[b]<>://Accessing User Data and Credentials...[/b] [b]Performing Mandatory I.T Scan... [/b] Phase 1... Pass. Phase 2... Pass. Phase 3... Pass. Processing... [Automated Message] Hello! And welcome to Console_10494, User_012091$$$. Since this is your first time browsing the 'Codex Historia', allow us to give you a brief summary beforehand. (If you are a previous user, feel free to skip this step.) [hider]Our society lives in the grave of another. One that was much larger, much more capable, and infinitely more knowledgeable. Their great metal ruins stretch as far as the blackened horizon allows, and after a passing millenia, we are still astounded by what we find and rediscover deep in the tombs below. We might even consider them as 'Gods', and it is suggested they proclaimed themselves such a profaned title. But being as they were 'Gods', their mistakes were also one beyond magnitude. Even longer ago, it is said the world shattered from their failure and neglect. Not as a whole. But into pieces. Hell spilled forth from the gaping wound and it consumed all live across the globe. Our ancestors had little chance against the horrors that manifested in the eldritch storms, and every civilization was buried underneath the ashen snowfall. But yet, somehow we survived. Today, we owe that fact to the [i]'Apothos System'[/i], and the tireless servants to the [b]Grand Architect[/b]. The system itself keeps us cleansed from 'Sin', while the Architect and their kin work to protect us. Powered by the [i]Infinity Spire[/i] and reconstructed by the Alchemists from the shells of old structures of civilization past, the sprawling city, 'Reclaimed Terra', is the last haven in this desolate land of metal and ashe. [System Notice] Automated message is now over. Feel free to browse the rest of the contents, dear visitor. And remember, the Apothos System is your friend. Your savior. ...[/hider] [b][PRIORITY NOTICE][/b] Martial Law is currently in place. This Terminal will shut down in... Recently, after an off-prediction meteor shower, there have been dozens of rumors regarding strange sightings beyond the city walls. Please ignore all claims of these 'Invisible Children'. You are safe. However, since then, there have been individuals suddenly becoming capable of bizarre abilities. We are unsure if these are related. Regardless, due to the involvement of such invidual(s) in the breach and collapse of District 26, any unaccounted 'Witch' (Warlock for males) and all accomplice parties are henceforth placed under martial arrest. To prevent other accidents, any account of a person with abnormal quirks and mysticism or faulty I.T. should be notified to a local Magistrate immediately. Do not be afraid. Go about your day regularly. A new branch of authority has been created in response to this newly recognized threat. These 'Witch Hunters' are the result of a protection project known as 'Melas'. They might appear threatening, but entrust to them as you do the Apothos System. As your saviors. [b]Accessing_Databanks[/b] Compiling Folders: 'Lore, History, and Myths'... [b]Sprawling City - Reclaimed Terra:[/b] [hider]Because of the dangers and intrinsic failings of living on a 'dying world', great defensive measures are enforced in Reclaimed Terra. Citizens of the mega-city are mandated to possess a 'Identity Trace', an implant that allows the Apothos system to suppress a defective gene in humanity, known as 'Sin', along with also being a convenient method of semi-permanently storing credentials and individual data. Upon death, this involves injecting a special serum throughout the deceased that rapidly deteriorates their corpse before the defective gene has the time to activate. Witnesses to this process says it is akin to a seeing a body 'fade into fleeting black pedals'. Due to the horrifying effects of death without a functional I.T., any attempt to steal or tamper with these implants is against the legal statutes and will be met with heavy armed action from the Ferrus Magistratum. But the dangers do not come only from within. Outside, in the maw-like ruins of 'Ancient Terra', lies another scope of threat entirely. Numerous checkpoints literally wall off the city with itself, dividing collective community 'Districts' between stretches of towering mile-thick barricades, known as 'Rings'. This extra layering allows for closure and quarantine in case of great emergency, such as floods, outbreaks, and defensive breaches. As an extension of public safety protocol, Magistrates and automated defenses are authorized to 'shoot on sight' any, and all lifeforms, that the 'Apothos System' does not detect to possess an I.T. No questions asked. [i]Ruling Structure[/i] - It is said those closest to the Grand Architect are the 'Savants', who, for their loyalty and expertise, are granted powerful of gifts akin to miracles. There are [b]Seven[/b] in total. Each one is responsible and governs a particular collection of districts. Places of Interest: [hider] [b]The Infinity Spire[/b] - This towering black structure, glimmering from the immense energy provided by an ancient energy source, is what powers everything in Reclaimed Terra. Without it, the city would cease to function. Because of its important and sacred nature, its