Breath of the Wild a Gaia core needs to be formed from an existing source of the element not generated by sebastian. Gaia cores are small orbs made up of an element corresponding to the element of the creature it will be inserted into. To craft a gaia core sebastian will go through a similar process to using breath of the wild, however in this case he will slowly  shape it using his magic and his control of his elemental breath for 15 seconds. Once it is formed the core must be allowed to set for another 15 seconds, charging up and preparing itself to generate it’s element in small amounts like a heart. Gaia Cores act as the heart and brain of Djinn created through breath of the wild giving them intelligence beyond the basic empty shells they normally are, and giving the Djinn permanence.

Djinn with a Gaia Core are no more intelligent than a Well trained Dog. Additionally this gives Sebastian and Empathic link with the creature, allowing him to give it orders from beyond hearing range so long as he makes noise and sense their current emotions.
Magia

**Magia** — ogół nadprzyrodzonych działań odbywających się we wszechświecie, wywoływanych za pomocą many, bądź w niezwykle rzadkich wypadkach jej potężniejszego zamiennika. Ta może pochodzić z różnych źródeł, choć najczęściej spotykana mana jest obecna w każdym żywym elemencie przyrody.

## Moc astralna

Niezbędnym czynnikiem przy każdym przejawie magii jest mana - jest to niemożliwa do zbadania i pełnego ujarzmienia siła, która balansuje na granicy świata rzeczywistego, a tego nieznanego, ściśle powiązanego z duchowością. Wszelkiej maści zaklęcia mają na celu uformować takową energię w danym stopniu na tyle, by ta uwolniona w swojej potędze wywołała określony efekt. Sposoby formowania tej mocy inaczej nazywa się formami magii. Istnieje także kilka różnych rodzajów mocy astralnej, choć wszystkie inne od many są niezwykle rzadko spotykane.

#### Mana

Mana to powszechnie używana przez magów energia, zawarta w choćby najmniejszym stopniu w każdej żywej formie przyrody, a więc we wszystkich roślinach, zwierzętach i istotach humanoidalnych. Każda z istot ma jednak własny potencjał obecności many, który można zwiększyć poprzez trening, jeśli ma się ku temu predyspozycje. Jeśli nie są one obecne - a jest tak w zdecydowanej większości przypadków - prawdopodobnie nigdy nie będzie możliwe opanowanie sztuki magicznej na tyle, by rzucić jakiekolwiek zaklęcie.

#### Inne rodzaje mocy

* Etherium
* Netherium
* Moc pierwotna
CCC-47

### **Containment**

CCC-47 is to be allowed free roam of Facility 52. They must not know of their powers. While Tau Stabilisation technology is being developed to nullify their abilities. They are to be treated as a normal human. Their abilities are not to be revealed to them. They are to be called "Norman".

### **Description**

CCC-47 is a 35 year old human male weighing 85 kilograms. They are 1.86m tall and were originally named "Norman Normanski". They are completely normal, apart from their primary ability. They are capable of powerful reality manipulation, able to teleport, do telepathy, alter objects, and the list goes on. These powers, instead of being controlled directly by Norman, are instead controlled subconsciously without Normans knowledge. Norman has no idea that he is this powerful, even though he regularly uses these powers.

Note: CCC-47 is classed Class-5 because of the potential of danger, although the chance of him subconsciously destroying the universe is low.
Gaia Core II(Spell)

## **Overview**

Gaia Core II is a spell belonging to the Heaven's Fall mage Sebastian Carter. It is the 2nd in a number of upgrades and will continue to be upgraded in the future.

## Other Spells

### Derived Spells

N/A

**Description:** An Upgrade to the existing gaia core spell. Gaia cores may be retroactively upgraded or simply crafted better. These Gaia cores act as receivers for Psi worms and deepen the strength of the connection to nature that the Djinn have, making them better and more intelligent than before. With this deepened connection their bodies are capable of taking in more from their devouring of elements. Djinn are now able to eat their element from up to 15 feet away and gain a store of extra mass in the form of their Gaia core that can be used for various things.

