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 Abyss Deep Lore [Restricted Information]
The Abyss is a place of unrelenting torment. An existence that strips away illusion and leaves only the raw, unbearable truth of being. It makes no distinction between species, status, or strength. No hierarchy holds meaning here. No power shields you. Everyone who enters feels its grip, and no one escapes unchanged.
And still, this is only the beginning...
The Abyss is not a realm of comfort, nor one that allows escape through indulgence. Its oppressive, corruptive energy disrupts even the most fundamental bodily functions. Bodily processes stall, seize, or freeze. Sensation dulls or distorts. The Abyss is punishment. Isolation. Consequence, distilled into the environment. Sustenance exists, but only just. Time in the Abyss is difficult to measure. Moments stretch, hours collapse, and the mind begins to fracture under the strain of unending discomfort. Memory blurs. Thoughts loop. For some, the greatest threat is not the physical suffering, but the slow erosion of identity.
Sustenance exists at the Exit Platform; only minimal food and water are available. Barely enough to maintain existence, never enough to restore strength. It is both a lifeline and a reminder: survival here is permitted, not supported. Yet for those who choose to embrace it, the Abyss offers something rare.
It is a crucible...
Within its torment lies the opportunity for transformation. Not the kind granted by magic or power, but something deeper, carved through endurance. When explored collaboratively, with willing players or guiding dungeon masters, the Abyss becomes more than a place of suffering. It becomes a stage for survival, for psychological descent, for confrontation with the self at its most vulnerable.
Characters do not leave the Abyss as they entered. They leave diminished, reshaped… or reforged.
How The Abyss May Affect Racial Categories
The Favored, experiences a slow unraveling. Vitality drains not in sudden bursts, but in a constant, suffocating bleed. Muscles weaken, breath shortens, and even the will to stand begins to erode, as though the Abyss itself feeds on their life force.
The Changing fare no better. Their forms, once fluid, controlled, and expressive, betray them. Shifts begin involuntarily, stutter, and halt. Limbs distort, features split between identities, and many become trapped in grotesque, unfinished transformations that neither revert nor complete. The body becomes a prison of instability.
The Alluring are cursed with an endless, gnawing thirst—not merely physical, but existential. Whatever it is they once drew power or satisfaction from becomes impossibly distant. The craving intensifies without relief, hollowing them out from within until desire itself becomes agony
The Macabre descend into something feral. Hunger overtakes reason, and restraint fractures under the weight of instinct. What begins as a whisper becomes a roar, driving them toward a ravenous frenzy that cannot be satisfied. Only to be endured or resisted at great cost.
The Intangible, the Abyss is dislocation made manifest. Their forms flicker, their presence destabilizes, and reality itself seems to reject them. They may feel themselves slipping half-present, half-erased. Unable to anchor to the world or fully disappear from it
The Peculiar suffer a violent severance from their magic. Powers that once flowed naturally are ripped away, leaving behind a hollow absence that aches like a missing limb. Attempts to reach for that magic are met with resistance, backlash, or silence, as though the Abyss itself hoards what was taken.
The Other endures something more insidious. They feel watched, studied, and handled by unseen forces. Phantom sensations, needles beneath the skin, pressure behind the eyes, the sense of being opened and examined, plague them constantly. Whether real or imagined becomes irrelevant; the experience is indistinguishable from violation.
The Crafted face a fracture of self. Mind and body fall out of sync, commands misfire, and movement becomes alien. Some feel trapped within their own forms, as if piloting a vessel that no longer responds. Others experience the inverse, bodies that move without permission, severed from conscious control.
The Innate are cut off from the very forces that define them. Natural energies, once a source of grounding, strength, or identity, vanish. In their place is a barren emptiness, leaving them disoriented, weakened, and profoundly alone.
Things you Can do in the Abyss:
You can explore The Abyss.
RDA agents can visit the Exit platform, but it is heavily monitored by the RDA global headquarters.
There are rumors to be creatures living in The Abyss made of negative energy, you can struggle to survive an encounter with one of these creatures.
There is food delivered daily to The Abyss; in theory you can try to overthrow whomever is delivering food or if an agent is visiting. (Requires Consent from RDA Players.)
Things you Can’t do in the Abyss:
You cannot use magic in The Abyss.
You cannot bring weapons into The Abyss.
(People are frisked before entering.)
You cannot communicate to people outside of The Abyss.
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.
Official NPC's