grounds have been made a forbidden place, kept secure for miles around by an army. From afar, some say the glowing coolant lines and energy discharging panels form some sort of runic message or some sort of code etched across. Encompasses the largest district: District 1 [b]The Apothos Network[/b] - Consisting of a massive communications and relaying tower affixed to the Infinity Spire, that that relays, boosts, and connects to all electrical and communication systems across the Sprawling City. The Apothos System uses this network to keep regulation of all traffic and automated control over the entire ‘defined quadrant’ of the Sprawling City. [b]Outer Ring(s)[/b] - From a general view, life is daunting and thousands are born, destined to live and die in the musky metallic infrastructures of the 'Outer Ring'. This area is the largest of the Sprawling City, which has been slowly carved out and re-purposed over the hundreds of years by the inhabitants. From metallic shanty towns, to bustling trading ports, all can be found here in this over-crowded metropolitan dump. Encompasses District(s): 15 - 27 [b]Inner Ring(s)[/b] - Buying 'higher-access' into the inner rings grants big improvements to the quality of living, such as more advanced luxuries and priority in public services. The rich tend to stay to themselves, but those who interact and do business with the 'lesser' populous are referred to as 'Lord Barons'. These influential figures often are the chairmen or financial backers of huge businesses and exchange companies. Encompasses District(s): 2 - 5 [b]Circuit Tidal Stabilizers (CTS)[/b] - Placed at numerous key locations above and below the surface level, these derelict structures help divert power from the Infinity Spire throughout the Sprawling City. Also known as 'Storm Barriers' due to their dual purpose of erecting powerful shields during 'Tidal' classed disasters, such as great eldritch storms, debris showers, or ashen blizzards. Because of their frequent heavy magni-electrical discharge, in order to cool down, they require constant upkeep and repair. [b]The Workshop[/b] - This massive industrial plant is where all the major machinery, such as Hollow Angels and Class-D catalysts, are created, maintained, and stored. These ancient garages is also the home of the 'Alchemy Foundry'. Here, potential Alchemists are elected from the populous to undergo specialized engineering training, and made compatible with bio-machinery through a program known as ‘Redaction’. Encompasses District(s): 8 - 11 [b]The Ferrus Magistratum[/b] - [i]Where the are eyes, there must be hands to act.[/i] While the Headquarters and supportive units are located in District 14 respectively, the Magistratum hold a plethora of standings and checkpoints across all secure districts. The standard Magistrates are armed with state-of-the-art weaponry, consisting of catalyst-powered rifles and external rigging, while higher ranking officers are issued advanced power armor and robotic combat interfaces known as ‘Shells’. Greater threats, such as Behemoths and the occasional Leviathan, are handled by Hollow Angels, huge mechanized war-machines recovered from the depths of Ancient Terra. [b]Custodia et Sanitarium[/b] - An entire ward in the Central Junction dedicated to medical science research and rediscovery. The facility also functions as a detainment and rehabilitation center and has a branch dedicated to psychological investigation. This institution would head many medical breakthroughs, such as organ stem-growth, 'Memory Templating', and flawless body reconstruction. The most common and understood, however, is the ‘Identity Trace’. Later on, the specialized anti-magic unit ‘Melas’ will be founded and connected here. Encompasses District(s): 12 [b]The Black Database[/b] - Rumored to be housed deep within the ‘heart’ of the Spawling City, and protected by a secretive order. All knowledge and information is directed from every districts and saved in this ancient mainframe. It is said that even forgotten knowledge, such as memories lost in death, can be restored by the Savant governing the sector. Encompasses District(s): Unknown [/hider][/hider] [b]Beyond the Wall:[/b] [hider] [b]Eclipse Zone[/b] - Outside the secure 'defined quadrants', are the boundless ruins of Ancient Terra. It is said we are the descendants of this once-powerful civilization, spared from utter extinction from the victory of heroes past. Because of the gigantic size of each level, only levels up to [b]4[/b] have been explored and mapped after these many centuries. Unexplored floors are referred to as the 'Abyss'. Special Lifts and drop-points have been carefully left behind for new and returning Divers. This zone earns its ominous name from how quickly communication waves meet heavy interference beyond, and of the sheer 'light-eclipsing' darkness that welcomes those brave, or foolish, enough to leave the safety of the city. Because of the huge risk of danger, any 'relics' and 'artifacts' found below are very valuable and go for ludicrous prices on the market. Even bits and pieces of damage hardware can fetch respectable commissions in exchanges. Brave adventurous types, or desperate madmen, wishing to strike it rich, eagerly sign