#there are multiple different radioactive elements and they all have their own purpose in research
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iliterallydecepticanteven · 2 years ago
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Even though Mac has no scientific background, I still can't stop myself from imagining her in conversation with some of your OCs, like complaining about Headmaster with Mai or hearing all of Emily's divorce tea. Maybe they meet because Mac inadvertendly tripped the radiation detector where Mai works and sent everything into high alert.
YES I feel like she and Mai would get along well!!!! (I promise I'll make a more fleshed out coherent profile for Mai eventually I'm just super busy). And the radiation thing is totally possible especially since Mai is a chemical engineer and facilities that work with radioactive materials often have detectors at the entrances and exits to ensure you don't track radioactive particles out of the facility. You also have to wear a personal detector in the facility so I can just imagine Mai holding her detector up to Mac, it going off, and then going silent when she pulls it back, and immediately suspecting her of stealing radioactive material from one of the labs (obviously she did not but it takes Mai a while to figure this out since humans aren't usually radioactive).
Unfortunately, Emily finds out Mac is radioactive and doesn't let her within six feet of Alexandria because she's a baby and she doesn't need radiation to stunt her growth. She is willing to give her all the tea from a distance though.
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illusoryair · 6 years ago
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I discovered an interesting, (kinda) idle, text based browser game: Epitaph (which I might have been playing at work while pretending to be doing research)
You are an observer of the development civilizations on alien planets. Once every x to y number of seconds, you are allowed to choose to introduce new knowledge to them, in attempt to help them flourish. But making unwise choices could also lead to utter destruction. The civilization will also make advancements by themselves. 
It’s quite a fun and fast game. I found myself getting attached to civilizations only for them to fall suddenly. The main problem would probably be that it gets hard to keep track of multiple civilizations at once because of the way the game is set out.
Alright, I'll admit I'm only making this post because I finally got a successful playthrough. Say hello to Agblap'bap'slap which sounds like it was named by someone choking on a fruit. Note that not all events are the direct result of choices. (Warning: Spoilers obv. And loooooooooooong.)
We first became aware of the Agblap'bap'slap in 2980. They reside on the torrid planet Axblap'kax'slax in the Sbasbag system. They are passive, devout, and daring.
These guys have...interesting naming conventions. Lots of AHs and EEs and discreet syllables that end on hard consanents. Unfortunately they tend to give some things very similar names so I find it hard to tell what the game is really referring to sometimes. 
The Agblap'bap'slap have learned how to catch water-dwelling creatures such as the sbeesceeg, which is now a staple part of the Agblap'bap'slap diet.
The Agblap'bap'slap have begun to cultivate crops. One especially popular crop is a kind of hardy vine known as eepklap'baeeg'slax.
More than one food source is important at the start. Or else they risk over hunting. 
The Agblap'bap'slap have developed a simple system of writing, which they use primarily for storytelling.
The Agblap'bap'slap have begun to watch the skies and recognize patterns in the movements of stars, which they use to navigate over great distances and keep track of time.
The Agblap'bap'slap have developed a sophisticated understanding of basic mathematics, such as arithmetic, algebra, and geometry.
The Agblap'bap'slap make extensive use of stone tools in a variety of contexts, including when hunting the wild apklax'keep'slag.
The Agblap'bap'slap have mastered the control of fire. They use it to cook their food, and to light their villages at night.
The Agblap'bap'slap have domesticated a species of small flying creatures. The pets assist their Agblap'bap'slap owners with navigation in exchange for food and shelter.
The Agblap'bap'slap have discovered how to forge molten metal into jewelry, tools, weapons, and armor.
Some things can only be developed after something else. For example, metalworking follows fire.
Some of the Agblap'bap'slap have begun to experiment with alchemy, systematically searching for new ways of combining and manipulating ingredients to yield useful chemicals, compounds, and medicines.
The Agblap'bap'slap have begun to use lenses and mirrors made from polished crystal, glass, and water to redirect and focus light.
The Agblap'bap'slap have begun to construct permanent dwellings and other structures, making especially extensive use of limestone as a building material.
I don’t know why. I always try to keep them from developing construction for as long as possible. 
