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Futuristic Posthuman ~ Lore

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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.


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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.

Technology at Large


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.

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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.
Gone are the days of traditiona procreation - instead, offspring are birthed via a designed process utilising DNA from both consenting parents. Communications devices are still kept separate to the body.


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

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!
Shield Type

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.
Resource Type

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.
Manifest Type

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

Blue plasmatic energy with a low temperature that leaves damaged areas with a slight frost.
Scald

Red plasmatic energy with a high temperature that burns damaged areas.
Spark

Orangey-yellow plasmatic energy with an unsual electric charge, giving a slight electric shock to whatever it touches.
Toxic

Green plasmatic energy which sacrifices power for emitting a slightly noxious gas which can infest any wounds it makes.
Pure

Purple plasmatic energy which has no additional affect at the benefit of being the most powerful.




Special Technology


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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The Watchers



The army that defies the grave.
The eye that never falters or blinks.
The right hand of justice and order.

WE ARE THE WATCHERS.

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An army of reborn survivors from every era of human history, the Watchers are the military policing force of the end of the world. When new Destined individuals wash up on the shores of the Upper Layer, they are quickly reconstructed with codewater and given a plasmatic modification – then they’re sent down to Apocalypz to undergo months-long military training in the barracks of Dominid to ready them for service. Some reject this chosen path and choose to run or rebel. They are caught and exterminated. Others see this rebirth as a second chance, an opportunity to make real lasting change to human survival.

Watchers have two primary duties: keeping the peace in Apocalypz, and stopping changes to the past. With no outbreak of war between the seven cities in over a hundred years, this former role mainly involves general policing and security, alongside hunting down pirates and outcasts. The cities are kept so secure that it is unusual for anybody to try to use the sea to go back in time – then special recon squads are sent after them, trained in covert operations to locate and eliminate the threat without giving themselves away or influencing history heavily themselves.

The Soul and The Destined


Some centuries before the age of Apocalypz, biological research discovered a distinction between human consciousness and the brain, a distinct individuality not directly attached to observable biology. Unable to be touched or seen and yet distinctly there, this source of consciousness was termed the soul. One of the only benefits of the world becoming Apocalpyz is that the connection to the Upper Layer has further understanding of the soul. A few hours after death, the soul dissipates from the human body and travels beyond time and space through the Well of Souls to the Plain of Oblivion, appearing here in the form of translucent star-like scarlet orbs. Here, souls from all across history travel into the Beyond, an ethereal whiteness. Nobody understands what exactly happens there, though the Sixes, the state religion, claims that reincarnation into a new created order awaits, the power of your new being dependent on the way this first life was conducted.

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For most people, death is a certain end. But for some, their souls are diverted on their journey up the Well of Souls, and they instead find themselves once again in their previous bodies on the beaches of the Upper Layer, reborn, a people then called Destined. These fortunate individuals have stumbled into a seeming loop-hole in the system – as long as they die in the same manner as their original death, they will always return to the Upper Layer after death. However, if they die in a different way, they will pass as normal into the Beyond. As a failsafe, most Watcher’s carry around something which will allow them to facilitate the conditions of their original death to ensure they can return to Apocalypz after a time-travelling mission. Nevertheless, Watchers still age and can still die of old age.

There remains a number of mysteries around the subject. For example, nobody knows why the body reappears in its former form when the person wakes up in the Upper Layer, nor why it continues to age as if nothing has happened. Similarly, some believe the harvesting of souls to be key to obtaining power, and black-market technology exists capable of removing and sustaining souls before dissipation…


Military Ranks


Like the rest of Apocalypzian society, the Watchers are organized around a hierarchy of technological allowance which gives higher ranking officers greater access to modification. As weaponry outside of bodily modification is forbidden by law, even the smallest technological enhancement gives a Watcher the upper hand over an ordinary citizen. Here’s a list of the ranks:

✧Level One/Officer✧

The common soldier, normally with limited experience in the field or fresh from their first rebirth. As part of the codewater ‘cleansing’ needed to survive in Apocalypz, a limb is taken and replaced with a mechanical, plasmatic, weaponized one. Officers are thus only allowed one modified limb, and have access to basic fluid, resource or shield type plasmatics.
✧✧Level Two/Lieutenant and Captain✧✧

More experienced officers without commanding officer status are given the rank of Lieutenant, whilst low-experienced commanding officers are entitled Captain. This rank allows for a second area of technological update, with the choice of either another plasmatic limb or something a more niche support feature, like a super-magnetic arm, grappling hook or an analytical visor to replace the eyes. The modifications look sleeker and less clunky than in level one. It is here that Watchers begin to develop their own unique combat styles.
✧✧✧Level Three/Major and Marshall✧✧✧