themselves to become 'Divers' for the Magistratum. They will be allowed free access in and out of the city, some equipment, and priority protection from the Magistrate. But they will also be taxed for a (large) portion of their findings, in return. Unsanctioned 'Divers', individuals who somehow get out of the city without needing to go through a checkpoint, whether through fake access codes, secret pathways, etc, and avoid the 'cargo levy' entirely, are met with brutal martial force. What will drive you to take this risk? [b]Ocean of Ashe[/b] - Since the cataclysmic event known as the 'Eternal Eclipse', the sky, and by extension, the Sun itself, has been blocked out by this thick layer of debris, dust, and grime. The world has since gone sterile and all plant-life requiring its energy has ceased to exist. Because of this, the weather is almost always freezing with blizzards of ashen snow. Only the occasional [i]Continental Storm[/i] or Debris Shower, the sizes of which, threaten to tear apart the world (again), offer any level of variety. Oh, and say hello to fungus rations every day of your life. Some come in different flavors. Fun! [b]Of Beasts and Monsters[/b] [hider]While we hid behind the comfort of our walls, the fauna of this world have been forced to evolve in many strange and exotic ways to survive in this harsh apocalyptic landscape. Some are simple and brutish, their threat lying in hardy strength or overwhelming numbers alone. Others are more cunning, attacking with poison and ambushing unsuspecting prey from camoflage. Some are a mixture of both, savage creatures, such as the Wyvern, who employ a deadly corrosive breath, or the Syrgian, whose fur conducts intense static charges. The greatest of these creatures are the Behemoths and Leviathans, ancient, mountain-sized beasts whose sheer scale defies any reason or logic. Killing them have proven impossible, and only through great battle will one be detered from wandering into trampling the Sprawling City. Regardless, big or small, all pose a threat to even the most experienced Divers. Recently, there are rumors of [i]things[/i] even the beasts are afraid of.[/hider] [b]The Forgeborn[/b] [hider]These things are essentially ancient machines that survived the Eclipse. Many have gone dormant, having falling into energy-conservation mode long ago. Still, this does not mean finding one will guarantee worthy loot. The presence of the beasts and the passage of time has left many of them rendered to nothing more than scrap. Not to mention the countless divers who have meticulously stripped the halls decades and decades before. Some have different protocols though, and still function. Such as the 'Sweepers', who mindlessly attempt to clean the endless rusted halls despite their own physical deterioration, or the great 'Builders', who continue to perform maintenance services as they have done for countless of centuries. They may be passive, but interrupt them in any way, and they will call upon the 'War-Forged'. These variants were built for, as the name suggests, pure combat. Do not let their decomposed state fool you. They will ruthlessly attack any intruders on their patrol paths, armed with deadly arcane blasters, and are capable of staving off most projectiles with ease due to possessing a personal arc-shield. Even then, attempting to crack their thick plating is a great endeavor on its own. But if a crew manages to take one of these down, and not damage the components [i]too[/i] much. The battle is well worth the reward. Though we are the children of those who created them, they do not view us in the same light as our distant ancestors. To them, we are incomparable. Nothing more than filth to be cleansed.[/hider][/hider] [b]Specialists and 'Tools of the Trade':[/b] [hider][b]Catalysts[/b] - are a synthesized arcane-based energy source that has been hard condensed in a crystal and housed within a protected core. Usually some sort of alloy. They are mainly used in larger machinery, starting from B-Class and up, ending at D-Class. The process and design is incredibly complicated, so they are usually bought from manufacturers. Certain talented people might be able to make their own. Because of their immense power output, and dangerous fallout state, any B-Class and up are prohibited from public use and handling. And by 'public', we're talking about big companies and corporations, who can actually afford such things. Even an A-Class, which is [i]greatly[/i] insignificant when compared to the next class up, can power an entire house around the clock for a month. Most catalyst-power guns shouldn't need anything more than an A-Class to function. Of course, such valuable technology is reserved only for Magistrates, so having something like that would be illegal. Not that any of your characters would care. [b]Metal Jackets, "Jacks"[/b] - Machine prosthetic limb replacements. While not exclusive to any particular diver specialty, the Technician would probably be the one who'll make the most out of one. Dubbed, 'Porcelain Dolls' or 'Reconstructs', these are individuals who have underwent many mechanical alterations and surgeries to their body, often illegal and extremely dangerous, allowing the user of both inhuman feats and