Canzorn Underwater thing in Reptospace | World Anvil
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Canzorn Underwater thing

Brainstorming Canzorn

  Overview: A meteor containing an interesting alien species crashed here millennium ago, now discovered. First, a large, simple cone was created, strip mining it and the surroundings.   Possibly the Reborn?: The Reborn of Amber Morlocks could trace their origins back to this area, but who knows. It may possibly be connected, but the ideas are similar to a degree.   Vampires: Vampires went deep underwater where sun never reaches. Also possible they came from here Idea is from Blood Resort.   Elite Mook Minibosses: These minibosses that are required to be defeated, possibly old assistants of a now mad mad artist, they are previews of elite versions of specific enemies.   Inspiration: Bioshock 1 and 2, not so much Bioshock Infinite.  

Areas

 

Uncategorized

  The Main Core: Where they first drilled into the meteor. It resembles a coring device, like used for ice or soil samples. It is the megastructure which the rest of the city has been built around.

Power

  Central Computing: To keep the servers from overheating, the coolant provided is pumped through pipes exposed to the dark, cold abyssal water outside.   Power Plant: Geothermal power, powering most of the city. Likely built over a volcano, it uses the magma and heat to turn turbines which in turn generate power for the rest of the city. It is heavily defended and supplied, being most of the city depends on its continued function.      

Food and Water

  Recycler: Nothing in the city can be wasted. These facilities make sure everything can be reused. Trash is assorted by machines. Waste is reclaimed into new products.   Underwater Fishing And Farming: Both a museum and farm. It takes what is found down in the deep dark oceans around them and farms them, not dissimilar to above wave farming. Blob fish, crabs, isopods, tube worms, chemosynthetic bacteria, anglerfish, all kinds of deep sea life. Most of the facility is out in the water, requiring most if not all employees to frequently don a deep sea diving suit.   The Sifter: Abyssal water goes in, power, minerals, and many other resources come out.

Residences

  The Blue Hole: Once slated to be a hearth of production, it quickly fell into ruin. Now it is owned by a Baron Spottz, who runs the submarine bay that fixes submarines and has what conforms to a marina.   The High Rises: The opulent, rich neighborhood of the city. Its the forefront of technology, with all sorts of land plants and great food.   Mechanic Land: Where most of the working class work. Not as bad as the Blue Hole, but not as good as the high rises or any dedicated residential area.  

Prisons

  Department Store/ The One Way: Once a competitor's massive shopping area, it has been converted into a prison. They prefer a hands off approach, installing surveillance devices mainly to monitor the prison. It is called the One Way due to it mostly being fed by one main entrance, in what was the old submarine bay. So long as they don't try to escape, the prisoners are given free reign of the prison.     Meteor Park: It was built early on as a theme park centered around the Meteoric discovery. However, built around a large core of it, it slowly made the workers insane, possibly the first ramblers. After so much craziness happened, like possibly the ramblers took over and held it hostage, the whole area was flooded.  

Wonder Material Embryon

  Embryon/ Nid Crack: The wonder material contained within the meteor. Organic, forms crystals, power source, even opening the possibility of massive gene alteration.
  • Fire: Inferno powers akin to manipulation of plasma.
  • Ice: Freezing powers, allows for flash freezing of items, useful for cooks and fishermen.
  • Zap: Electrical powers, useful for self powering during an outage.
  • Force: Whether using powerful gusts of wind to blast someone away or a form of telekinesis to bring something close, it would be a manipulation of force.
  • Rats: Biting rats, probably a subset of the Bee powers. It summons rats which seek to eat and feed. They often fight Bee Powered people.
  • Bees: Bees that can be controlled with human coordination. Users often become what amounts to walking hives, but they can control their own swarms of stinging insects. This was one of the first successful Powers to be created.
  • Whiplash: Manipulation of tentacles, used for traversal. It can sweep the area in front of it, grapple onto another position, or grab both objects and enemies to reel them in close.
  • Stabilization Agent: At the cost of most of the special abilities given by Nid Crack usage, this stabilizes the Nid Crack within them. Heavily reducing if not outright ending the constant cravings, the stabilized user has heavily increased regenerative abilities.
Nid Crack/ Embryon Development: The wonder material must first be changed to human usage. Easiest way is to turn a human into a producer, but this causes them to swell in size and mutate horribly. Certain animals produce a lot of it, including bees and crabs. In this melting pot of DNA, both species can have hybrid mutants.

