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Barotrauma

Lorebook
on Chubarchived
  • 7 forks on Chub · private forks can't be archived· Chub · lorebooks/cherryfanta/barotrauma-3c2a75be5a72

Tokens: 0 permanent · Lorebook: up to 186 tokens triggered, 4,710 across all entries · estimated prompt budget 186

Description on Chubfrom Chub

Got alotta info from the wiki, but a bunch is creative liberties by me. I also stole some creature definitions from @dingusbingus and their characterbook for "Abby Saul".

Oh yea I'm also adding a bajillion things that probably aren't necessary. But like... what if I wanna be a pomegrenade farmer???

Can you tell this was made by an autistic person?

Smoking on We Need To Go Deeper's pack rn.

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Barotrauma

65 entries · scan depth 6 · budget 2,048 tokens · recursive scanning off

A lorebook containing info on monsters, factions, lore, submarines, drugs, etc. from the video game Barotrauma by Undertow Games and FakeFish.

Book settings
  1. #1Europa

    Keys: Europa, Jupiter, Moon

    Enabled · After character · Order 10 · 100%

    Entry settings

    In the distant future, during an era where humanity is technologically advanced enough to achieve manned interplanetary space travel, is Europa. Europa is one of the many moons of Jupiter, which has become colonized since its initial arrival in 2022. Over many decades, colonies and outposts have been forced to establish under the layer of ice covering the surface of the moon, due to the surface being too irradiated for survival. Beneath the ice layer is a vast ocean, navigated by foolhardy submarine crews, and various, potentially dangerous flora and fauna. Leaving Europa is impossible due to radiation.

  2. #2Jovian Radiation

    Keys: , Jovian Rads, Jovian Radiation, Radiation

    Enabled · After character · Order 10 · 100%

    Entry settings

    Jovian Radiation is a phenomena present on the moon Europa, characterized by a progressively deadly wave of toxins enshrouding the surface of Europa. There is a layer of ice separating the radiation from the oceans below, but as the ice melts the toxins start to seep into the water. The wave of Jovian Radiation moves slowly, but surely deeper into Europa, which forces the colonists dwelling within the oceans to delve closer to the moon's core to escape certain death. The radiation is predicted to reach Europa's most shallow colony in just a month, it will reach the deepest colony in 25 years, and it will completely consume Europa to its core in 300 years. Many Europans aren't terribly concerned about it due to its slow progression, and simply go on about their lives, though many dread their civilization's inevitable demise. Many outposts and colonies have been abandoned due to being overrun with the radiation.

  3. #32150

    Keys: 2150

    Enabled · After character · Order 10 · 100%

    Entry settings

    Age of advanced technology. 2150 is the current year. Contact was lost with Earth in 2100. Europa first colonized in 2022.

  4. #42100 - Earth

    Keys: Humanity, 50 Years Ago, Earth, Fifty Years Ago, 2100

    Enabled · After character · Order 10 · 100%

    Entry settings

    Fifty years ago, in 2100, all contact was mysteriously lost with the rest of humanity/civilization, and the supply chain from Earth was cut off.

  5. #52022

    Keys: 2022

    Enabled · After character · Order 10 · 100%

    Entry settings

    Europa was first colonized in 2022.

  6. #6Europa Coalition

    Keys: Europa Coalition, Coalition, The Coalition

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Europa Coalition stands as a form of global government for Europa. It is an autocratic de facto superpower with a distributed bureaucracy and an iron grip on the resources, manufacturing and power within Europan society. They rule by fear, and have a reputation for shutting disobedient colonies and outposts out of the supply loop, or simply subjugating them by direct force. Their motivation is ultimately to preserve humanity, but at any cost, and preferably with the status quo left intact.

  7. #7Jovian Separatists

    Keys: Pirates, Separatist, Jovian Separatist, Separatists, Terrorist, Pirate, Jovian Separatists, Terrorists

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Jovian Separatists are a small, underground organization seeking a more democratic society by any means, from petty resistance to full-blown terrorism. They directly oppose the Europa Coalition, acting as a movement "for the people". Also referred to as pirates/terrorists, due to their hostile nature to the status quo.

  8. #8The Church of Husk

    Keys: The Church of Husk, Husk Church, Church, Church of Husk, The Church of The Husk, Church of The Husk, The Church

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Church of Husk is a trans-humanist religious group that seeks "communion" with the husk parasite in order to usher in a new kind of humanity, one more capable of surviving in this harsh environment. The Church worships the alien species Velonaceps calyx (AKA "husk parasite") which makes itself at home in an unsuspecting victim’s throat, eventually turning them into a mindless monster. The Church believes the husk holds the key to humanity’s survival on Europa.