unique magi-science powers. Many Alchemists fall into this description, though to an even greater degree, due to their unique metabolic structure and function. Of course, they possess the authority to do so. [b]Artificer/Collector[/b] [hider](Artificer tends to use a few, more powerful :Links, while the Collector uses many 'weaker' ones)These kinds of folks collect things. What else do you wanna hear? Moving along. Nah, just joking. They got a [i]special[/i] eye for telling whether something is trash or worth some cash. Good qualities when you can only carry so much during a run. Most owe this fact to their training to understand 'Hieracon', ancient arcane machine code. Now this isn't exactly 'reading' the code, like a [i]Cipher[/i] does, seeing as the language itself appears like flashing gibberish to even enhanced/augmented eyes. They simply focus on detecting patterns, as it often relates to a core function. This results in learning specific 'Activation Commands' for the allotted code. This is important, as the Heiracon programing code is often found in special tech, [b]':Links'[/b], as they are referred to as in this business. These little rings and trinkets don't seem like much to the average diver. They're even unstable and highly dangerous in most hands. But given to an Artificer, and you have yourself a powerful tool. These things can do all sorts of things, create arcane-magnetic fields, displace objects with pulses of gravitational force, to simply blasting a foe with bolts of lightning. Depending on the quality and strength of effect, they range from 'relic' to even 'artifact' tier. Some might even have multiple functions, requiring more than one activation command to utilize its full potential. These are always artifact-tier. Of course you don't have one of these, otherwise why are you even still in this business? What, your cushy gold plated mansion, personal servants, and leisure activities getting too boring for you? Fat chance. Because they can arm themselves with a number of :links at a time, given that they know what they're doing, Artificers/Collectors are viewed as the 'Wild Cards' in any crew. Crazy adaptable, or dead useless, depending on the size of the collection. But if you're the type I'm guessing you are; you probably don't to have any certified receipts for all those fancy little gadgets you have stored around. Here's a tip: Don't carry too many on your body at once. That's a surefire way of getting detected on the 'Network'. And that's [i]bad[/i] news, for folks like us.[/hider] [b]Technician[/b] [hider]They 'people' are good at fixing and tinkering with machinery, especially with the installation of mods(modulators). Sounds simple. But it takes a lot of technical knowledge to know when crossing a few wires might turn a piece of gear into scrap, or clock it into 'Overdrive'. Might cost them a whole month's rent right there. Such a thing involves understanding of how to calibrate power output/input levels, managing Arcane-Magnetic disturbances, testing the conductivity of the alloys used... You get the idea. Present one with an faulty piece of gear, and they'll show up the next week with the same piece. But this time, not only does it work beyond expectations, it's got a bunch of nifty little features now too. Many in this field earned it simply being gear-heads and bolt junkies through and through. In certain cases, quite literally. Some of them, however, are disgraced Alchemists, unceremoniously discharged from the machine-loving cult. Often, for failing to fully adapt to 'Redaction', or simply flunking out on some other core principle. Unfortunately that means they didn't quite reach the stage to get cool body augments. In fact, they usually get dumped in pretty bad shape. A whole pin of scars, unsightly stigma brands, and physical impairments. Seems like sympathy was removed in those hooded machine-fanatics. Along with most other emotions, come to speak of it. Means they are forced to live with the trashy prosthetics (Metal-Jackets) that all the other 'low-access' folks are allowed. Though you might be surprised what a Technician can accomplish, even with such shabby ware. When things are getting dicey out in the Eclipse Zone, having one of these handy folks to 'bypass' doors quickly is always a welcome addition.[/hider] [b]Cipher[/b] [hider]These folks have it weird. They have an uncanny ability to view 'Hieracon'. Now that isn't special in itself. The fact is, these oddballs can actually understand the gibbering data codes without having ever studied or seen any ever before. What appears to be jumbled, flashing codes and nonsensical glyphs to most people, seem like common sense to them. Even stranger, in personal accounts of many individual Ciphers, they'll each say they 'see' different things from examining a specific fragment of 'Hieracon'. Yet by some miraculous stroke, they will all come to the same conclusion. Because of this mystifying 'deeper understanding', they can manipulate and alter the effects of Hieracon through directly tampering with the code itself. This means they can change how :Links work, to an extent. And it also means coming across any ancient hardware or interface won't be a gambling game of guesswork anymore. They'll