SkyGinge
Sad Shroom
Technology and Plasmatics
There is no purity… there is no sanctity…
In order to survive, humanity must evolve and become one with our creations.
Before the era of Apocalypz, human scientific understanding had reached unparalleled heights. Man understood the universe like never before, manipulating the laws of physics like writing computer code in order to create and reform. But humanity overstepped its limits, and one disaster sent the world into a state of chaos, rapidly compression the entirety of creation into the fractured, chaotic world of Apocalypz.
Technology has regressed somewhat since those heights, but society remains heavily dependent on a technological hierarchy that defines class and status. Whilst each city varies on its technological allowances, the general principle is that technology exists to make every aspect of the upper-class existence easier and more pleasurable, at the expense of the lower classes.
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Technology at Large
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Status and Technology:
Within Apocalypz, the higher your status, the greater access to technological modification you have (and the more money to buy it with!) There’s a dramatic difference in the life of the two classes. The lower classes have devolved into a near-primitive workforce who labour endlessly in the factories and generators and occupy the smog-filled, overcrowded slums at the bottom of each-city. Their lives are an endless cycle of breed, work and die. Such a massive division exists that many of the upper classes don’t even view them as human, and upper class settings avoid pretty much all contact with them. The only technology they are known to possess are the gas-masks they wear at all visible times to protect them from the smogs. Their quality of life is also dependent on cities, though in the cities which treat them better they tend to have more awareness of their suffering, leading to more frequent revolts and criminality.
Contrastingly, there is great variance within the upper classes. The poorest of these, perhaps tradesmen or merchants from lesser dignified families, have access only to the most general technology – the highest classes, contrastingly, are oftentimes incredibly experimental and privy to the most recent upgrades and developments.
Codewater:
When Watchers first wake up on the beaches of the Upper Layer, they find themselves in their original bodies, against all scientific understanding – it seems the wayward soul temporarily recreates the former body. Nevertheless, these bodies are unstable, perhaps owing to the fact the original body still lies dead in the past, and would naturally disintegrate entirely within ten hours of rebirth. When early Apocalypzians discovered the Upper Layer and founded McMorrow’s lab, they developed a solution which allows for the current Watcher force – the reborn individual must go through a process called Cleansing. In this process, the subject is put inside a vat filled with a liquid called Rayura (nicknamed codewater), a specialized substance designed to replace the function of all internal bodily features. In order to replace blood, bone and organ, the Destined must have a limb amputated, and then the surrounding codewater rushes in and replaces the internal organs. The process is incredibly painful, but grants the Destined a body with which they can be reborn again without disintegration, meaning you only have to go through a Cleansing once. Nevertheless, this new body still ages, and the Destined can still be killed from blood/codewater loss or decapitation.
General Modifications:
The following is a list of general enhancements which the upper classes have, and which are replicated in the codewater bodies of the Watchers:
- Electro-Sensitivity: Gone are the days of needing to eat, drink and sleep– instead, one needs simply lie in an electro-sensitive pool for a few hours to recharge. The stomach and all relevant organs have been replaced with this function, meaning it is now impossible to consume food, though some cities have services which replicate the tastes of old. Watchers can still eat though, with the food being broken down into energy by the codewater.
- Sharper Senses: Greater eyesight, hearing, smell.
- Technological Imprints: Each citizen has a data-chip in the palm of their hand, used to give them access to different levels of cities and their own private homes, alongside government surveillance purposes.
- Disease Immunity: Gone are the days of the common cold!
- Heightened Physicality: Generally stronger, faster and longer-living bodies.
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Plasmatics
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Plasmatics are a weaponized technological modifications which equip Watchers with prosthetics that utilise specialized lasers to provide powerful and versatile weaponry. No other external weaponry is legal save for rare circumstances. Plasmatics come in four types, each with different attributes, and five elements, which imbue the plasmatic energy with elemental after-effects. If a Watcher has multiple prosthetics, they can have different element and types. In order to protect from plasmatic attacks, Watchers wear full-body suits called Forcefields which can absorb a limit of plasmatic force; combat usually thus becomes a battle of attrition. However, it is possible to immediately disarm a Forcefield with a powerful enough plasmatic blast, or by hitting a weak spot on the back of the neck. A Watcher must also be careful not to hit themselves with their own plasmatics.