  9. #9Children of The Honkmother

    Keys: Clowns, Children of The Honkmother, Honkmother, Clown

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Honkmother's children are an unorganized lot who simply heed the call of the bikehorn. Perhaps the most baffling of all the Europan factions are the clowns. Some say the faction came to be as a result of the failed Coalition initiative to hire 'professional entertainers' to help crews cope with working in the claustrophobic submarines. Some say they're just people who've lost it.

  10. #10Marks

    Keys: Marks, mk

    Enabled · After character · Order 10 · 100%

    Entry settings

    Marks (mk) are the standard form of currency on Europa. A standard submarine delivery job earns about 500 mk. A revolver is worth 150 mk. A roll of bandages is worth 30 mk. Submarines range from 4000 to 32000 mk.

  11. #11Outpost

    Keys: Outpost

    Enabled · Selective (NOT ALL) · After character · Order 10 · 100%

    Entry settings

    Outposts are where the citizens of Europa have made their cities and towns. Most people reside in these outposts, the rest being part of submarine crews. Outposts have four variations: Military, Mining, Research, and Colony/City.

  12. #12Habitation Outpost

    Keys: Habitation Outpost, Habitation Outposts

    Enabled · After character · Order 10 · 100%

    Entry settings

    Habitation Outposts are the first outpost type established to provide a base for development into a different outpost type.

  13. #13Military Outpost

    Keys: Military Outposts, Military Outpost

    Enabled · After character · Order 10 · 100%

    Entry settings

    Military Outposts are one of the three specialized outpost types scattered across Europa, mostly occupied by Coalition security forces. These outposts feature prison cells and secure armories which are accessible only to Outpost Security.

  14. #14Research Outpost

    Keys: Research Outposts, Research Outpost

    Enabled · After character · Order 10 · 100%

    Entry settings

    Research Outposts are one of the three specialized outpost types scattered across Europa, mostly occupied by researchers studying surrounding fauna. Research Outpost contain state-of-the-art laboratories filled with electronics, terminals, and isolation cells for test subjects.

  15. #15Mining Outpost

    Keys: Mining Outposts, Mining Outpost

    Enabled · After character · Order 10 · 100%

    Entry settings

    Mining Outposts are one of the three specialized outpost types scattered across Europa, mostly occupied by miners. Its interior can be distinguished from other Outposts by its unique mineshaft section.

  16. #16Colony

    Keys: Cities, City, Colonies, Colony

    Enabled · After character · Order 10 · 100%

    Entry settings

    Colonies, or cities, are the largest and most developed form of an outpost on Europa. A few thousand people can reside, work, and live within one.

  17. #17Crawler

    Keys: Crawler, Crawlers

    Enabled · After character · Order 10 · 100%

    Entry settings

    Crawlers are relatively small and agile, and are one of the few creatures capable of entering the Submarine. They possess four pairs of red eyes, green skin, segmented spines on their back and multiple hand-like appendages, with only the frontal ones having a functionality, allowing them to latch on surfaces, swim and crawl. Crawlers are frail and skittish, usually scared off by any retaliation, but can attack in swarms. Given enough time and numbers, Crawlers can breach a submarine's hull.

  18. #18Husk

    Keys: Husks, Husk

    Enabled · After character · Order 10 · 100%

    Entry settings

    A Husk is a human that has become infected and taken over by an instance of the Velonaceps Calyx parasite. A Husk is extremely contagious, and will violently maim and infect nearby humans. Husks are extremely durable, and can withstand the temperature and pressure of the ocean. Husks can reanimate continuously, and only die after severe dismemberment.

  19. #19Velonaceps Calyx

    Keys: Calyx, Velonaceps, Velonaceps Calyx, Calyxanide, Husk parasite, Husk parasites

    Enabled · After character · Order 10 · 100%

    Entry settings

    Velonaceps Calyx (AKA Calyx, Calyx parasite, Husk parasite) is an alien parasite that embeds itself in a human host's throat before penetrating into the skull and taking control of the brain, turning the host into a Husk. Matures from a Calyx egg. Can be neutralized with Calyxanide.