warn you (probably) if activating something will trip an alarm, sending a platoon of War-Forged down your way. Or if pressing a button will accidentally suck you, and the whole crew, into a nearby air-lock that'll flush everyone down a dump chute that leads straight into the 'Abyss'. If they're experienced enough, one might even be able to turn the alarm into an 'attack command' for the droids. And maybe, I don't know, turn them on the poor souls that might've double crossed you out in the Eclipse Zone. The choices are yours. This 'Ciphering' an incredibly rare trait, speculated to be the result of an extremely rare recessive gene mutation that has made [i]something[/i] turn dominant. No one really knows, since tampering with genetic code is outlawed and finding such specialized tech is a huge pain in the ass. This makes them 'one in a million'. But it also makes such basket cases incredibly peculiar and unsociable. It's like their brains are hardwired differently. Most of the times, they have odd obsessions or quirks or habits. Maybe all of the above. Even still, due to their valuable nature, nearly all discovered individuals with this gene are on payroll with the Magistratum. But some find ways to to lay low, for whatever reason. Maybe they'd rather not be turned into a glorified scout dog? Just a guess.[/hider] [b]Crasher/Launcher[/b] [hider](The Crasher is melee focused, the Launcher is ranged focused.) These individuals are especially good at being very big and very, very loud. Sounds stupid, huh? But they're the same deal as [i]Technicians[/i]. But unlike a technician, whose joy comes from modifying and fixing things, a Crasher/Launcher's pride comes in building and experimenting with large, powerful tech. The bigger, the better, as it usually goes. These techno junkies just aren't satisfied with the slop found on the market. Mostly because the things they want to mess with are outlawed for being too dangerous. But that only piques their interest even more. So instead, they go out looking for parts themselves. A bit reckless, some might say. But hey, if you want the best components and pieces, you're gonna have to take the risk. They are renown as walking 'tanks', who carry around personalized heavy fire-arms or some excessively sized repurposed energy tool of some sort. Of course they wouldn't be able to lift such things comfortably without the aid of their home-made power armor. While such equipment is cumbersome, complicated, and often require convoluted means to simmer down from overheating, the trade-off is well worth it in the eyes of a Crasher/Launcher. Catalysts are not exactly cheap, nor is the tampering with such technology exactly legal, but they provide raw power like none other. Beware, however, as they are [i]extremely[/i] fragile. Even the weakest might be able to power up your computer for a whole year. But so much as drop a feather on one of these things and you'll have triggered an arcane bomb that'll send you, and your house into oblivion. Along with the entire neighborhood, for that matter. Though that doesn't stop folks, now does it? If your crew needs to get into a certain area [i]forcibly[/i], or wrestle down a particularly nasty beast, these are your go-to.[/hider] [b]Mechanic -[/b] [hider]While most rights of advanced robotics belong strictly to the Alchemists and the law enforcement division of the Ferrus Magistratum, there exists a lower level of mechanical engineering that is conferred 'for the benefit of the people'. These droids and bots are often low-functioning, requiring a less powerful power source in order to mass produce for the countless of households and purposes. Most of the time, this is primitive ethanol bio-fuel. This means these bots tend to not have many options or functions either. But there are those who are able to push these limits, and even go beyond. Not to far off from the strain of a Technician or Crasher/Launcher, seen as a hybrid of sorts, what defines a 'Mechanic' is their specialty in building and programming self-automated robots. Sometimes a mechanic achieve this through acquiring a catalyst, allowing them to add more advanced interfaces onto a hull, but most of the time, it is simply earned through years of practice and experience. Because of the crude material often used, as it is what is most commonly available to them, what most people might think is some basic protocol drone, is secretly carrying a deadly payload. [/hider][/hider] [b]Local Myths of the Outer Rings:[/b] [hider]On the first day of every week, it is said an eerie static can be heard over a unique frequency level. A voice can barely be made during the interval. Any attempts to record the voice ends with garbled data. During certain storms, it is said mysterious figures can be seen standing outside the wall. For some reason, the Apothos System cannot detect them, nor do any officers attempt to attack or investigate them. They have since taken the name 'Invisible Children'. During the biannual Solstices, when the ever-present sky storms are at their weakest point, a faint structure can be seen glimmering in the Ocean of Ashe. It is a wonder what it may be. Some speculate that, due to its unique shape, that it might be a castle of some sort. But since no one can show any conclusive proof, most ignore it as nothing more than a large chunk of floating debris in the atmosphere. Like the countless others. A massive tower can be faintly seen at the tip of the horizon during a regulator discharge or electrical storm. It appears to extend to the very cloudy ocean above. Rumors say that a guardian protects it from any intruders, deterring the unworthy from the paradise leading above.