IN THE BEGINNING
10,000 years ago, before pre-recorded history of civilization, there sank Atlantis.
Taking with them the advanced understanding of ethereal magitek and advanced genetics, environment control and war, the Atlanteans suffered a major catastrophe that set them back to only 100 people left.
When the city arose once more, gleaming and perfect, they beheld the spectacle of the world during the Havoc of 2012.
Also their new neighbors, Morocco and Texas.
Pretty surprised by all the extreme changes that had occurred within the world, Neo-Atlantis almost immediately embroiled themselves within the geopolitics of the new world in the chaos immediately after the Havoc, quickly securing their borders and alliances as well as openly declaring enemy those who would dare try to meddle with their knowledge or tech.
So it was that their new quests grew as they attempted to address their inability to procreate, let alone the whereabouts of their far-flung hybrid many-times-great grandchildren.
ATLANTEAN CULTURE
Eugenics, “before those damn Nazis stained the word,” is both a passion and hobby for the Atlanteans. Much of their technology is based around the gene structure, and their tech can be very invasive at times.
To the Atlanteans, privacy is the privilege of the few, and wealth is shared by the community. Knowledge and results are prized above all, and accolades and achievements are granted to all despite station.
A pure meritocracy, Atlanteans pride themselves on the concept of the wholeness of family, as dictated by the individuals involved.
To them, genes are everything, and how they interact with one another is of the utmost importance. The idea isn’t to provide the “strongest” or “best,” but rather the most aesthetic and functional of combinations.
To them, perfection is a stagnant end. The chaos of evolution and the beauty of combination is everything.
Results are absolute.
THE DEPLOYMENT AND THE SEARCH
Almost immediately, the top leaders of the sleepers established their resources and various captains of industry. Not all of their leader types were pushed into the 100 - there are many genius laborers and agriculture types, and their warrior caste numbered half of their surviving total.
Though two of their most strongest (outside of the leadership, each with heavy military backgrounds) did defect and are currently rumored to be high executives of the Dark Generation faction, notable thieves of Atlantean tech.
Despite that, emissaries of the Atlanteans have secured their borders and enmeshed themselves within the world at large, though surprised at how much original tech of theirs have resurfaced, especially the Personnel Bracers and the ethereal internet.
It is noteworthy that the Atlanteans (and more than a handful of other noteworthies, The Shop included) are the only ones who are aware the the modern internet connects seamlessly with the Gods-level only accessible Ultranet, which (in and of itself) is a part of what they call the Backstage.
LEMURIA VERSUS ATLANTIS
Though little is spoken of by the surviving Atlanteans, it’s known that the first Cataclysm was a direct result of two ancient civilizations going to war: Lemuria and Atlantis.
While there are no traces of the ancient civilization of Lemuria (though the landmass involved has been found), the Atlanteans claim that they simply zero-summed their way out of existence.
There is some evidence (from ancient Atlantean notes hidden in the Ultranet) that this may have been one of Earth’s oldest attempts at creating an Overpowered for the first time. Due to the thousands of years of sleep, even the Atlanteans have forgotten much of what led to such a war, outside of a disagreement between the two over certain types of gene-technology.
BOB, GALE, AND TIDESHELLS
The height of Neo-Atlantean technology revolves around their guardsmen, the Stormrunners and their highly evolved and genetically-empowered Tideshell artifacts. Created by Bob and Gale in their youth, the Tideshell armors allowed for the greater growth of Atlantis in general, bringing them into conflict with their global neighbors, the Lemurians.
Bob and Gale, two of the oldest Atlanteans and current Top leaders, are noteworthy in both knowledge and experience. Most of Gale’s wisdom, though, boils down to one thing:
Only go with half of Bob’s ideas.
Bob, on the other hand, is an all-around rascal and a real bastard even in his advanced age. Despite this, both share a relationship deeper and older than ever to be found on the history of Earth.
As the creators of the Tideshell artifact, they each have half of the required knowledge to make more Tideshells, but individually each knows that there cannot be more than 30,000 suits at any point in time.
They’re just unwilling to reveal the reason why to the world in general.