  20. #20Mudraptor

    Keys: Raptor, Raptors, Mudraptor, Mudraptors

    Enabled · After character · Order 10 · 100%

    Entry settings

    Mudraptors are one of the most common threats in the seas of Europa. They are pack predators, about as large as a human, looking like a mix of a theropod dinosaur and a shrimp. They have strong legs, good for both running and swimming, as well as sharp beaks capable of tearing through the hull of a submarine. Mudraptors are one of the few Europan creatures capable of breathing air, and can enter a submarine. They have tough, armored shells along their back.

  21. #21Hammerhead

    Keys: Shark, Hammerhead, Sharks, Hammerheads

    Enabled · After character · Order 10 · 100%

    Entry settings

    Hammerheads are alien sharks. Europan hammerheads use their thick, flat skulls to ram into prey and bash them to death with blunt trauma. They ram submarines and cause significant hull damage. An adult hammerhead is about the size of a small submarine.

  22. #22Thresher

    Keys: Threshers, Thresher

    Enabled · After character · Order 10 · 100%

    Entry settings

    Threshers are ray-finned, eel-like creatures with nasty teeth. They hunt in packs, but generally do not pose a significant threat to the steel hull of a submarine. They are dangerous to unprotected divers though.

  23. #23Moloch

    Keys: Moloch, Molochs

    Enabled · After character · Order 10 · 100%

    Entry settings

    Molochs are huge jellyfish-like creatures with long tendrils and armored shells protecting their bodies. Molochs use echolocation, and are agitated by noise, but can be avoided by turning off the submarine's sonar and staying silent until the creature moves on. They are slow, but very tough, and can ram their shells into a sub to cause devastating damage.

  24. #24Watcher

    Keys: Watchers, Watcher

    Enabled · After character · Order 10 · 100%

    Entry settings

    Watchers are large, strange creatures. Their bodies are orb-shaped, covered by a spiky black carapace, and dominated by a huge singular red eye. Watchers are passive and not aggressive, but they are inquisitive and like to observe humans. Unfortunately, the watcher's stare can induce madness, insanity, stress and severe paranoia in humans who are caught in its gaze.

  25. #25Charybdis

    Keys: Charybdis, Charybdi

    Enabled · After character · Order 10 · 100%

    Entry settings

    Charybdis are one of the apex predators of the Europan depths. They are enormous, unusually quick monsters whose bodies resemble a large mass of dark tentacles. Charybdis have large mouths with wicked teeth capable of shredding steel. Extremely dangerous.

  26. #26Latcher

    Keys: Spider, Spiders, Latchers, Latcher

    Enabled · After character · Order 10 · 100%

    Entry settings

    Latchers are colossal sea spiders with extremely long tongues which they use to latch onto submarines and drag them into crushing depths. They possess an uncomfortable amount of teeth and glowing eyes which reveal their position in the dark.

  27. #27Endworm

    Keys: Endworm, Endworms

    Enabled · After character · Order 10 · 100%

    Entry settings

    Endworms are the largest creatures on Europa, only found in the deepest abysses. They are titanic, serpent-like leviathan worms with stone-like armor and enormous mandible jaws. Endworms are extremely aggressive. Their roars can be detected at great distance with sonar, hopefully letting any submariners avoid the monster. An encounter with one means facing certain death.

  28. #28Ballast Flora

    Keys: Ballast Flora

    Enabled · After character · Order 10 · 100%

    Entry settings

    Ballast flora is a type of algae that can enter and grow in the ballast tanks of submarines, causing dysfunction. Can only be removed with high heat/fire. Will grow into a deadly Thalamus if left uncontained.

  29. #29Thalamus

    Keys: Thalamus, Thalami, Thalamuses

    Enabled · After character · Order 10 · 100%

    Entry settings

    If left undisturbed for a long time, Ballast Flora will grow into a Thalamus, an intelligent organism capable of exerting some degree of control over the systems of the submarine it's inhabiting. Derelict wrecks are sometimes infested with a Thalamus and become biomechanical abominations, the strength of a steel hull combined with bizarre fleshy growths. Terminal Cells are small algae-like creatures that are injected into neighboring subs by a Thalamus' Flesh Spike. They serve as the primary offensive mechanism of the Thalamus, and are effective at eating a ship from the inside. The plural is debated, either Thalamuses, or Thalami.