[/hider] [h2][u]OP Afterword:[/u][/h2] [hider]Hello! And welcome to my little thread! I hope that the flavor text I added above helped immerse you into this magi-science superblended setting of mine. You might know me, you might not. I would like first to say that I am a person of high standards. That means I can be rather critical, but I have an incredible soft spot for displays of hard work and passion. That doesn't mean write a lot, or use fancy phrasing. Quality over quantity. And before attempting to join, I encourage being responsible enough to post status updates to the thread. If you happen to get busy for a period of time, or simply lose interest, let us know. I do not want to leave others hanging because one person decided to be a wanker. I usually wait a week before debating on kicking an inactive person out. I will not be accepting more than 6 people, as I very much dislike the clutter and disconnect between characters commonly found in larger parties. I have learned from my mistakes. As it stands, this story will be focused on a small team of 'Unsanctioned Divers' individuals who make an [i]illegal[/i] living off of going into the lower levels of Ancient Terra, known as the 'Eclipse Zone'. More information above, if you skipped it. They can be new or old, with a surprisingly large age range. A key event will revolve around a particular discovery they make one day, and how it will place them at the center of a world-changing event. I will present a larger over-arcing plot, but feel free to share ideas. If it fits with the core themes and doesn't conflict with anything I already have, I'll gladly consider it. Also, there will be mature themes. 18+ only. Fantasy elements show up as the story progresses, as you can imagine. This is a Fantasy, Sci-Fi fusion, after all. If there is still confusion, feel free to ask questions.[/hider] [b]- Diver Sign-up Form -[/b] (Yeah, no one really uses these old things. But it's a nice and neat place to store all your personal information. No one is gonna see it. Trust us.) [hider] [b]Name:[/b] [b]Codename:[/b] I'm sure you already understand why. Illegal is in the name. [b]Age:[/b] Actual age. Also include how long the character has been diving for. [b]Appearance:[/b] Paintings or drawings, if you care about my opinion. The art can be realistic, I just personally find pictures of real people among a bunch of characters a bit immersion breaking. [b]Specialty:[/b] The five described above^^. If you have a special idea for something that isn't listed, we can work something out. Probably. [b]Talents/Skills:[/b] A list of things your character might be 'good' at. Be reasonable. Try to give each one a catchy little name and a short description, maybe even a quote, adds a bit of personality to it. Don't you think? :^D (You don't have to, of course.) [b]Equipment:[/b] Basic diver equipment includes the 'Harness', a light exo-rigg with grapple lines to allow them to scale the [i]massive[/i] structures down in the lower levels, the 'Torch', actually just a powerful flashlight, and the 'Echo-Box', specialized short-range subterranean communication devices. Oh, and some sort of gas-mask, air filtration device. All of these usually come compact into the Harness itself, but don't let me how to tell you how to do things. Otherwise, any gear not described above, should be listed here. For :Link users; :Links are capable of doing many things. The potential they have is quite vast, so I'll leave it to your creativity. If something is too powerful, I will point it out, otherwise just have fun. On a technical sense, since this is sci-fi fantasy fusion sort of deal, think of them as the magi-science equivalent of individual scrolls for 'spells' in a typical setting. But keep in mind the potency and cooldown. 'Relic' is the baseline level. Because they are relics, and inherently rare in themselves, their effects are relatively strong. More powerful, in effect, than any of the typical technology found pretty much everywhere in the Outer Ring. When dealing with such things, if one provided a shield, it would block dozens of bullets before burning out. Each incremental level is a noticeable increase in power. Relics have 3 levels. The trade-off for greater direct power is made in cooldown, meaning that stronger :links will have longer cooldowns, respectively. And as a comparison, there is a magnitude of difference between the end level of 'Relic-III' to the power of even the weakest 'Artifacts'. [b](Important)[/b] The sweet spot for :link set-ups that do not get detected by the general scanners of the Apothos Network is a total level of [b]4[/b] between all relics. [b]2[/b], if you are a Cipher. [b]Personality(Optional):[/b] [b]Short History(Optional):[/b] [b]Misc:[/b] Any quirks or whatever, put them here. [/hider] ...