In 3289, many of the disparate Agblap'bap'slap kingdoms were united under a single banner by an individual known as Skascap Axblax'ceeap'slag. The resulting empire has its capital at Sbascax and rules over approximately 22% of the entire Agblap'bap'slap population. Like many other Agblap'bap'slap states, it is governed by a council of oligarchs.
The Agblap'bap'slap have built elaborate pipe and sewer systems to supply their larger settlements, such as Sbascax, with fresh water and a hygenic means of waste disposal.
In 3319, a rapidly growing religion known as Axblax'bap'slag became the official religion of the largest Agblap'bap'slap state. Adherents of Axblax'bap'slag wear brightly colored clothes to mark themselves as believers.
Pro-tip for creating new religion to sweep the world: take the name of your race and just change a few letters. 
The Agblap'bap'slap have begun to make use of more sophisticated construction techniques, relying on sturdy structural elements such as arches and buttresses to support larger and larger buildings.
The Agblap'bap'slap have developed a simple printing press, and mass-produced versions of important texts have begun to circulate widely throughout the world. Romance novels are especially popular.
Through systematic observation and categorization of the various living things on Axblap'kax'slax, the Agblap'bap'slap have begun to develop a more sophisticated understanding of biology. Some theorists have even put forth the idea that dramatically different-looking organisms, such as the apklax'keep'slag and the sbeesceeg, may in fact share a single common ancestor.
In their efforts to understand the motion of planets in the sky, free-falling bodies, and projectiles, the Agblap'bap'slap have developed a new branch of mathematics which is immediately recognizable as calculus.
The Agblap'bap'slap have learned how to build ships and sail them across the oceans of Axblap'kax'slax to explore and trade over increasingly greater distances.
My other civs kept dying from developing sailing too early and catching some unknown disease, especially if they’re living closely. 
The initially controversial theory that diseases are caused by microorganisms has begun to catch on among the Agblap'bap'slap, leading to the widespread adoption of public health policies which have greatly reduced the spread of disease.
The Agblap'bap'slap have begun to construct wind and water mills, which redirect the forces of the natural world to perform repetitive mechanical tasks such as grinding grain and pumping water.
The Agblap'bap'slap have developed a practical and cost-effective steam engine, which can be fueled with wood or coal.
The Agblap'bap'slap have successfully tamed electricity, and are now beginning to deploy it throughout society. Electric lights are widespread, electric motors are used to drive factories, and the growing need for electric power has led to the construction of power plants near every major center of Agblap'bap'slap population.
We’re getting modern aye!
The Agblap'bap'slap have discovered a way to manufacture gunpowder, which they primarily use in warfare.
The Agblap'bap'slap have developed flying machines which can carry them into the skies above Axblap'kax'slax.
With the development of the transistor, the Agblap'bap'slap have begun to construct more sophisticated electronic circuits.
In 3504, the Agblap'bap'slap population reached 25 million individuals. Many of these dwell within permanent cities, the largest of which is known as Sbascax and has a population of 80,000.
Due to its role as the birthplace of several major Agblap'bap'slap religions, including the especially prominent Axblax'bap'slag faith, the city of Sbascax is regarded by many of the Agblap'bap'slap as a holy site. The archbishop of Sbascax is considered the de facto leader of the Axblax'bap'slag church as a whole, and pilgrimages to the city are commonplace.
The Agblap'bap'slap have begun to develop rockets.
The Agblap'bap'slap have begun harnessing the power of electricity to send messages across very great distances with unprecedented speed. Due to the overhead of encoding and decoding messages, long-distance communication remains far from instantaneous, but it is now possible for individuals on opposite sides of Axblap'kax'slax to exchange several messages over the course of a single day.
The Agblap'bap'slap have discovered that electromagnetic waves may be used to transmit information, enabling the development and widespread deployment of media for audiovisual broadcasting.
The Agblap'bap'slap have developed an accurate model of the internal structure of the atom, which has also enabled them to understand the phenomenon of radioactivity.
The Agblap'bap'slap have begun to understand quantum physics.
The Agblap'bap'slap have begun to build general-purpose programmable computers.
