edited 6th Nov '12 8:16:00 AM by Archereon
Deep C: Cameron Carmichael Caruthers is a former Navy soldier who was technologically modified for deep-sea operations: he can breathe under water, withstand the high pressure and bitter cold of the ocean floor, and use echolocation to observe his surroundings. Coupled with some enhancements to his physical strength and reflexes, he's a formidable aquatic warrior. However, his physical enhancements require battery replacements every so often to remain effective, otherwise he's reduced to the level of an invalid. These batteries aren't cheap, so "Deep C" Caruthers has taken to doing very dangerous and not-quite-legal salvage work to keep himself afloat. He complements his aquatic abilities with a small submarine he picked up that, when he needs it to, can become a Humongous Mecha for him to pilot. The most expensive quarry he goes after are pieces of alien technology that sunk into the ocean, but he'll also salvage stuff from more mundane shipwrecks, and even transport cargo or passengers if the pay is right (and if the pay is right, it's usually because what he's transporting is likely to be attacked by pirates or customs officials). Since a lot of his work falls outside the law, he sells most of what he finds at the floating city of Galtopia, created by one of those obscenely rich anarchists who wanted to make their own country free of all laws and government (though said rich anarchist still wields immense power, natch). In Galtopia, Deep C has gotten a reputation for his Chronic Hero Syndrome, and can often be roped into helping someone even when there's no money in it, though he'll gripe about it all the way.
Lucid: Jane Wills was born with the psychic power of astral projection: when she's asleep, her dream-self manifests in reality and can interact with the physical world. Because this astral projection obeys the logic of dreams rather than reality, it is immensely powerful but also prone to causing destruction with its random, nonsensical behavior; Jane has been relentlessly trained to control herself and behave rationally even in her dreams But one day, other astral projections start showing up all over the place; some are malicious, but even the well-meaning ones can cause lots of trouble due to their erratic behavior. Jane eventually deduces that a scientist who once studied her psychic power has found a way to replicate it in other people, resulting in these other astral projections who don't have the self-control she has. Jane takes to fighting the other projections under the code-name Lucid, partly to stop the trouble they're causing, but also so she can get info from them on the scientist who gave them her power. She feels responsible for her power causing so much trouble, and is dedicated to finding the scientist and stopping his mad experiments.
What do you think?
edited 12th Nov '12 8:00:46 PM by Archereon
- Heaven Seed is set in the year 205X (X being an undecided year in the fifth decade of the 20XXs)
- It's been approximately 30 years since the CV Impact Event (may need a better name?); the collision of Earth with a large spacebourne object presumably of extraterrestrial origin. The object (needs a name) landed on the northern edge of the Cape Verde abysmal plain in the Atlantic ocean, hence the name.
- While the object itself was mostly intact despite the force of impact and the crushing pressure, a number of pieces of it apparently broke off during reentry. The vast majority of these fragments remain unaccounted for.
- What remained of the object was a massive cache of alien technology far in advance of anything produced by humans prior the the Event. Over the following decades, extensive study of the object and the devices contained within have led to a vast leap in human technology. Equipment salvaged directly from the object is generally referred to as "xenotech", to distinguish it from reverse engineered human designs or designs inspired by xenotechnologies.
- The vast majority of human-made designs are inferior to the genuine xenotech (though far superior to earlier examples of human technology) and/or dependent on priceless xenotech materials that cannot currently be synthesized. For example, while cyborgs are reasonably common in first-world nations, a cyborg with the same degree of cybernetic-conversion that incorporates xenotech materials or components is in every way superior to conventional cyborgs.
- Another major effect of the CV Impact Event was the emergence of individuals known as "psychics" (might want a better name for that since most of them aren't the kind of person we think of when we hear the word "psychic"), people born with abnormal powers originating in some way from the mind.
- Psychics can be further subdivided into telepaths (teps) and telekinetics (teeks).
- Telepaths have powers like extrasensory perception, mind reading/controlling, psychic empathy, astral projection, and so on which interact with the minds of others or augment the individual's perception.
- Telekinetics on the other hand have powers like super-strength (originating from the psychic telekinetically enhancing their own strength, either consciously or unconsciously), the ability to control temperature, produce lightning, fly, and so on.
- While the vast majority of psychics are either teeks or teps, a superminority of psychic individuals manifest both telekinetic and telepathic powers.
- Besides psychics, there are a number of types of technologically augmented metahumans, the earliest and most common form being the aforementioned cyborgs.
- Alongside cyborgs are individuals with bionic augmentations; artificial implanted tissues which enhance, alter, or replace some of the body's functions in a similar manner to cybernetics.
- The setting will have some cyberpunk elements.
- "Supers" (a term I'm using for superhero tier metahumans as opposed to people with implanted cell phones or who can guess what card someone's thinking of with perfect accuracy but nothing else of note) in this setting frequently are part of the police or military or in the employ of private organizations, particularly corporations, rather than working alone.
- For the most part, xenotech runs on Clarke's Third law ("Any sufficiently advanced technology is indistinguishable from magic."), and psychic powers basically covers any sort of superpower a person is born with that you can think of that doesn't involve cybernetics, supertechnology, or biological powers (think things like acid-spit, Fartillery, stretchy powers, ect.), all of which are in the setting, respectively as cybernetics, xenotech, and bionic grafts.
- A floating city in the ocean.
- A city in the ocean which developed around the site of an orbital elevator.
- Asteroid Miners who work on asteroids that were captured in stable orbits using xenotech. (and the inevitable terrorist plot to bring down one of the asteroids)
- A Mad Scientist who somehow found a way to replicate a certain telepathic power.
- Super-organizations that are active in the setting.
edited 14th Nov '12 8:54:04 PM by Archereon
edited 14th Nov '12 8:53:02 PM by Archereon
edited 14th Nov '12 11:27:56 PM by Archereon
edited 15th Nov '12 4:14:18 AM by Sijo