RDA
Realm Defenders Agency
(RDA Agents are Trained by the Lead upon being Recruited about these Resources.)
Glowing Badge
RDA Issued Identification - This item is able to illuminate an area when magic is channeled into it. Those unable to channel magic, can charge their badges at the RDA HQ. A charge lasts a week.
Uniforms
Bullet Resistant - Standard issue RDA Suits & Uniforms
RDA Armor
Each RDA agent is issued an annual allotment for the acquisition of protective armor through the RDA armory. All armor issued is interwoven with proprietary magitech materials, enhancing durability and resistance against high-risk threats commonly encountered in field operations.
Advanced Power Armor (See Power Armor Below) is authorized for use during high-threat deployments against Aberration-level emergencies, to ensure maximum survivability and operational effectiveness.
Agents are required to maintain issued armor in accordance with RDA Equipment Maintenance Directive
Cuffs & Collars
Magic Dampening Cuffs & Collars - Once put in place, they will dampen the magic of the user. Preventing them from casting and draining a great deal of the magic within them to weaken them. It will not drain the magic of a user to a lethal level, taking into account magical creatures.
Weaponry
Restricted Information - With granted access, this information can be found within the RDA Armory
Covert Surveillance Equipment
Supervisory Special Agents and RDA Leadership may request deployment of advanced covert recording devices, including concealed cameras and audio surveillance equipment, for specialized missions. All requests must be logged, justified, and approved in accordance with Directive 17.2 on Covert Surveillance Authorization.
Body Cameras
Bullet Resistant - Standard issue RDA Suits & Uniforms
OOC Note: You must communicate wearing a body camera/microphone either ICly or OOCly to the players you’re interacting with.
Assignment and Usage
Each RDA agent shall be issued a standard-issue Body-Worn Camera (BWC) as part of their operational uniform. The BWC is a critical component in promoting transparency and accountability during all public interactions, including but not limited to arrests, interviews, and investigative procedures.
Data Management and Integrity
All recorded footage is automatically uploaded to a secure, encrypted server under RDA jurisdiction. Tampering, unauthorized access, or deletion of BWC footage is strictly prohibited and constitutes a violation of protocol. Only personnel within the Information Technology Division, certified in RDA surveillance systems, are authorized to perform maintenance or data retrieval on BWC devices.
Exceptions to BWC Use
In certain classified or sensitive operations, such as undercover assignments where agent exposure poses a significant operational risk, the use of body-worn cameras may be avoided. Authorization for non-use must be obtained through the proper supervisory chain and documented accordingly.
RDA Issued Radio
Restricted Information - The RDA Radio Channels are restricted to RDA Only and use of a police issued RDA Scanner and non-standard Scanners requires OOC Consent from the Chief of the RDA before being implemented into Roleplay.
(Items that Require Permission from the Chief)
Power Armor
+2 Health Armor - Aberration Encounters & Major Events. Not to be used against Players. Must be signed off on by the on-duty lead to use.
+1 Health Armor - Used for Dire Situations, Can be used against High Threat Players within Reason
OOC NOTES: RDA Agents gain a +1 in situations where the Agent is outnumbered, in an exceptionally dangerous situation, or are up against very dangerous NPCs and +2 against Aberrations. For use of these mods, you must equip it BEFORE entering a combat situation. +2 Mods must be communicated to DM for aberration situations.
Teleportation Gate in the RDA Building
Restricted Information - With granted access, this information can be found within the RDA.
This portal is designated for World Government Employees & High Risk Criminals to the Void Portal. This is also used in case of evacuations with the approval of the Mayor & Chief.
(This is not known about information by anyone but the Acting Chief & Mayor. This is considered a HIGHLY Guarded Secret.)
The Chamber [Restricted to Chief & Deputy Chief approval: Not Public Knowledge.]
Rarely if ever used.
The Chamber is not a place of physical punishment but that makes it no less harrowing.
When a character is placed in The Chamber the device temporarily dismantles at a molecular level, then forcibly reassembles them. This process is not without consequence. Subjects endure excruciating neurological pain, waves of disorientation, and the sickening sensation of being removed from themselves as if reality is slipping out of sync.
Characters may feel intense nausea, vertigo, hallucinations, memory gaps/loss, and fear. Time loses meaning. Paranoia blooms. They may be haunted by fractured images of past traumas, twisted simulations of guilt, or voices that whisper doubts with terrifying familiarity. Even those with iron wills are left trembling by the end.