The Agblap'bap'slap have arrived at a sophisticated understanding of genetics, which has enabled them to craft new forms of life by deliberately modifying the genes of existing organisms.
The Agblap'bap'slap have taken their first tentative steps into space, launching craft capable of supporting several individuals into orbit around Axblap'kax'slax before retrieving them safely.
In 3617, the Agblap'bap'slap successfully detonated their first prototype nuclear weapon. It remains unclear whether the Agblap'bap'slap scientists who worked on the bomb understand the sheer destructive potential of the weapon they have created.
The Agblap'bap'slap have begun to connect their computers into a single vast network, enabling communication and collaboration on a truly global scale.
The Agblap'bap'slap have constructed their first cost-effective quantum computers, dramatically improving their collective ability to perform certain types of calculation.
The Agblap'bap'slap have begun to experiment with the use of "intelligent materials", in the form of swarms of programmable nanobots.
The Agblap'bap'slap have developed a form of artificial general intelligence which rivals many of their own intellectual capabilities.
I was kind of worried when they developed AI by themselves because other civs kept ending due to an AI rebellion. 
The Agblap'bap'slap have begun to establish permanent colonies on worlds other than Axblap'kax'slax. Although still largely unable to travel outside of the Sbasbag system, the distribution of Agblap'bap'slap civilization across multiple worlds greatly reduces the risk that they will collapse due to any crisis of merely planetary scale.
Through their investigations of quantum phenomena, the Agblap'bap'slap have discovered a means of sending and receiving messages which travel at speeds exceeding that of light itself.
In 3671, a single nuclear weapon was deployed in an attack on a medium-sized Agblap'bap'slap city. The incident did not escalate into a full-scale nuclear war, but the city was almost completely obliterated, resulting in the deaths of some 163,000 Agblap'bap'slap.
I was worried things would go downhill but they didn’t. But still. Disappointing. 
The Agblap'bap'slap have successfully tested their first faster-than-light starship. No longer are they trapped within the gravity well of the Sbasbag system: they are now free to take their place alongside us as fellow wanderers among the stars.
Now they have finally progressed to where “we” are at as well, we can invite them in. 
In 3687, the Agblap'bap'slap joined us.
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athusia · 7 years ago
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Learnable Magic
All of the below-listed categories can be learnt by any Versipellis without any exception. It's possible to lack the talent for one of those, but it will never be impossible for an individual to learn at least the basics of it. Most Versipelles focus on 2-3 connected categories during their life to use them in their full form.
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III. I. Abacomancy One of the oldest abilities as the use of the Versipellis ancestors was documented even before Ezriel appeared - which counts back to 500.000 AR. Abacomancy is the art of receiving an answer or a small glance at the future from supernatural forces through interpreting patterns in sand, dust and ashes. In some cases, the user also drops bigger objects such as bones or teeth. No matter the material, the object is dropped on a flat surface and interpreted. III. II. Alchemy Even though Alchemy might be the most taken subject during elementary teachings, only a few individuals focus on this topic as it is very big and also difficult to fully understand. Often also called 'meta-chemistry', it can be closely linked to the subject of science as it focuses the nature of different substances and their reaction to each other. Alchemy in the modern world mostly focuses on the search for materials which have the ability to turn worthless and cheap matters into valuable substances such as gold and silver. Next to this, it's also often used to understand the Spirit World better as many reactions are able to give a short glimpse into said dimension - and even more as the results from Akumenos's research show. Alchemy is a big science for itself and can be quite dangerous in case of mistakes. III. III. Arcane Magic This category is basically elementally neutral energy which can be used as an offensive or defensive force. As Arcane is seen as completely neutral, it is neither weak nor strong against any other type of active magic which can be used in fights. It's also quite often the first category young children learn as it's quite easy to control and can't be manipulated into backfiring during training. III. IV. Card Magic Formerly thought to be a blessing, Card Magic is still quite rare among Athusians - probably due to the need of a full set of cards or at least the one of a card symbol of choice, additional to the required knowledge about the interpretation and meaning of symbols. It is still discussed if this category is really one on its own or just a clever link between hypnosis and psychokinesis; reports suggest that the first option is the case. Next to being able to harden cards with induced