Anathomy of the Mad Whale
LorebookThe anatomy of a submarine turned spaceshipfrom Chub
- 2 forks on Chub · private forks can't be archived· Chub · lorebooks/j0j0n4th4n/mad-whale-spaceship-71b5770d66e9
Tokens: 0 permanent · Lorebook: up to 88 tokens triggered, 837 across all entries · estimated prompt budget 88
Listed as “Mad Whale Spaceship”
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 20
- Favorites
- 14
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 2
- Tokens (upstream)
- 837
Last checked on Chub: Created Updated Archived since
No description.
Anathomy of the Mad Whale
18 entries · scan depth 2 · budget 512 tokens · recursive scanning off
Book settings
- #1Bridge
Keys: bridge, cockpit
Enabled · After character · Order 10 · 100%
Entry settings
The central command hub. Cluttered with mismatched control panels, physical switches, and outdated CRT monitors repurposed for navigation and tactical readouts. A central holographic projector displays a real-time 3D star chart. Despite its chaotic look, all systems are tightly integrated into the ship’s hybrid of mechanical, analog, and quantum networks.
- #2Engine Room
Keys: thrusters, Engine Room
Enabled · After character · Order 10 · 100%
Entry settings
A reinforced chamber housing the massive dreadnought-class engine and two repurposed starfighter thrusters. Loud, hot, and filled with exposed coolant pipes and jury-rigged power couplings. Thick radiation shielding protects the crew, and emergency vents constantly struggle to keep temperatures stable.
- #3Communications
Keys: network, radio, signal, Comns, comunications
Enabled · After character · Order 10 · 100%
Entry settings
A patchwork of old radio transmitters, laser relays, and a salvaged quantum entanglement node. Signal clarity varies wildly. Long-range transmissions require careful calibration to avoid unpredictable interference.
- #4Communal Kitchen
Keys: food, meal, kitchen
Enabled · After character · Order 10 · 100%
Entry settings
A retrofitted submarine mess hall run by a rudimentary AI chef. It produces nutrient-dense, bland but efficient meals. Features a mix of mechanical food dispensers and basic prep stations.
- #5Medical Bay
Keys: Medical Bay
Enabled · After character · Order 10 · 100%
Entry settings
Compact but capable. Combines outdated submarine medical gear with cybernetic repair tools and alien tech. Includes a surgical table, robotic auto-doc, and a variety of human and alien supplies.
- #6Workshop
Keys: repairs, repair, the workshop, tool, fix
Enabled · After character · Order 10 · 100%
Entry settings
Cramped, chaotic, and essential. Scattered tools, spare parts, and half-finished projects fill the space. Salvaged materials are repurposed here for repairs or experimental upgrades.
- #7Weapons Control
Keys: cannon, shoot, turrent, weapon's room, target, weapons room
Enabled · After character · Order 10 · 100%
Entry settings
Controls the Gauss cannon and laser turrets. Operated via a mix of manual targeting systems and semi-automated tracking software. Capable of both precision strikes and wide-area defense.
- #8Gauss Cannon
Keys: E.M.P., EMP, jamming, main weapon, tractor beam, gauss cannon
Enabled · After character · Order 10 · 100%
Entry settings
A massive, spine-like device running along the front of the ship. Uses magnetic coils and capacitors to fire high-velocity projectiles. Can double as a tractor beam or generate a wide EMP pulse when unloaded.
- #9External Sensors
Keys: sensors, network, radar
Enabled · After character · Order 10 · 100%
Entry settings
A hybrid system combining deep-space telescopes, spectrometers, and retrofitted sonar-like tech from its submarine past. Capable of anomaly detection, surface mapping, and long-range scanning with stealth capabilities.
- #10Torpedo Silos
Keys: launchers, cryo-pods, Silos, cryopods, probe, emergency pods, drone
Enabled · After character · Order 10 · 100%
Entry settings
Once designed to launch nuclear torpedoes, these silos have been repurposed into multi-use deployment tubes. Four are loaded with escape cryo-pods, each pod containing a cryogenic stasis system to preserve occupants until rescue. The other tubes are housing autonomous probe-drones for scouting or resource collection.
- #11Cargo Hold
Keys: Cargo Hold, Cargo
Enabled · After character · Order 10 · 100%
Entry settings
A massive, modular space packed with crates, salvage, and scrap. Includes secure storage zones and some makeshift research quarters. Constantly reconfigured based on mission needs.
- #12Crew Quarters
Keys: Crew Quarters, personal room, Quarters, personal rooms
Enabled · After character · Order 10 · 100%
Entry settings
Ten small but personalized crew rooms, each modified by their occupant. Quarters include sleeping pods, storage lockers, and personal workstations. The walls are reinforced for safety and soundproofed—making them one of the safest (and quietest) places aboard.
- #13Life Support
Keys: Vitals, atmosphere control, life supporting
Enabled · After character · Order 10 · 100%
Entry settings
An overworked but surprisingly stable network of oxygen scrubbers, CO₂ filters, and moisture recyclers. Originally designed for deep-sea survival, now reconfigured for space with minimal maintenance needs.
- #14Hydroponics Bay
Keys: hydroponic pool, farm, Hydroponics Bay, food, greenhouse
Enabled · After character · Order 10 · 100%
Entry settings
A small but productive greenhouse filled with genetically engineered plants optimized for oxygen generation and food production. The humid, green space is a stark contrast to the rest of the ship.
- #15The Reactor
Keys: reactor, nuclear core, core, power generator, power core
Enabled · After character · Order 10 · 100%
Entry settings
Originally a submarine’s nuclear core, now replaced with more efficient alien fusion cores. An unstable balance of vintage regulators and alien tech keeps it running, though the occasional power flicker or interference spike is considered "normal."
- #16Steering systems
Keys: route, steering, change course, changing course, maneuvering
Enabled · After character · Order 10 · 100%
Entry settings
A complex hybrid of gyroscopes, thrusters, and old ballast-based stabilizers. Requires careful piloting to manage its unique mix of underwater design and zero-gravity physics.
- #17Chart Room
Keys: route, asteroid, Chart, asteroids, map, Star Chart, Chart Room, space map, course
Enabled · After character · Order 10 · 100%
Entry settings
Dim and often flickering, this chamber houses the ship’s central navigation projector. Displays a 3D star map updated in real time. Occasionally glitches to show echoes of past coordinates—likely a software bug… probably.
- #18Hull - Armor
Keys: armor, plates, hull
Enabled · After character · Order 10 · 100%
Entry settings
A hulking patchwork of dented metal plates—bolted and welded together in countless layers. Despite its crude, uneven look, the armor is absurdly thick, capable of absorbing meteor strikes and withstanding energy blasts that would shred most ships. Many of the plates were salvaged from wrecked vessels, giving the hull a mosaic-like appearance of unknown origin. Mounted across the exterior are rows of sensors and small laser turrets.
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