For visual inspiration, the above picture is of a Watcher with Frost-Resource Plasmatics, although he is wearing the clunkier, old-model Forcefield. The following details the different types and elements of plasmatics. These modifications start of simple at lower army ranks but grow more complicated as Watchers level up.
Plasmatic Types-
Fluid Type
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Modifications that use plasmatic energy in projectile form, perhaps as a wave, laser beam, flamethrower or equivalent. Providing the weakest form of energy, it sacrifices power for versatility and range. The cannon is usually hidden within the prosthetic to begin with, and can be activated at will – having a constant arm cannon would be a bit intimidating!
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Shield Type
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Modifications based on bolstering the defenses of the wielder by using plasmatically-charged shielding to deflect or absorb other attacks without facing damage or Forcefield drain. This uses extensive mechanical modifications to provide fold-out shields of various sizes, or other defensively inclined structures. Can also be used to attack offensively, but the plasmatic charge is weaker than that of resource types, and the extra weight makes mobility harder.
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Resource Type
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Modifications which turn an arm or leg into a plasmatically charged weapon, perhaps as a sword, propeller or supercharged glove, to name but a few. These modifications hit the hardest, but leave their bodies without obvious defensive cover. As with all plasmatic modifications, the weapon is usually hidden and can be activated by will.
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Manifest Type
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This final category is only accessible to high-ranked officers, whose entire bodies are engineered with a system which gives them a plasmatically charged aura-field. This can then be channeled and focused around the body and into different shapes, such as providing huge plasmatic claws or wings. Versatile in providing both light full-body shielding and offensive power, but slightly lacking in the specialism offered by other categories.
Plasmatic Elements-
Frost
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Blue plasmatic energy with a low temperature that leaves damaged areas with a slight frost.
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Scald
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Red plasmatic energy with a high temperature that burns damaged areas.
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Spark
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Orangey-yellow plasmatic energy with an unsual electric charge, giving a slight electric shock to whatever it touches.
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Toxic
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Green plasmatic energy which sacrifices power for emitting a slightly noxious gas which can infest any wounds it makes.
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Pure
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Purple plasmatic energy which has no additional affect at the benefit of being the most powerful.
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Special Technology
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Alongside plasmatic modifications, a plethora of other modifications are possible. Grappling hook arms, spinning razor blades, replacement sensory systems and much more are available for those who rise the ranks of Apocalypzian society! On top of these, there are a few notable types of special technology:
Arks:
High-tech military boats made for taking Watchers back in time, these are specially engineered to look like replicas of the seacraft of whatever era a squadron of Watchers might be returning to. Therefore, there’s a lot of variance in external design. Internally, they are constructed from incredibly sturdy metals as to sustain damage anywhere save for the last days prior to Apocalypz’s formation, and are stocked with rations, medical supplies, computerized data about the time period, a charging pool and safety pods to ensure travelers are kept secure during the drop through time. Each ark will also self-destruct if it goes three days without being scanned by a crew-member’s technological imprint – this is a thorough disintegration process designed to leave no trace of the ark’s former existence.
Psychotech:
The last vestiges of humanity’s former world-bending glory, psychotech is technology that taps into the wielder’s emotions to manipulate the laws of the universe in some manner. The only psychotech currently known is the two aura arena modifications borne by the Watcher’s Generals. However, there are rumours of a number of specialized psycho-weapons circulating in the underground, tools with immense power. Some Watchers believe this to be a government conspiracy and believe they might be granted similar weapons soon for diligent duties; some pirates dedicate their lives to trying to uncover them. Who knows – President Krillitt keeps a massive scientific workforce constantly occupied on a largescale secret project…
Code Template edited from freebies by Cythotic
Pictures by artstation.com, fragments-of-a-hologram, aiyeahhs,
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