Factions

  City Security: Armed with shotguns custom made for crowd control. Besides a thick long jacket for basic overall protection, some add on a protective vest. They have a distinctive heavy helmet with communications tech and high-grade protection.   First Generation - Ramblers: The first generation of Embryon users and those exposed to heavy, unprocessed Embryon from the crater. They are known to ramble and scamper about, eating what they can and preying on each other as the thirst grows. While to most, they seem to ramble in an unknown language, it actually is the language of the meteor. They cause controversy as they are often bred and used as test subjects for the second generation.   Second Generation - Crystalites: The second generation of Embryon users. Able to keep most of their mental faculties and use their Powers smartly and with intention.   Crystalites: The users of Embryon, considered the Second Generation of Embryon usage.

Characters

    Mr. Orange: One of the first or more successful Crystalites. So named for his orange attire, often old clothes sloppily painted bright orange. He wore the remains of a business suit and bow tie, with waders covering it. His sleeves were rolled up or torn away, revealing brightly growing crystalline growths and possibly glowing veins as well. On his bare head, what remains of a hairline or completely bald, he has a small bowler hat. His hands have stretched and sharpened into claws, with wrappings around the wrists and palms. His powers are turning into mist and teleporting. He cackles a lot, a tell-tale warning to any of his victims.    

Enemy Types

  Nitro Embryon: Wears flak armor, makeshift or professional, and wields a scrapped together grenade rifle. Occasionally just throws explosives as well. One of the more armored foes. Some of them also carry the heavier weapons. Often carries either a grenade bandolier, a grenade backpack, or even just a box, which is prime to be shot and cause the IEDs to explode, often killing them and injuring anyone near them.   The first ones use a package of explosives with simple bandoliers or a case of them. Later ones have grenade rifles and the strongest of them even have missile launchers.   Thuggish Embryon: Losing most of their sanity, they charge foes with basic bludgeons. The older and smarter ones slap on armor and possibly get elementally charged, being rendered immune to certain effects. Often times, they will grow tumors and growths on their arms and legs, further enhancing their combat ability. They are considered the most far gone of the Embryon.   Elite Thugs often find themselves in armor and randomly immune to a stunning ability.   Bruiser Embryon: These Embryon spliced heavily with steroids and performance enhancers. They now stand tall and wide, large brutes of muscle. They use their might to their advantage. They choose not to have a dedicated smacking weapon, instead using their bulk and surprising agility to slam into opponents.   Spider Crawler Embryon: Looser joints, longer limbs, and a slimmer build overall. Often on the bridge of near naked, they crawl on the walls and scurry through tunnels.   Crawling Brute: The extreme strength and muscles of the bruiser, combined with the wall climbing and flexibility of the crawler. They can't cling onto walls as well as the crawler, but they can traverse areas otherwise too treacherous for a simple brute. Like the crawler, most of its skin is exposed for the crawling abilities, severely limiting the amount of armor it can wear.   Weaponized Embryon: They retain enough sanity and fine motor skills to use guns. They use whatever guns they can find, and be deadly accurate. Their weapon of choice determines how they act, but otherwise they use more advanced tactics than their simpler Thuggish counterparts.   Spook Embryon: They can turn invisible and throw fireballs, ice balls, even telekinetically lift up nearby objects to throw at enemies. They have the most Embryon powers and the best control of said powers, but they constantly hunger and often go stark raving mad.   Slurker Embryon: With barely a skeleton and skin left, they have changed massively. They stick to walls, crawl through ducts and crawlspaces, and can use tentacle like arms to slurk around. They lurk in water extensively or risk further destabilization.   Overdeveloped Embryo: They resemble embryos, but vastly developed. They have inky black eyes, sharp teeth, a shelled back, and are massive in size and strength. They often protect slug man.   Slug man: A man exposed to raw Embryon, often as a method of processing. They become large, bloated sacks of human tissue, producing refined Embryon tailored to humans. They often have an overdeveloped embryo as guardians.  

Weapons

  Overview: Mechanic is having 3 modes of fire for each weapon.    

Ray Gun

Ray Gun: A powerful modular energy weapon. It is designed originally as a heavy tool to replace or supplant Embryon powers. While it requires a wind up time to activate the components, the payoff is highly damaging. It is powerful and deadly at both groups and tough enemies.   Microwave Plasma Cells: While it is supposed to be a handheld oven, heating up food rapidly, it also can heat up enemies. An Enemy's water content will be turned against them, heating them up until they explode. While it is at first limited to one target, it locks onto them as long as it can sense it, negating cover. If trained on them, it quickly turns matter to plasma, destroying an enemy from the inside out. Keeping the trigger pulled even after expiration often causes the victim to explode violently, sending sticky burning plasma in every direction.   Cryo Gel Cells: Used for firefighting and as a way to incapacitate. It fires dense projectiles that when they hit a target, snap-freeze and incase the target. Firing at the feet can stop groups, while firing at the torso guarantees at least one partially frozen enemy.   Tesla Arcing Cells: Tesla coil attached to the end. It fires a massive jolt of electricity at an enemy, then arcs to nearby enemies, allowing for whole groups to be incapacitated at once. If an enemy is particularly conductive, such as covered in metal or potentially standing in water, they can be thrown back with considerable force, smashing through walls and knocking over others.    