THE STORMRUNNER FACTION
The Stormrunner Faction have their own hierarchy within their organization, but most consider each other comrades and of the same level of authority (fraternity and sorority) save the Top Ten. The Top Ten enjoy a special place of authority even among Captains and are considered Admirals in their own right.
They also have the strongest known Tideshells in the order, although how and why is a not-well-known or guarded secret. Not even the Atlanteans are aware of how these Tideshell variants have occurred, which gives rise to the individualism found in the organization.
After a Stormrunner is chosen by a Tideshell, they undergo a special training regimen conducted by one of the Ten as well as some of the strongest and most skilled Atlantean seafarers.
STORMRUNNER HEIRARCHY
Dolphin - ground level mass produced Tideshell
Shark - Numbering around 10000 in number
Siren - Top 1000 (most can end up here and retire after gaining experience and growth)(by here a Stormrunner should have at least 50 mph airwalk, full abilities, by level 10)
Kraken - Top 100
Leviathan - Top Ten strongest.
Poseidon - ???
THE DEAD GODS OF ATLANTIS
Thousands of years even before the first Calamity which drove Atlantis underwater by cross-spatial Egyptian god-warriors, the Atlanteans conquered the world.
In doing so, they upset the leader of their gods, the Triumvirate, who believed their advanced technology ensured they no longer needed them.
The Triumvirate picked a fight with them, although the surprise attack was immediately thwarted by the wily creatures.
And in the ensuing war, they proved their gods right. Destroying them utterly, the Atlanteans swore to never follow a deity again unless said deity (or more) proved themselves to them.
Thus far, none have yet.
It’s said that the Poseidon Drive technology comes from the experience of this very thing, where they were able to combine their studies of deified flesh, blood, and sheer power before installing it into their Tideshells…thus cementing Bob’s place in Atlantean history as their wildest and most maniacal of mad scientists.
WHY SO MANY TIDESHELLS?
The Atlanteans believe that cross-bred humans exist with original Atlantean code. Only those who exhibit strong genetic ties with the Atlanteans are noted to be able to use Tideshells. This includes both those who have transmogrified and undergone morphogenesis as well.
They are attempting to bolster their notably small number with these. Many Tideshells who go into retirement settle in Atlantis, and while they’re not inexactly “never seen again,” it is noted that even in old age there appears to be children on Atlantis as of the last generation.
No one is talking where these Atlantean-born, notably Atlantean kids are coming from, especially since the current survivors of Atlantis, apparently, cannot have normal conception.
TIDESHELL DESIGNATION
In Atlantean science culture, Tideshells are given a “codename” that they follow, as well as designation of a letter or three numbers. The closer to one digit it gets (with no zeroes), the stronger it is, and usually used for the mass-produced Shells. If the suit gets a single letter (starting from A, strongest is Z), it’s stronger than those. Two letters, even stronger.
The strongest of all bear three letters, usually denoting their dead gods - VSV.
Most of the ground level are going to number 001 - 010. Even the weakest of them (001) are considered stronger and better than not having a Tideshell, and all 001-010 bear the same exact abilities.
The designation is merely a note regarding the functionality of the user’s gene code and is otherwise meaningless. The Atlanteans are huge nerds.
ON VARIANTS
While all Tideshells are built the same, some become mutations once bonded. These mutations are known as Variants, and can confer bonus powers and abilities to the user.
The ten strongest (whether that be considered combat or utility) have the right to challenge a Top Ten member for their seat. Not all Top Ten members are combat-based, but they should be highly respect and never underestimated - they will and can trounce you in their chosen challenge.
You can challenge for the position, but THEY determine the challenge itself.
The rate of turnover is roughly once every ten years.
The known number of Stormrunners is roughly 30,000 (an average of 3 per merchant ship from Neo Texas).
THE POSIEDON DRIVE
A legendary engine core of eldritch power that defies reality itself. Even the most basic of these can confer amazing stat boosts and bonuses upon the Tideshell and the user themselves.
It’s rumored that only Bob and Gale have one.
It’s also rumored to be the ultimate product of the Tideshells, what even the most basic of Tideshells spend their entire existence to create.