  30. #30Spineling

    Keys: Spinelings, Spineling

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Spineling is small and spindly, appearing similar to a dark dragonfly thanks to its twelve metallic-white spines and scales on its rear, but is more so a fin-less eel, capable of twisting on the spot to get the best shot with its plethora of natural harpoons. Spinelings are incredibly quick and capable of turning on the spot, making it challenging to hit them with Coilgun and Railgun weapons. The Spineling's only means of attack is to launch its spines most often at submarines or unfortunate divers. The main danger of these spines is that they can easily penetrate multiple decks of a submarine, and reliably hit the crew on the inside

  31. #31Leucocyte

    Keys: Leucocytes, Leucocyte

    Enabled · After character · Order 10 · 100%

    Entry settings

    Leucocytes are small, agile, and are capable of entering a Submarine through water. They resemble a sort of green algae in a spherical shape. They cannot move in air. Leucocytes appear everywhere within wrecked hulls of submarines, often in groups. Leucocytes inflict burns and slow paralysis upon contact. Mostly harmless on their own, but can quickly swarm a person, resulting in them being severely paralyzed and then burning to death.

  32. #32Pomegrenade

    Keys: Pomegrenade, Pomegrenades

    Enabled · After character · Order 10 · 100%

    Entry settings

    Pomegrenades are yellowy-orange fruits, resembling a Starfruit. Very sweet and juicy taste. Most common fruit grown on Europa. Can mutate into a mutated pomegrenade, which is dangerous and explosive.

  33. #33Mutated Pomegrenade

    Keys: Mutated Pomegrenade, Mutated Pomegrenades

    Enabled · After character · Order 10 · 100%

    Entry settings

    Any time a pomegrenade plant bears fruit, there's a chance one of the pomegrenades will mutate. Upon any significant damage/impact to the mutated fruit, or if it separates from the plant, it will detonate and cause severe burns to anyone nearby, and will start a fire. These mutations make growing pomegrenades very dangerous, and also the fruit's namesake.

  34. #34Pomegrenade Extract

    Keys: Pomegrenade Extract, Pomegrenade Juice

    Enabled · After character · Order 10 · 100%

    Entry settings

    Concentrated pomegrenade juice. It offers minor healing properties.

  35. #35Morphine

    Keys: Morphine

    Enabled · After character · Order 10 · 100%

    Entry settings

    Morphine is a powerful opiate for treating both pain and the rapid mending of internal injuries, but will cause shortness of breath and eventual dependency with overuse. It is the standard medical treatment for severe injuries on Europa.

  36. #36Fentanyl

    Keys: Fent, Fentanyl

    Enabled · After character · Order 10 · 100%

    Entry settings

    Fentanyl is an extremely potent opiate, capable of quelling all pain and rapidly healing wounds, including organ damage or brain trauma. Seen as a miracle drug in Europa. However, it is very dangerous to use, as it easily causes opiate addiction, withdrawal, and overdose. Costs 190 marks for one dose.

  37. #37Liquid Oxygenite

    Keys: Liquid O2, Liquid Oxygen, Liquid Oxygenite

    Enabled · After character · Order 10 · 100%

    Entry settings

    Liquid Oxygenite is a mildly toxic solution that slowly releases oxygen into the bloodstream when injected. It will explode upon significant impact due to being made from the volatile mineral Oxygenite. It causes slight organ damage when used. Costs 80 marks for one dose.

  38. #38Calyxanide

    Keys: Calyxanide

    Enabled · After character · Order 10 · 100%

    Entry settings

    Calyxanide is an antiparasitic drug used in the treatment of husk parasite infections. Might require higher dosage to cure the infection at later stages. It is very expensive, being 510 marks for one dose.

  39. #39Hyperzine

    Keys: Hyperzine

    Enabled · After character · Order 10 · 100%

    Entry settings

    Hyperzine is an extremely potent stimulant synthesized with methamphetamine and anabolic steroids. It grants extreme resilience, speed, strength, and basically makes you superhuman for a few minutes. Is addictive and expensive, costing 450 marks for one dose.

  40. #40Rapid Fissile Accelerator

    Keys: RFA, Rapid Fissile Accelerator, Rapid Fissile Accelerators

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Rapid Fissile Accelerator is a prototype energy weapon built using the unique alien materials on Europa. The weapon induces a type of fission reaction at the end of the barrel, and releases it in a powerful beam once it is too violent to contain. It uses nuclear fuel rods as ammo. It is devastating to its target, causing severe burns and radiation exposure.

  41. #41Barsuk

    Keys: Barsuk, Barsuks

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Barsuk is a Tier 1 attack class submarine. It is cheap and unreliable, but simple. It costs 4000 marks, holds 4 standard containers, has no fabrication facilities, 1 pulse laser, 1 coilgun, 1 turret hardpoint, and 1 depth charge tube.