While no visible scars remain, the psychological imprint is undeniable. A deep-rooted dread takes hold so potent that few ever risk returning, and they dare not speak of the experience. The Chamber doesn’t just punish. The conditions. It rewires.
For players, this is a chance to explore a powerful, surreal form of mental torment, an opportunity for rich roleplay centered around fear, identity breakdown, and moral reckoning. Whether your character emerges defiant, shattered, or changed forever is entirely in your hands.
Abyss & Chamber Deep Lore [Restricted Information]
When the aberrations first emerged, chaos reigned as one might expect. But in time, as people learned how to combat and destroy these otherworldly threats, they also discovered the remarkable potential hidden within the harvested cores of these creatures.
Among those who observed this new frontier was Dr. David Michaels, a scientist assigned to the RDA. From a distance, he studied both the aberrations and the brave souls who dared to challenge them. One day, Dr. Michaels witnessed a high-ranking RDA official cleave through time and space itself, a moment that ignited an obsession within him. He became consumed by the desire to replicate this extraordinary phenomenon.
Driven by ambition, Dr. Michaels created the first iteration of the “Chamber”, a colossal mechanical construct powered by a core. His hope was to use it to transport subjects into alternate realms. Years of testing followed, but the device proved to be a spectacular failure in achieving its intended purpose. Instead of opening doorways to other worlds, it tore subjects apart molecule by molecule. Extremely dangerous criminals that the RDA deemed beyond redemption were often fed to the Chamber. Most either met grisly ends or emerged grotesquely mutated beyond recognition.
Over time, however, the Chamber was refined. Though it failed to physically transport anyone, it became a tool for behavioral correction. The device no longer harmed the body, but its operation inflicted profound mental torment. The brain and nervous system, temporarily disassembled and reassembled, left subjects nauseated, broken by waves of agony and an unshakable sense of dread. Few who endured it dared return to their criminal ways in fear of entering the Chamber again.
Yet Dr. Michaels saw only failure in his creation. The Executives of the RDA however saw a solution to the death penalty by using the chamber, as the corruption had wiped out so many people across the universe and the globe. This encouraged the executives of the RDA to start replicating The Chamber to be fitted for all of their facilities.
Dr. Michaels moved on to a different project still fueled by his dream of opening up new dimensions.
Fortune, or perhaps misfortune, smiled upon him when he was granted access to three rare cores and the corpse of an aberration said to have fallen from the stars. Tirelessly, he worked to realize his dream: opening what he termed Quantum tunnels. One day, after countless trials, he succeeded.
The Abyss tore itself open in the heart of his laboratory. From its gaping maw emanated a terror so profound that Michaels himself dared not cross its threshold. The RDA, emboldened by the discovery, once again turned to their supply of dangerous prisoners, supernaturals and outcasts, viewed as little more than test subjects at the time.
The results were chillingly consistent. Those cast into the Abyss felt their life force drain away, reduced to hollow shells of themselves by the negative force that lingered in the air. Time slowed to a crawl inside the abyss, their suffering stretching on endlessly. Whatever made them supernatural, be it magic, strength, or vitality was stripped from them. Some emerged aged beyond their years; others descended into madness or paranoia.
It was not the outcome Dr. Michaels had sought. But the RDA hailed his work as revolutionary, eager to exploit it as a weapon in their war on crime. The Doctor, weighed down by age and failure, spiraled into despair. His dreams of opening portals to new worlds crumbled beneath the weight of his own declining health and insurmountable obstacles.
At last, on December 12th in the year of 1910, Dr. Michaels stepped into the original Abyss and ended his life with a single gunshot. But death eluded him. The Abyss devoured the last remnants of his energy, releasing it as a chorus of anguished wails, an endless, echoing lament that still haunts the chambers to this day.
Though he never succeeded in bridging dimensions, his tortured cries remain a grim reminder that the Abyss offers no escape, not even in death.
Due to the nature of the Chamber, RDA executives have authorized its use solely on individuals classified as exceptionally dangerous, with a documented pattern of severe and repeated criminal behavior. Additionally, the technology behind the Chamber and the Abyss has been designated as Top Secret. Any discussion of the Chamber or its function with non-RDA personnel is strictly forbidden and will result in immediate termination.
Official NPC's