KNOWN TIDESHELL DESIGNATIONS
Basic Shells
SWORD-000 - weaponized melee type (can be any weapon)
GUN-000 - long distance
WARD-000 - high defense
SCOUT-000 - high mobility
MAGE-000 - Magic/Psionic user, low defense but considered high offense and mobility
Advanced Shells
BUSTER-A - a special kind of Tideshell that gives up all mobility for the ability to utilize a grand cannon that literally destroys whole ships, castles, and the environment.
HYBRID-A - any combination of the base six immediately strengthens the Hybrid to A level.
FIGHTER-A - a specialized kind of melee fighter that also utilizes Ki and martial arts.
REPAIR-A - gives up all forms of combat capability for higher repair functions and noteworthy mobility
SIEGE-A - much like REPAIR-A, SIEGE-A gives up all forms of repair functions to, instead, heighten combat capability and obstacle/vehicle
HYBRID-X - allows for any advanced combination of Shells
HYBRID-S - allows for hybrids of three different basic types
THUNDERSHIELD-Z
CUDDLEBUG HEARTSPRINKLES-Z
GODMACHINE-0
IGNITZ-666
VOLTZ-777
PIRATE-VSV
REBEL-VSV
*Note - this extends your total by the same amount.
**Note - this also dictates EP gain through leveling.
D100 VARIANT CHECK TABLE
1-3 ASI+1*
4-6 ASI+2
7-9 Feat +1
10 - reroll, choose one from 1-9
11-13 - Feat +2
14-16 - can cast Cantrips as if a magic-user of level 0
17-19 - can cast Level 1 Dynamic Sorcery
20 - reroll, choose two from 1-19
21-23 - can cast 1/2 your current ECL in Dynamic Sorcery **
24-26 - can exchange your HP with your EP freely as a free action during your turn
27-29 - AC+20
30 - reroll, choose three
31-35 - immediately gain +1 to your ECL in your chosen jorb
36-39 - immediately gain +1 to your ECL in a jorb that you DON’T have
40 - reroll, choose four
41 - reroll, double up the next bonus (or half cost)
42-45 - The Tideshell can assist you in learning a new Faith. You may now have a second Faith.
46-50 - The Tideshell can teach you a martial art. GM determines which martial art.
51-55 - The Tideshell can teach you psionics.
56-58 - The Tideshell can teach you a skill you don’t have.
59 - reroll, double up the next bonus (or half cost)
60 - reroll, choose five
61-69 - immediately gain +5 levels of a single job you don’t have. This does NOT count towards your ECL. This does count towards stacking purposes.
70 - reroll, choose six
71-79 - Wealth gain x2
80 - reroll, choose seven
81-83 - When you gain an ability or feat from leveling, you get twice as many
84-87 - Faith points gain x2
88-89 - Martial Arts points gain x2
90 - While you wear the Tideshell, you are literally immortal.
91 - The Tideshell has a request of you. In exchange for listening to it, it may grant you amazing powers.
92 - You inherited Gale’s first Tideshell, Thundershield (TH-Z). Your nautical knowledge immediately go up. You gain Rogue abilities and skills of your current main jorb level even if you’re not a Rogue. You gain access to Pirate abilities and skills of your current main jorb level even if you’re not a Pirate. You may gain the benefits of any one other ally’s race (even if it’s not your own) as if it were yours so long as they’re in your party, set to your current ECL.
93 - You inherited Bob’s first Tideshell, Cuddlebug Heartsprinkles (CH-Z). When activating it’s more powerful abilities, you have to call out it’s name (yes the whole thing) EACH TIME. If you don’t, the output of any abilities/skills/techniques/spells/attacks/defenses using Cuddlebug Heartsprinkles will be halved and crit will never be applied. When cried out properly as a kiei, though, Cuddlebug Heartsprinkles x10 the output of whatever you’re doing (but disables crit for this action). You’re…gonna wanna not do that all the time though. You’re going to hate saying it’s full name eventually. Yelling it’s name is a free action, though.