Human Weapons

Overview: The weapons humans can wield with relative ease. Often will be seen in the hands of ranged Embryon and City Security.   Grenade Rifle: Scrapped together and throws IEDs. Often used and created by Nitro Embryons.   Nail Gun: A gun used to fire nails. Mostly a scaled down rivet gun. It has a massive clip and 3 firing modes. The modes are the normal industrial nail, a faster firing nail, and a heavier nail close to a rivet.   Machine Gun: High fire rate, but also high ammo consumption.   Pistol: A trusty sidearm of all. It is simple to make and isn't particularly bad at anything.   Shotgun: Shoots loads of buckshot at close range, deadly in the close quarters of the city.   Crossbow: Recoverable ammo and quiet. It fires normal bolts, exploding bolts, and trap bolts.   Chemical Sprayer: It sprays liquid fire, cold, or electric attacks. Some Embryons come armed with this, often having heavy protective equipment. Their main weakness is a tank on their back, which if ruptured, causes an area of effect attack.   Holorifle: It fires Holographic rounds. It can create Dummy targets which draw in enemies to attack.  

Big Daddy Weapons

Overview: Big weapons for Big soldiers. Lot of punch.   Harpoon Gun: Fires large harpoons.   Torpedo Launcher: It launches torpedoes. It was originally an submarine weapon, but it has found its use as Daddy Weapons.   Industrial Shotgun (Kiln Gun): Originally used to remove slag and other blockages off of industrial processes or destroy basic rocky outcrops or ceilings. It has now been repurposed into a large shotgun for the Divers. It mainly fires a large slug that destroys rock and penetrates targets, but also has had upsized shells built for it.   Rivet Gun: Heavy duty weapon for the heavy duty armored beasts walking around. Fires industrial grade rivets using heavy pneumatics powered by an air tank often on the user's back.

Robots

Overview: The Robotic workforce and horsemen of the underwater city.   Turret: It's a stationary gun. Possibly made with a gun, a swiveling chair, and an ammo box, all crudely combined.   Security Camera: Keep an electronic watch and scan an area. If it detects a hostile, it summons flying security bots to deal with the matter.   Security Bot: Flying security bot often summoned by Security cameras. However, City security sometimes have them assigned to them. They normally just come with simple machine guns, but they can be found with other technologies, like tesla coils for massive electrocution damage or a laser.    

Dark Science

  Cloning: With all the genetic playing around, they were a possibility. The cunning and paranoid could convince someone to undergo treatment to look, sound, and smell exactly like them. Great for getaways, fake deaths, and being in 2 or more places at once.   Body Part swapping: Swapping body parts. With the power of the Meteor, they can make body parts not as attached to one person and triggering an immune response. Means you can live forever by simply replacing organs and body parts.   The Unsleeping Treatment: Focusing on the brain and adding dolphin based genes, one can rest parts of their brain at different times, allowing for a far longer awake time.   Caffeine Pills (Hyper): Pills designed to keep someone awake and alert. Dangerously common in this city where business is always happening and sleep is for suckers.  

Daddy

  Overview: Tough bastards clad in diving suits. Used to do underwater things, but it's quite protective. They possibly started as gardeners, but have diversified into many roles, often protective.   Demo Daddy: A being designed to protect the city from prying eyes. Its main weaponry are torpedo launchers and a harpoon gun. It is heavily armored and resistant to detection. It is also built for long-term stays in the water, with little to no maintenance.   Riveter Daddy: A Daddy with a rivet gun. It isn't as imposing as a Demo Daddy, serving more as a simple worker to keep the city's infrastructure from leaking. It can fire these rivets fairly accurately. One of the weaknesses it has is its air canister, which can be ruptured, causing it to explode, most likely taking out the Daddy in the process.  

Uncategorized Tech

Overview: Tech that doesn't neatly fit into any of the above or below technologies.   Heavy Man's Work Suit: The ultimate in hazardous material protection. It's heavy, its bulky, but glass and muck stand no chance against the person inside it.

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