The third highest rank of commanding officers, Majors typically oversee the Watcher’s forces on specific Apocalypzian cities, coordinating all local policing efforts. Contrastingly, Marshall is an honourary rank awarded for exceptional duty or bravery which grants access to level three allowances without awarding commanding authority. A third technological modification is allowed, alongside access to manifest plasmatics and more powerful variants on the standard three plasmatic types. Robotic areas are now almost fully disguised as flesh.
✧✧✧✧Level Four/Colonel✧✧✧✧

Five Colonels exist, each with access to cutting-edge technology that merges all disciplines of plasmatics into one. They are allowed a further modification, camouflaged so well at this level it is impossible to tell machine from flesh.
✧✧✧✧✧Level Five/General✧✧✧✧✧

The highest rank of officer, with only two currently in existence. Generals are so heavily modified that barely any of their original bodies remain. They are allowed access to powerful psychoweaponry which uses their emotions to convert energy into powerful elemental aura.



Notable Figures


General Anastasia Rodionova:
One of the two generals of the Watchers, a punk-styled lady in her forties originally from revolutionary Russia. Short and garishly garnered, she doesn’t look the part at all.

General Dhani Gaur:
The other general, a roundfaced, greying Indian man originally from the 2nd Century. More peaceable than his partner.






Code Template edited from freebies by @Cythotics
Art by Midcore Aexe and Helo


 
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Settings


A technical disaster has reduced the once sprawling universe into a chaotic, ever-shrinking ocean no larger than England’s former landmass. Fortunately, the remnant that inhabits this broken world is unified under one governance, maintaining peace across all of the seven cities. That’s not to characterize this world as monotonous - each city has a distinct character, and then there’s the small matter of the peculiar island in a realm above, the route to which remains kept secret by the authorities…

Apocalypz


A fitting name for a world at its end, an eclectic sea underneath a crackling sky of purple. With frequent thunder strikes and clouds which secrete harmful gases abundant, humanity has been forced to adapt in order to survive. The seven cities, built upon the final foundations of dry land, are built with protection which simulates livable conditions within the city boundaries. There are no more discernable days nor nights, but the radiation above keeps the world warm, and the cities simulate the classic day cycle to keep routine. Those travelling by ark from city to city must wear protective masks; exiting city perimeters without permission is a crime punishable with the utmost consequences. Standardly, each city is split into at least two levels, with the lower-classes on the smoggy city floor and the upper classes occupying the flashy skyscrapers.

Culturally, the close geographical proximity of the remaining universe means that society has been reduced to a single language without a name, a linguistic singularity achieved by centuries of language growth. All arriving Watchers are equally disadvantaged by having to learn this new language as part of their training, though technology exists to ease their transition.

Each city currently only has a small splattering of detail. You have plenty of creative license in fleshing out these settings further!


  • A city-sized airship which houses a number of notable institutes, including the Watchers’ barracks and training facilities, and the most prestigious university. Most important of all, the parliament from which President Krillitt rules meet at the impressive Parliament Tower. A practical city without much care for arts or aesthetics. One wonders whether the city’s massive mobile artillery is partially to thank for the present ‘peace’…
    Governor: President Tobias Krillitt
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The Upper Layer


The mysterious island which exists in a realm above Apocalypz, complete with beach, forestry and natural waters. The horizon seems to fade into oblivion. Many have speculated as to its origin, but one thing is clear – this impossible spaces dates back way before the end of the world, as evidenced by the abandoned buildings the litter the island. Whilst further studies continue, the island serves as an upgrading and commissioning center for new and returning Watchers, as well as protection against those who would attempt to enter the Well of Souls. Yet many secrets remain, one that ordinary Watchers would have no grounds to uncover…

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  • The Watchers’ outpost on The Upper Layer, a compact laboratory which, whilst impressive, pales in size to the metropolises of Apocalypz. Established by a scientist called McMorrow several generations previously upon discovery of this realm, the facility was built to kickstart the Watcher program and is specialized to that end, with facilities for both cleansing and upgrading. Currently ran by Herbert McMorrow, as per family tradition.
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Other Cultural Details


Religion:
Religious belief is outlawed by the government for inciting people to rebellion. The only two options legally available are atheism or the state religion, called The Six Precepts, or Sixes for short. This faith revolves around six central statements:
->1. Time is fixed and destined
->2. Obedience is joy
->3. Nothing is sacred
->4. Life is a test
->5. Death is a gateway
->6. God has predestined
It primarily encourages loyalty to authority in order to progress humanity, with the promise that a good and obedient life will yield greater blessings in the life beyond the Beyond. Other religions do exist however, most notably the Purists, who reject any kind of technological modification in an attempt to live life ‘realer’ and connect to the natural world. Their suppression has lead to them adapting into a people's revolutionary movement that has gained some ground and even won favour within some of the ruling authorities. They have long evaded government captured on an ark of their own.