energy, moving them with the sheer power of will and simple card tricks, the user is also able to force an opponent into hypnosis, even if this requires a lot of luck or psychological knowledge. This hypnosis can only be pulled through if the correct card is literally pinned to the opponent while the user focuses all of their energy on this one card which usually causes all other cards to either disappear back into their storage (in the case of an experienced user) or just drop to the ground. If the correct card is chosen, the opponent will start to dissociate and fall into so-called 'empty state' in which they are completely separated from their memory and life experiences but take on the identity of the card. This state can last between 5 seconds up to multiple days, depending on how skilled the caster is and how much energy they use for this. III. V. Catoptromancy Related to other forms of divination, Catoptromancy is the art of using mirrors to question supernatural forces or to get a glimpse into the future. As those hints are very vague, it's usually up to Oracles to interpret the results. These hints might come in form of a trick of the light, an unusual reflection or rippling on the mirror's surface. III. VI. Corrupted Magic Rather being the name of a family of magic than a type on its own, Corrupted Magic is known to have many different categories and uses - and almost all of them are equally dangerous to use. The usage of these powers will always lead to irreparable damage to the caster and their environment; what kind of hazards exactly are caused by this depends on the sub-category. There is no known way to prevent this since as soon as the first spell was cast, the progress can't be stopped, even if it's not used again after this. The only being known to be able to handle this ability without carrying away damage is the goddess Sirath. Necromancy was also considered to be a sub-category of Corrupted Magic but proved itself to be a topic on its own. Corrupted Versipelles are also commonly known as 'Pestilentia' as they are known to bring death and sickness to those around them. Neither of these abilities can be mastered.    > Disease Magic A quite questionable category as it includes the ability to control diseases and parasites, including hazardous fungi. The alone presence of a so-called 'Pestilentia' draws flies to them, even if no scent of decay is in the air - it's probably the atmosphere around them. Disease Magic can't create new ailments, even if it's known to be able to drive the development of new pathogens forward. Pestilentia have a longer life expectancy and higher living quality than most corrupted individuals as they experience a full immunity to symptoms caused by their own bodies (such as fever) but still can infect themselves with their own powers. Most users show of rotting skin as many attract flesh-eating bacteria and necrosis. Blood poisoning and organ failure are the most common causes of death.    > Radiation Magic Also known by 'Fallout Manipulation' or just 'Fallout', Radiation Magic highly focuses on the control of alpha, beta and/or gamma rays which are produced by radioactive decay of atomic nuclei. This category is not often practised because as soon as the caster learnt it, they can't stop it anymore until they die. To be more precise, Radiation Magic is based on corrupting the Aether flowing through one's body to the degree of it starting to emit its own energy in the form of particles and rays. Due to this, the caster ends up suffering from a slow proceeding radiation poisoning, radiation damage and also ARS in the end. This is also the reason why Radiation Magic is seen as a last resort to learn as it is really damaging to both spell caster and nature. As the Versipellis emits it themselves, they also affect organisms in their surroundings. This type of magic was often used in wars as fatally injured soldiers were often sent back to the enemy after learning this kind of magic, poisoning them in the process. Big parts of Eleancia are still in a lockdown state and the use of this kind of magic is highly questionable to the point of being banned. The final hours of the individual are determined by their physical tier of energy. While low tiers suffer from a fatal case of Acute Radiation Syndrome, Tier IVs often emit so much energy that their own chromosomes start to break apart - resulting in a long drawn out and painful death if they aren't put out of their misery quickly by organ failure. III. VII. Crystallomancy Another form of divination and quite similar to Catoptromancy. Visions are achieved through setting oneself in a deep trance while gazing at a crystal of at least the size of a fist. Even though it would be possible to have a vision when using a small gemstone, it's easier to see and understand if it is seen on a bigger medium.  Crystallomancy is one of the most used methods by Oracles as it gives away the clearest visions. III. VIII. Culinary Magic Discovered by a cook who was overwhelmed by the amount of work he had to do and ran out of ingredients for a wedding meal. A culinary mage is able to create wonderful dishes out of almost nothing in a short amount of time with a great taste. Users of this category can also turn inedible materials or small rations into rich and tasty meals without harming anybody. Food can also acquire healing properties when prepared by a culinary mage. III. IX. Elemental Magic Next to arcane, elemental magic is the most basic categories in existence. While many mages prefer to learn and master the control of only one element, a few individuals wish to study more than a single one. All elements can be combined with each other. All of these have a maximal range of 10 meters.    > Air (Aerokinesis) Rarely chosen, but a powerful element after some practice as air is not visible to the naked eye if it doesn't carry dust or other small objects. Attacks and defences build up with Aerokinesis are transparent and usually can't be seen. Although this might be considered as a clear advantage, the big area needed to let attacks fully unfold their power always delivers leaves, grass or other small objects to make the gust visible. It's not possible to pull the air out of living creatures. Air is considered to be a stealthy element as it barely leaves any traces, can be hidden in the natural wind and is invisible.    > Earth (Terrakinesis) Related to strength, earth is the element of warriors and guards as its powers can be used as a defensive tool just as armour. Its name is slightly misleading though - Terrakinesis doesn't necessarily include dirt and earth, but rather stones and minerals. The weight of them isn't giving any limits as long as the stone is still connected to the ground and covers less than 5m³. If the stone breaks loose from its origin, the user loses the control over it. This allows the individual to quickly build walls of any thickness, let stone spikes shoot out of the ground or create caves in grim weather situations. Some users are even able to create gems and other valuable minerals to control them.    > Fire (Pyrokinesis) Often chosen, rarely understood. Fire is the only element which serves a purely offensive purpose - next to its rather minor use of giving warmth. Users of this element are able to create and control sparks, flames and ember, even without a substance to nourish it. The controllable amount of fire depends on the magical rank of the individual. Pyrokinesis also makes the user almost immune to heat and burn wounds, but long exposure will still sear the hair and skin - it just lowers the chance of suffering from third-degree burns to a minimum. Smoke is still toxic.    > Water (Hydrokinesis / Nephokinesis / Cyrokinesis) Due to its fluency in its state of matter, Hydrokinesis can be divided into three more subtypes which are taught each by each as every state has its own way of handling and uses. While most only learn one of them, some spend a lot of time to master all of them to be a recognized Nereid. These individuals are also able to fluently switch between each kinesis type by changing the state of the water. If Nepho- or Cyrokinesis are the only learnt category, ice or steam (humidity of around 50% at least due to weather; boiling water near the user is also possible) have to be present before the individual starts. Elemental control around water is a multifunctional tool as water is everywhere and can be used as a help to survive in the wilderness, as defence and also an offensive weapon. The maximal controllable amount is 100 litres in the liquid state. Blood isn't included in Hydrokinesis as its amount of particles makes it too thick. Same applies to heavily polluted water.    > Combinations Whether if combined by one user with multiple ability sets or a group, elemental magic offers a wide range of combination used in daily life and combat. Not all categories are compatible. Air + Earth = Control of small dust storms or stones carried by the wind. Air + Fire = Control of small fire tornados (rarely used as they often are out of control). Air + Water = Can create small storms, even tiny thunderstorms if done by several IV mages. Earth + Fire = Creates a small amount of lava which cools down extremely fast though. Earth + Water = Creates a huge pile of controllable mud. Not very useful outside of agriculture. Fire + Water = Substitution to Nephokinesis III. X. Extrasensory Perception Also known under the shorter name ESP, this ability describes the magically enhanced Sixth Sense which can help to detect energies, supernatural creatures or lingering danger. Individuals with at least an advanced rank in this category also show a high intuition towards emotional matters. The ability to project their own thoughts onto another being is also documented, but rare. III. XI. Green Magic While the magic category of tending to plants and mushrooms rather sounds quite peaceful, Green Mages are known to be quite dangerous if threatened in any way as it doesn't only describe the art of growing plants, but also everything about natural poisons. Next to being able to make plants move and grow to their will (such as letting roots snap out of the ground to wrap around another being), individuals with at least an advanced rank in this category are not affected by natural poisons found in plants. III. XII. Illusions This category can be divided into auditory and visual illusions which can be combined with any rank higher than high rank. The abilities of Illusion magic are pretty self-explanatory: Users are able to create either visual phantoms of objects and/or even living creatures or sounds (can