Using Bioshock lore for worldbuilding my own stuff
I wanted to find a creative but balanced way to put different superpowers in my SteamPunk stories, and taking inspiration from the Bioshock series has really helped with that!
(Bioshock stuff is above the cut while OC stuff is below if you don't wanna deal with that nonsense, haha)
ADAM, EVE, and Plasmids
So-! ADAM is a DNA-altering substance extracted from sea slugs. ADAM can be processed into Plasmids, which can grant people different powers via injection. Plasmids are fuelled by EVE, which seems to have no lore purpose beyond being a game mechanic. Taking too many Plasmids results in extreme mutations, ADAM addiction, and eventually madness.
The people of Rapture farm extra ADAM via the Little Sisters, girls who host the sea slugs within them, with this symbiosis producing 30 times as much ADAM that the slugs alone could produce. Little Sisters gain extreme regenerative powers in this state and were eventually brainwashed to be able to recycle ADAM from corpses. Little Sisters that hit adolescence became Big Sisters, which go from delirious to vicious, gaining full mastery of multiple Plasmid powers and enhanced physicality.
ADAM, Salts, and Vigors
Vigors were initially meant to be different from Plasmids, both lore and mechanic-wise, but due to behind-the-scenes production issues, wound up pretty much the same. Meaning both are made with ADAM and are fueled by a less-important substance. Unlike Plasmids, you gain powers by drinking Vigors rather than injection.
Despite having 10x the ADAM per dosage, they seemingly don’t cause any form of addiction or madness. This is mostly a headcanon, but it could have something to do with the fact that instead of being fuelled by EVE, they are instead fuelled by Salts, the by-product of Elizabeth’s powers, charged with dimensional energy.
Drinking a massive constant dosage of Vigors (Roughly over a dozen a day) will still cause more severe mutations though, as seen in the Firemen, Crow Zealots, and Cornelius Slate.
Epheme, Gemstones, and Ambers
Epheme is the name given to a glowing green mineral found underground. Raw Epheme is radioactive and poisonous to the touch. Long-term overexposure to it will cause mutations, sickness, and sometimes mental instability.
However, when Epheme is processed into ingots, most of its harmful radiation disappears and it becomes extremely useful as an energy source. It is used to power houses, vehicles, and even firearms. Depleted Epheme ingots go from glowing bright green to a dull grey.
On very, very, rare occasions, children born to parents with Epheme sickness will be immune to the sickness themselves. These children manifest Epheme-laced patterns on their bodies, bearing not just special powers, but also the ability to manipulate Epheme itself remotely. Further research is required to examine the full extent of the abilities of these energized children.
A new innovation in Epheme technology is the creation of Epheme Ambers, also known just as Ambers. These are made by focusing a laser through an Epheme ingot into another gemstone (rubies, diamonds, or fictional ones), imbuing it with Epheme radiation. Inserting an Amber into a special wrist implant grants the user special powers. Different base gemstones bear different powers when charged. Using an Amber creates temporary mutations in the user as long as it is still charged. A person can recharge their Amber by simply absorbing Epheme radiation through skin contact. Surprisingly, doing so does not have harmful effects on the user, unless they use their Amber abilities at maximum intensity for extended periods of time. In which case, they will still suffer permanent physical mutations and psychological damage, specifically immense strain on the hippocampus.
It is hypothesized that there should be a way to permanently circumvent the psychological strain caused by exposure to Epheme radiation. However as of now, scientists have been unable to find this method.
Gene Tonics, Gear, and Trinkets
These are all much less lore-important, much less harmful items that grant passive effects to the user. Mostly because they contain much lower concentrations of ADAM, Vigors, or Epheme, respectively. They also do not need fuel in the form of EVE, Salts, or Epheme.
Gene Tonics are serums that grant passive abilities. They seem to have harmful side effects only when blended together.
Gear is the name given to the special Vigor-charged clothes of Columbia. They also give special passive effects and only 4 pieces of Gear can be worn at a time.
Trinkets are made by infusing less-precious stones with smaller amounts of Epheme radiation. Like the prior two, they provide passive buffs and do not have harmful side-effects. Unlike Ambers, they do not need to be implanted in a person to work. As such, they are often set in jewelry, and several can be worn at once without issue.
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