Code Template edited from freebies by @Cythotic
Pictures by Cyberpunk Librarian, Thealternative, artstation, narrowboat, st-just, theartofanimation, LMorse and Sparth

 
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Notable Characters


Pirates, politicians, scientists, soldiers and more! Apocalypz is populated with a vast array of people which we will encounter on our journey. This section will be updated with the characters we come across on our journeys, alongside notable figures who all our characters will have heard about.

President Tobias Krillitt: The current president of Apocalypz, in charge of overseeing the seven cities. Short-tempered, crotchety and self-conscious, he retired from public duties a few years previously as he considered himself too old to be a handsome public face. His legislation is typically ruthless, and whilst this iron-fisted approach has maintained the peace for the first twenty years of his presidency, it is now causing much of the present piracy and political tension.

Senator Enoch Jetterberg: An aging politician and general jack-of-all trades, famous for rising out of the ashes of his family’s former disgrace into fame and fortune. His ancestor Methuselah Jetterberg discovered and studied the Worldsoul, enabling scientists to interpret the seas and hence facilitating the protection of the past by the Watchers. However, his grandfather Matthias fell from grace when his innovative scientific experiments breached moral sensibilities, and the Jetterbergs ended up fighting in the slums of Rhossus. In his youth, Enoch emerged onto the scene as a talented scientist and diplomat wiser than his years, becoming a major contributor to the shape of society as it now stands. In his old age, he is in charge of coordinating the Watchers on Krillick’s behalf. Also famous for his seven children, who occupy a number of different high up positions in city politics.

Senator Villici Mawalaya: Another leading politician and one of Krillitt’s leading advisors, he has a background in scientific research, having worked alongside McMorrow in his youth. Has long, white hair and a somewhat comical face.

Doctor Herbert McMorrow: Overseer of the McMorrow laboratory on the Upper Layer, a responsibility passed down the generations of his family. He’s the first point of contact for any revived Watchers and a leading scientific expert on studies of the soul and codewater, alongside the man in charge of organizing the Watcher’s technological enhancement. Whilst bespectacled, quiet and scholarly, he has the ill-fitting build of a rugby player.

Major Duncan McGee: The overseer of Squad 17, a cheery Scotsman originally from Jacobean times. Notable for his giant, ginger-beard. As a Level Three officer, his plasmatic modifications are disguised until combat, and his original cause of death is unknown.

Captain Gallius Earl: One of the commanding officers of Squad 17, a stony-faced man in his late thirties with a no-nonsense attitude and a fatherly protectiveness. Originating from England, 2112 at the start of the space age, he died of suffocation when he space-shuttle malfunctioned. Surprisingly empathetic beneath his steely exterior, and equipped with two Pure-Resource Type plasmatics in the shape of extendable blades for the sides of both of his arms. Appearance-wise, he is tall, pale, with his hair in a distinctive chestnut Mohawk.

Captain Genevieve Victor: Another commanding officer of Squad 17, a soldier native-born of Apocalypz and hence not a known Destined, limiting her responsibilities to Apocalypz. Her warmth and encouragement juxtaposes dramatically with Gallius’ coldness, but she harbours a violent streak and sometimes seems lost within her thoughts. Like all Level Two soldiers, she is equipped with two major modifications, opting for a Spark-Fluid projectile on her left arm which shoots can fire out a stream of electricity, and a Spark-Shield modification which extends into a meter-radius shield.

Captain Ira Jetterberg: The final captain of Squad 17, and sixth child of Enoch Jetterberg. A tanned women in her early thirties with a youthful yet permanently angry face, not entirely unattractive. She is sworn in as a Purist and hence lacks any technological modification – however, her skills with a plasmatically charged scythe granted her license to use weaponry and avoid the usual outlawing of Purist religion. Icy yet remarkably talented, her fame comes not just from her surname but from her diligent duty and her violence on the battlefield. She is one of the rare Apocalypzians to also be Destined, though it is unknown what her original death was.

Magnus Jetterberg: Enoch Jetterberg’s third child, Magnus is a charming businessman with a Victorian sensibility and an appreciation for everything under the sun. Plump, smart and gentlemanly, he is part of the merchant-political ranks of Glowxuan.

Gaius Jetterberg: Enoch Jetterberg’s fifth child, a politician-stroke-playboy who is perhaps the biggest celebrity. With his devilish handsomeness and roguish charm, he has rapidly risen up the ranks in Carnaleum. He seems uncannily capable of smooth-talking himself out of any situation.

Antagonists


All is not as it seems in Apocalypz. Alongside those who wish to protect the safety of this fragile world, there are many who would wilfully see it come to ruin. Some transgress the rules for self-gain, others have grander schemes which threaten the remnant of humanity. Be careful, Watchers - wolves may even graze among your own flock...

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  • You heard nothing. Nobody talks about it publicly, but their are rumours that not all is right in the government. These rumours vary in content and target, but one thing is for sure - something unsettling is shifting at the top. And it's all about to come crumbling down...




 
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