either be simple noises such a door shutting or even a voice talking) after either getting into physical contact with the victim by touching them or owning a piece of them, such as nails or hair - this makes them invisible to any other person. These illusions grow in their quality and stability as the user improves rank-wise; as long as it is low or lower high rank, visual phantoms shatter as soon as they are touched while auditory tend to have static in the background or sound corrupted. III. XIII. Mind Control While any other categories in this list are learnable by mortals, Mind Control is exclusively for Demonicae Inferiae who are either taught by the original ones or take their place. The basics of Mind Control are simple; it's simply about putting impulsive thoughts into the head of the victim either until they do it or manipulating them to follow whatever the user wants them to do - as long as it stays in their learnt category. There are six known categories but all apart from Luxuria apparently died out during the Primal Wars - even this one only has two known users which makes Mind Control the rarest ability found in Athusia, even compared to blessings. Acedia - Latin for sloth - describes the ability to drain the victim of all energy and wishes to speak, move or do anything other than breathing while resting. Avaritia - Latin for greed - describes the ability to make the victim crave all kinds of goods - money, valuable objects, etc. Often makes the victim lie, steal and manipulate to get more and more. Invidia - Latin for envy - describes the ability to kindle hate towards others over their achievements, goods and life; this often makes the victim lash out to the point of injuring or even killing the person they project this onto. Gula - Latin for gluttony - describes the ability to force the everlasting feeling of gnawing hunger onto the victim, making the literally eat and eat until they die. Ira - Latin for wrath - describes the ability to make the victim highly aggressive and violent towards any provocation, no matter if it was meant to be. Luxuria - Latin for prodigality - is quite a misleading term as this category has two areas to influence: The need to spend money but also sexual desire. While first the first one is rarely used as it is rather destructive on a social level, the second option is often utilized to make the victim dependant on the caster - or to get something from the victim by earning their trust this way. III. XIV. Necromancy While lower ranks simply aim for the ability to communicate with deceased individuals to either get information or to force them to weaken living persons, high ranks have their main goal in the re-animation of corpses, producing revenants. This category is morally questionable as soon as it comes to manipulating the dead for their own use. Revenants aren't the person they were before their death, but rather an empty shell which is mobile until the decay will claim even this before ending their life a second time. This process can take up to 6 months. A necromancer can re-animate up to three corpses at the same time; in this state, these bodies are fully under the control of their master and will act to their will - which leads to even more controversial points. Necromancers are frowned upon as soon as it is known that they use their abilities this way. Revenants basically move until they are physically unable to do so - this can be achieved by a severed head, severing nerves or by cutting through muscles & tendons until they are immobile. These creatures survive for a short time when they are set on fire, can't drown and are immune to cold as long as it doesn't freeze them. Their main drive is either what their master tells them, but also the need for living meat to fill the void their placeholders left in the afterlife. When their master dies, so will the revenants. III. XV. Oceanic Magic Often confused with Hydrokinesis due to its vague name, Oceanic describes a magic category of a cult of Azaroth. Not much is known about this cult apart from one ritual which is also the only thing known about this category by the vast majority. Oceanic Magic heavily focuses on the Metamorphoseon, the ritual to shift into a creature which can survive underwater for the rest of their life. This can't be reversed. The ritual itself circles around the shifting individuum who has to travel to a specific small island near the underwater colony of the cult where they stand in the water of the sea while being watched by the leaders of the already shifted group. Chanting of an ancient language and the sacrifice of earthen figurines under the full moon will eventually make the individual morph into their new form. This is basically their regular appearance with their legs and replaced by an often vibrant fishtail of an existing species. The change also affects their equine form. After this, they can't breathe air anymore and are bound to live in the underwater society. What else is included in Oceanic Magic is a secret, but there are rumours about the ability to communicate with the creatures of the sea and a special bond to Azaroth himself. III. XVI. Palmistry Another form of divination, this Psychokinesis Psychological Magic Puppet Magic Spell Negation Switching
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