PSEUDOHUMANS
Overview
Horned human-like creatures that are the dominant intelligent life on Hadal.
Red-bloods
Pseudohumans with red-coloured blood. Most babies are born with red blood, making it the most common type in most regions of the world.
Red blood has a similar composition and properties to the mineral-compound used in most powered technology, it can be burned for power and it is an extremely strong conductor for psionics. So even though red-bloods lack almost all tele-psionic ability, they can psionically connect to anything which has a direct connection to their circulatory system. As a result there is a massive amount of technology that exploits these properties of red blood, allowing red-blooded pseudohumans to power technology with their body and control it with their mind.
Blue-bloods
Pseudohumans with blue-coloured blood. The rarer blood type in most of the world. Blue-bloods are valued for their essentially supernatural abilities, but most struggle in everyday life with the world being primarily built by and for red-bloods.
Blue blood has different psionic propertise to red, meaning that blue-blooded pseudohumans are incapable of interfacing with any haematic technology, and are also very resistant to psionics. Blue blood can interface directly with psionic fields, facilitating telepathy and telekinetics among other applications.
HAEMATIC TECHNOLOGIES
Overview
Techologies that exploit the unique psiohaematic properties of red blood.
Haematic Interface
A portable, wearable device which facilitates haematic connections between humans and machinery. Rather than using a dangerous raw connection where the human's circulatory system is exposed directly to foreign material, the interface acts as a bridge that keeps both systems isolated.
Interfaces are used to control machinery, read and write data, and expand the user's senses by connecting them to electronic sensors. As with all haematic technology, they are only usable by red-bloods.
Float-Pack
A wearable machine used to manipulate the effective mass of its user. The force is proportionate to distance from a surface, allowing the user to float above the ground, cling to walls, and fall slowly. Most model are amphibious and can augment the user's swimming.
Critical technology for anybody venturing into the underland; always controlled (and usually powered) via a haematic connection.
Gill
Compact breathing apparatus which recirulates the wearer's breath after scrubbing carbon dioxide and drawing raw oxygen from the environment. Effective as a gas-mask, but also has an internal oxygen supply for limited diving.
Critical technology in the underland due to the prevalence of flooding and hazardous atmospheres. Usually haematically connected, but bulkier non-haematic variants exist for blue-bloods to use.
PSIONICS
Overview
Phenomena involving the psionic field, which blue-bloods are directly connected to. Some specialised machinery is capable of interfacing with psionics.
Buzz
Psionic noise produced by complexity, which can be used to determine some information about its source. Living things and machinery make large amounts of buzz.
Telepathics
Reading and processing the information contained within buzz. Used to read minds and communicate directly.
This phenomena can be mechanically reproduced to send and receive signals.
Divination
A technique using the human brain and circulatory system to process massive amounts of psionic information from the environment to glimpse rough details of the past and future.
Can be used for tracking by determining the recent history of an object or space, or can be used in combat to react to threats slightly before they reach the user.
One of the elements of psionics which cannot be reproduced in any form by machinery.
Telekinetics
Manipulating the psionic field to induce physical forces. Can be used to move objects, generate electrical phenomena, and induce flight.
Float packs use a mechanically induced telekinetic effect.
PRE-COLLAPSE TECHNOLOGIES
Overview
Technologies from before the collapse that can no longer be produced due to loss of infrastructure. Generally in high demand.
Shell Frame
Mechanical exo-skeletons primarily used for combat. They are plated in ceramic armour and controlled via a haematic interface. The limbs of the frame are longer than the pilot's, with fully mechanical hands and feet on the ends.
Shell Frames are effectively indestructible, but their pilots are still somewhat vulnerable to blunt force, extreme heat, and other dangers. They are equipped with the same technology used in float-packs, which gives them limited flight capabilities. Most are equipped with an oversized, hiltless longsword and no ranged weapons.
When a pilot is enveloped by the armour, it connects directly to their circulatory system via the pilot's haematic interface, giving them direct control over the Shell Frame's systems and augmenting their senses with the Frame's sensors. The Frame contains an internal bio-computer to manage its systems and facilitate control, and by the nature of its two-way stream it has some psychic influence on the pilot: losing some self-control in exchange for faster reflexes and keener senses. Extensive use has a lingering effect on the pilot's personality.
Shell Frames have names and histories that they remember.
PUPPETS
Overview
Autonomous machines built by the empire before its collapse, built in self-sustaining factories in the Underland.
Dead Engine
Description.
ECHOES
Overview
Ghost-like entities which manifest in psionically disturbed areas. Poorly understood and often dangerous or unpredictable.