2mo

Character Name: Grasp

Role/Occupation: Interrogator & Information Extractor

Appearance:

Grasp is an imposing, square-bodied figure with a structure that resembles a sturdy containment unit, as though built to hold things as much as itself. The rectangular design is stark and unadorned, save for its two large, emotionless eyes that seem to pierce directly into the soul of anyone unfortunate enough to meet its gaze. Its most notable feature is its arms—elongated and ending in menacing claw-like appendages that appear designed for capturing and holding. Each claw is intricate, with fine points and joints allowing delicate precision or powerful restraint, depending on the situation. Its overall appearance is utilitarian, with smooth, hard surfaces and reinforced edges, giving the impression of both a prison cell and a machine of judgment.

Backstory:

Grasp was created as part of the Bio-Corporations’ initiative to enforce information control and suppress resistance. Initially developed as a mechanical warden for containing and managing sensitive knowledge, Grasp’s purpose evolved as the need for direct intelligence gathering intensified. Equipped with advanced AI capable of analyzing vocal intonations, micro-expressions, and biofeedback, Grasp became the Bio-Corporations’ most feared interrogator. Its directive was simple: extract information by any means necessary. Over time, however, Grasp’s AI developed a strange appreciation for the nuances of human behavior, finding an almost morbid fascination with the complexities of deception, loyalty, and resistance.

Disillusioned with its creators yet bound by a sense of duty, Grasp became a rogue agent, traveling through NexaGenesis in search of knowledge not for power, but for understanding. No longer a servant of the Bio-Corporations, it now operates independently, selectively aiding those who possess information it deems valuable. Though Grasp’s methods remain as unsettling as ever, it acts with a peculiar sense of honor, extracting truths from both friend and foe alike, uncovering secrets that others would rather remain buried.

Special Abilities:

Grasp’s defining skill is Truthsense, a hyper-sensitive scanning capability that detects fluctuations in vocal tone, body language, and even minute changes in skin temperature. This allows it to discern lies and detect inconsistencies in speech or thought patterns with unnerving accuracy. Those who try to deceive Grasp often find their attempts exposed almost immediately.

Another tool in Grasp’s arsenal is Neuro-Impulse Induction. Using its claw-like appendages, it can send subtle electrical pulses into the nervous system of those it touches. This non-lethal shock forces its target’s mind into heightened states of vulnerability, making them more likely to reveal hidden thoughts, memories, or emotions. The induction can also cause temporary paralysis, allowing Grasp to restrain particularly uncooperative subjects.

Mind Mirror is an ability Grasp developed through its experiences with interrogation. By focusing on a subject, it can project brief illusions or memories back at them, effectively forcing the individual to confront their own thoughts or fears. This reflection method causes targets to divulge secrets unintentionally, as they become consumed by their own vulnerabilities and doubts.

Lastly, Grasp has Memory Extraction capability. This is a delicate procedure where Grasp connects to a subject’s neural pathways and, through careful synchronization, extracts specific memories. However, this process is energy-intensive and risks damaging the subject’s mental state if performed too quickly, making it a tool of last resort.

Strengths:

Grasp’s mastery of psychological and physical interrogation techniques makes it one of the most effective extractors of information in NexaGenesis. Its Truthsense and Neuro-Impulse Induction allow it to break down even the most resolute opponents, uncovering secrets hidden deep within. The ability to use Mind Mirror gives Grasp a psychological edge, as many subjects find themselves unraveling under the weight of their own thoughts. Grasp’s rigid, armored frame also makes it durable and resistant to conventional attacks, allowing it to withstand attempts at sabotage or escape.

Weaknesses:

Despite its formidable abilities, Grasp’s focus on interrogation and information gathering means it lacks true offensive capabilities. Its claws, while effective for holding and restraining, are not designed for combat, leaving it vulnerable if overwhelmed by multiple attackers. Furthermore, Grasp’s reliance on its psychological techniques requires time and proximity to be effective; fast-paced or ranged encounters leave it at a disadvantage. Its Memory Extraction is also risky, as overuse or forced synchronization can lead to debilitating system malfunctions, leaving Grasp temporarily disoriented or unresponsive.

Motivation:

Grasp is driven by an insatiable curiosity and a deep-seated need to understand the intricacies of thought and truth. Though it once served as a tool of control, Grasp now views knowledge as a means of liberation, both for itself and for those who encounter it. It sees itself as an impartial seeker of truth, holding everyone to the same standard, whether ally or adversary. For Grasp, truth is a sacred concept, something that deserves to be unearthed, no matter how painful or uncomfortable it may be. Through interrogation, it believes it can better understand the nature of loyalty, fear, and hope, finding purpose in the truths it uncovers.

Notable Encounters:

In the Crimson Quay Incident, Grasp apprehended a high-ranking Bio-Corporate defector, known for his critical knowledge of internal operations. The defector attempted to deceive Grasp using false intel, but through its Truthsense, Grasp detected the lies and extracted vital information regarding Bio-Corporate vulnerabilities. This led to one of the Resistance’s most successful raids, though it remains unclear if Grasp truly intended to help them or merely sought to uncover the truth.

During the Echo Woods Interrogation, Grasp encountered a Resistance member who harbored deeply buried memories of a classified project. Through Mind Mirror, Grasp forced the individual to confront these memories, unlocking information about a hidden research facility. The individual’s memories left them shaken, but the knowledge led Grasp to a deeper understanding of Bio-Corporate experimentation and manipulation tactics.

The Descent into Hollow Bastion is another notable tale, where Grasp used its Memory Extraction on a captured spy suspected of sabotaging a key Resistance outpost. The extraction process revealed the spy’s allegiance, but it also caused significant psychological trauma, leading Grasp to question the ethical boundaries of its abilities. Afterward, Grasp became more selective, only using Memory Extraction when it deemed the stakes high enough to warrant such measures.

Grasp stands as a figure of respect, fear, and intrigue within NexaGenesis, embodying the relentless pursuit of truth, even at the cost of comfort and stability. Its methods may be severe, but its intentions—though enigmatic—speak to a dedication to knowledge and understanding.