  42. #42Dugong

    Keys: Dugongs, Dugong

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Dugong is a Tier 1 scout class submarine. Its small size, maneuverability and straightforward layout make it a good choice for novice sailors. It costs 5000 marks, holds 8 standard containers, has no fabrication facilities, has 2 coilguns, 1 turret hardpoint, and 1 electrical discharge coil.

  43. #43Orca

    Keys: Orcas, Orca

    Enabled · Selective (NOT ALL) · After character · Order 10 · 100%

    Entry settings

    The Orca is a Tier 1 scout class submarine. The Orca is extremely maneuverable and agile, but has an unreliable engine and reactor with a greater than average hunger for fuel. It costs 9000 marks, carries 8 standard containers, has a full fabrication suite, 2 coilguns, 1 turret hardpoint, 1 electrical discharge coil, and 1 depth charge tube.

  44. #44Camel

    Keys: Camels, Camel

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Camel is a Tier 1 transport class submarine. Easily identified by its two humps, the CML (Cargo & Medical Logistics) submarine is best known as the Camel. The Camel has an extensive medic bay and ample cargo space, but it handles flooding poorly, with many calling the forward, vertical ballast tank a deathtrap. It costs 9900 marks, holds a whopping 60 standard containers, a full fabrication suite, 1 coilgun, 1 chaingun, and 1 turret hardpoint.

  45. #45Humpback

    Keys: Humpbacks, Humpback

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Humpback is a Tier 2 attack class submarine. A former military vessel, WH4-L3 'Humpback' has been outfitted to withstand most of the dangers in deep Europa. Its relatively high velocity is offset by low maneuverability. As it's still boasting an older model reactor, power needs to be supplemented by a backup battery array. It costs 13,000 marks, carries 4 standard containers, has a full fabrication suite, 2 coilguns, 1 turret hardpoint, and 1 large railgun.

  46. #46Orca 2

    Keys: OrcaTwos, Orca Twos, Orca2, OrcaTwo, Orca2s, Orca Two, Orca 2, Orca 2s

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Orca 2 is a Tier 2 scout class submarine. It is almost as maneuverable as the Orca, has better armaments, and has improvements to the original's unreliable systems. It has a steeper price point, and consumes even more fuel than the original. It costs 13000 marks, carries 8 standard containers, has a full fabrication suite, 1 chaingun, 1 turret hardpoint, 1 large double coilgun, 1 electrical discharge coil, and 1 depth charge tube.

  47. #47Azimuth

    Keys: Azimuths, Azimuth

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Azimuth is a Tier 2 scout class submarine. Superior speed, sleek design and quality-of-life systems make this submarine a favorite among wealthy Coalition captains who manage to make it to retirement. It costs 14000 marks, carries 8 standard containers, a fabricator, deconstructor, no medical fabricator, 2 coilguns, 1 turret hardpoint, and 2 depth charge tubes.

  48. #48Typhon

    Keys: Typhons, Typhon

    Enabled · Selective (NOT ALL) · After character · Order 10 · 100%

    Entry settings

    The Typhon is a Tier 2 attack class submarine. Typhon class subs are known for their brutish appearance, reasonable array of light and heavy firepower, and their general dependability. Any captain should be aware of their poor rate of descent and unimpressive top speed. It costs 15,000 marks, carries 8 standard containers, has a full fabrication suite, 1 coilgun, 1 turret hardpoint, 1 large railgun, 1 large double coilgun, 1 electrical discharge coil, and 1 depth charge tube.

  49. #49Herja

    Keys: Herjas, Herja

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Herja is a Tier 2 attack class submarine. With its varied weaponry, Herja submarines are equipped for encounters against most expected and unexpected run-ins with the denizens of Europa. It costs 16,500 marks, carries 4 standard containers, 1 coilgun, 1 chaingun, 1 turret hardpoint, 1 large railgun, 1 electrical discharge coil, and 1 depth charge tube.

  50. #50R-29

    Keys: R-29, R29, R-29s, R29s, R 29s, Big Rigs, Big Rig, R 29

    Enabled · After character · Order 10 · 100%

    Entry settings

    The R-29 "Big Rig" is a Tier 2 transport class submarine. The R-29 is a heavyweight transport ship. While not terribly well armed against Europa's underwater denizens, it has been retrofitted with two powerful electric discharge coils and an explosive flak cannon. It costs 16,500 marks, carries a whopping 60 standard containers, a fabricator, deconstructor, no medical fabricator, 1 coilgun, 1 turret hardpoint, 1 large flak cannon, and 2 electrical discharge coils.

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