Aside from the store when eating they can overeat and use the mass they gain from eating to be used in various upgrades that Sebastian gives them and heal their wounds using the extra mass. Additionally allows Djinn to generate an aura of their element around their body using the store they have, using up up to 10% of the storage per turn. The Core Storage slowly refills with  a night’s rest and the aura’s value is equal to the weight in pressure or energy content of their basic elemental properties/bodies. Eg. 1 ton of pressure exerted by water swirling around a Water Djinn
CCC-79

CCC-79 recovery image

### Info

CCC-79 was capable of causing complete individual Cognito-Linguistic collapse, rendering the individual unable to use any form of language, reducing attempts to babbling

### **Containment**

CCC-79 does not require containment due to its neutralised status. Its remains have been burned to prevent further Cognito-Linguistic Collapse.

### **Description**

CCC-79 was a hardcover book approximately 1346 pages long. It was completely blank, with no markings of any sort on the book's pages or cover. CCC-79's main anomalous effect was its individual Cognito-Linguistic Collapse in any human (or sentient entity capable of communicating with language). This effect extended to individuals documenting the book and its effects. Its area of influence was rapidly increasing, and by the time of its discovery it had already linguocollapsed all of Holding Facility-54. The Info-Clarity Department was able to use its Semantic Stabiliser Earpiece technology to neutralise the book before an X-S Cognitolingual-Collapse event, and subsequently an X-V Civilisation Collapse Event occurred. The neutralisation of the book was successful in "curing" the linguocollapsed individuals.

### **Neutralisation**

0 Fatalities, though extensive injuries were recorded in this incident.
Breath Of The Wild(Spell)

## **Overview**

Breath Of The Wild is a spell belonging to the Heaven's Fall mage Sebastian Carter. It has gone through a few upgrades and will continue to be upgraded in the future.

## **Description**

Sebastian creates a ring in front of his mouth with one hand; all fingers save the middle and thumb which are curled to meet at their tips are extended. Sebastian then exhales through the ring, blowing through it like he was blowing glass. When his breath moves through the ring it is transformed into one of four elements; Fire, Water, Electricity, and Earth(Sand, dirt, and stone) where it will then be formed into one of his Facsimiles which he’s nicknamed Djinn.

These Djinn are near perfect replicas of level 1 or lower creatures nearly indistinguishable from the real world ones  save for the obvious with nearly matching stats. Creatures do not have to be real creatures to be mimicked, merely be something he is aware of.  As living statues of elements their organs are fairly vestigial, leaving them generally unable to be killed save for either grievous damage to them as a whole and removal or destruction of the head or heart. Additionally they are falsely solid, preventing them from burning, soaking, or shocking things without desiring to.  This may be used to create small swarms of smaller creatures like birds or bugs so long as the total mass does not exceed 10 cubic feet of mass.

* *Fire:* 2000F
* *Electricity:* 100,000V
* *Earth:* up to 1 ton
* *Water:* up to 250 gallons.
Gene Seed:Cell(Spell)

## **Overview**

The Cell Gene is a spell belonging to the Heaven's Fall mage Sebastian Carter. It is the 1st in a number of varying structures that falls under the name "Gene seed." It is the 8th spell he's ever created and the 8th spell he's created during the lag created by the Quickening.

## Cell Gene

### Duration

8 hours before breaking down (Permanent once inserted)

## Other Spells

### Derived Spells

N/A

Sebastian takes a Gaia Core of some kind and sets both hands into the positioning For BotW and places them together so that the rings overlap and the pads of the fingers are pressed together facing vertically. He blows over the tips of the fingers generating a stream of an element before separating his hands sharply before reconnecting his hands horizontally with the fingers pointing towards the Gaia Core using a circular motion. The Gaia Core will remain floating during this process as the elemental stream twists and flows together into a DNA helix and enters the core. Sebastian will then twist his hands so that the hands are perpendicular while keeping their formation. Sebastian will continue to concentrate on the spell until completion, keeping his hands in that formation the entire time.

While this is going on the Gaia Core will shift into a gene seed. A literally seed shaped structure which modifies an organism with elemental physiology that it is inserted into or eaten by. Once it is inside the body of the organism it will dissolve to act on what it’s intention is similar to a virus; this particular gene seed spreads throughout the body to all the elemental portions of it and shifts them into microorganisms that act  as ‘cells’ for the creature. The new more cohesive body is far more efficient and effective; allowing for a small variety of changes. The first is that the physical capabilities of the Djinn increases by a notable value.

Strength by 1000 lbs, speed by 30 mph, durability by 50 mpa, and healing by 1 cubic inch/s as cells begin to replicate. This also means that their physiology is more malleable, allowing them to begin mutation immediately using their existing mass if it is sufficient instead of when they next eat and 10% faster as well.