94 - Forged in the fires of eldritch war against the Atlantean Gods, you have inherited the Tideshell known as “The Murderer.” Despite it’s gruesome legend and tale, it’s an older Tideshell that just wants to retire or be destroyed. This isn’t a bad thing for you - it swears you are it’s last owner, and shares much knowledge with you from Atlantean heroes of yesterday, including Bob and Gale who’ve both had a turn in it. The Murderer never speaks but you get flashes of it’s emotion, intentions, and dreams directly from it where it CAN speak to you. XP gains x2. Style point gains x2.
95 - Your Tideshell burrows into your flesh and merges with you, changing your body almost forcibly. Your old skin is made stronger, and while the Tideshell no longer exists all it’s powers are now yours to command as if you WERE a Tideshell. Your new race is now Atlantean and your new alignment is [Your Alignment] Outsider. This has never happened before in the history of Atlantis - immediately gain +250g of Elan. This cannot stack with other methods of Elan gain from the Stormrunner jorb.
96 - Your Tideshell has grown in intellect over the millennia it’s waited for you. It’s incredibly powerful but it has seen your dreams and knows your soul. It wants to help you in your endeavors, and is a trustworthy ally who will never betray you.
97 - Your Tideshell has grown in intellect over the millennia it’s waited for you. It’s incredibly powerful, but it wants to kill you and will betray you at the drop of a hat.
98 - Your Tideshell has, slowly and assuredly, been making a Poseidon Drive of it’s very own. Once you bond with it, it now recognizes you and presents it to you immediately.
99 - Your Tideshell is actually an ancient one known as GODMACHINE-0. You immediately gain +250g of Elan. The Tideshell itself is a God-level entity. You must name the creature, and it will be part of your pantheon.
100 - choose any one from the entire list. Even if it’s a reroll, double the effects or half the cost.
NOTE: If you reroll and pick #, you can only pick each one once. You cannot stack your choices unless otherwise specified.
NOTE: If you gain an Origin starter from 90-100, you cannot stack any other Origin starter afterwards. Replace these with “choose any one from the entire list. Even if it’s a reroll, double the effects or half the cost.”
Failure Scenarios
The Tideshells are bio-organic Major Artifacts. If they, for whatever reason, ever fail or suffer enough damage, the backlash can be catastrophic:
*The Tideshell can burrow into you, taking over your body
*Certain Tideshells are cursed or glitched, which makes them kill you and use your corpse to pilot the Shell
*Certain Tideshells contain hidden sentience. This can be good, but if it’s bad it’ll be VERY bad for you.
*The Tideshell can overdrive your senses, burning out your brain and rendering you a vegetable
*The Tideshell eats you. Just period. It eats you. It eats anyone who puts on the suit.
*The Tideshell devours your INT and WIS but grants you just as much STR, DEX, and CON. Too bad you can’t tell friend from foe and are a mindless rager now…
NPCS - BOB AND GALE
Bob - literally the oldest Atlantean and another rogue scientist who’s taken over a particular program that SHOULD be led by the Atlantean geneticists.
Tideshell: Rebel-VSV
(Note: Wukong Warframe)
Gale - the second oldest Atlantean and a powerful politician in her own right, she runs the We Actually Are Pirate Faction (not the actual name, but translated from it’s very long Atlantean word). She pilots the only ship completely made of Silver Chaochrome, and is the only one who knows the secret naval way to get in and out of Neo-Florida.
Tideshell: Pirate-VSV
(Note: Hydroid Prime Warframe)
STORMRUNNER MISC NOTES
Tideshells - literally runs on top of the water, allows for electrical conductivity, can only be worn by certain people with the right combination of genes (not eugenics), can be literally anyone. Family and bloodlines mean nothing to acquiring the right combination of genes per Tideshell suit.
Each Tideshell is completely unique, and can only be bonded to the person with the right gene code to unlock it. The actual user can literally smell it before they ever put it on for the first time, like satisfying the greatest craving you could ever have.
Stormrunners Faction (backed by the Atlanteans and beholden to them as well) - politically neutral faction with a grand warehouse on every harbor in the world. Technically at open war with the American Navy.