e x o. / / TITAN: Argosy-3 (
opentheway) wrote2014-10-23 05:13 pm
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>> RELEVANT GRIMOIRE LORE
Supplemental information for anyone who wants to know about Argos, his abilities, or the universe that he comes from. All of this is canon information as presented by the Grimoire Cards that Bungie wrote for the game. For brevity's sake I am including only the cards specifically relevant to Argos; if you want to read all of the cards the game provides (which I HIGHLY recommend because the worldbuilding in Destiny is simply fantastic), head right on over here.
GUARDIANS
"Legends are carved across history by the brave."
Guardians are warriors forged in the Traveler's Light, a final hope in a universe falling into Darkness.
Chosen from the dead by the Traveler's Ghosts, Guardians are those rare few able to wield the Light as a weapon. For centuries they have defended the City. But that defense cannot hold forever.
Now, with the Darkness rising again, the time has come to retake our lost worlds. The Guardians who lead the way will save humanity - and become legend.
TITAN
"Strive for honor. Stand for hope."
Titans are warriors - heroic defenders of the Light, channeling the gifts of the Traveler to wage war on the Darkness. Steadfast and sure, Titans face any challenge head-on, blunt force instruments of the Traveler's will.
GHOST FRAGMENT: TITAN
/ Tighten that strap.
/ Eh?
/ The gardbrace is loose. Could slip.
/ Huh.
/ It's new?
/ Agema. Type 1.
/ How's it hold up? I tried using Agema at the Gap, remember? It didn't - well, what's this?
/ A Ghost!
/ Yes. Light be with you.
/ Excuse me, little Ghost - Tubach, pass me my helmet - thank you. Little Ghost, what are you doing here?
/ It's just looking around.
/ Where's your Guardian?
/ I don't think it has one.
/ Well, any servant of the Light is welcome among us. We are Holborn's Host, and I'm Holborn. The City's hand on Mars.
/ Tubach.
/ That's Tubach, my second. One of the finest Titans of the City. Now see here, little Ghost, on my shoulder? That's the mark of Holborn's Host. Record it. The twelve-pointed star. One for each of the - oh well, off it goes! It doesn't look well.
/ We should get moving.
/ A Ghost without a Guardian. I remember when I was risen, you know. When I woke in that wreckage, to see my Ghost hovering there, its light in my eyes, like an angel. And it said -
/ This story again.
/ Disrespectful youngster.
/ Youngster? I could be older than you, Tibon!
/ True. The gardbrace is fine now. Stop worrying at it. Will you take the Jigoku?
/ Thought I'd take the long rifle. Bayle has the Jigoku.
/ Good. That Ghost - what do you think is wrong with it? It's echoing something ancient, an Old Earth language. You know what that Ghost reminds me of, flitting about over there?
/ I don't.
/ The time Ghosts from Jagi's Host came back without them. Remember - they got in that fight at some point east of the Caspian? Seven Ghosts, damn near silent, buzzing with some sort of corruption. Drifting back to the Tower, one by one. Scared the Speaker well enough.
/ I remember. A long time ago. Jagi tells the story differently.
/ Well. We all grow old. In our way. Little Ghost! Come back here!
/ It's not going to make it, wherever it's going.
/ I want to talk to it. Little Ghost!
/ Lyssa and Bayle are probably there already.
/ Cabal move slowly. We've got time.
/ But the Warlocks have had a vision.
/ Yes. That new one, what's her name. Ingora?
/ Ikora.
/ She's always been hasty. I've faced these Cabal before. I know 'em like I know my own armor.
/ Message from Lyssa. "At the Dust Palace, now. All quiet."
/ See? All quiet. Why not come with us, little Ghost? We are looking for the old Warmind here, and the one who guards it.
EXO
"Ask yourself: what threatened your Golden Age ancestors so much that they constructed the Exos to defend themselves?"
Built for a long-forgotten struggle, Exos are self-aware war machines so advanced that nothing short of a Ghost can understand their inner functions. They remain ciphers, even to themselves: their origins and purpose lost to time.
Whoever built the Exos fashioned them in humanity's image, gifting them with diversity of mind and body. Many of the City's Exo citizens live and work alongside their organic brethren. But others fight again, re-forged in the Light of the Traveler to serve as Guardians.
GHOST FRAGMENT: EXO
- which in the end is just a matter of substrate chauvinism. It doesn't matter if the system thinks with flesh or superconductor or topological braids in doped metallic hydrogen, as long as the logic is the same. And our logic is the same. Yours and mine.
If I am a machine then so are you. If you are not a machine then neither am I. Exo minds are human. It is incontrovertible.
You understand? I'm going to take that slack-jawed stare as understanding.
Now here's the real question. Why are Exo minds human? What's the design imperative? Why does a war machine - yes, absolutely, I am a war machine, built by human hands; and you are a survival machine built by the engine of evolution. Don't interrupt me.
Why does a war machine have emotions? Why should a war machine have awareness? These are not useful traits on the battlefield. Don't flatter yourself. They are not useful. So why should the Exo mind mimic the human architecture so closely?
You know what I smell on you? I smell the stink of anthropocentrism. I think you think that there's only one way to think. That's why the Exo mind is so human, you presume. Because all higher thought converges.
My friend, you should meet the Vex. There is nothing human in them.
Now. This is what I believe happened, back in the time before any Exo can remember. It explains everything.
I think someone wanted to live forever.
GHOST FRAGMENT 2: EXO
Hi. Thanks for your interest. I'm recording this for posterity.
Warlock thanatonauts die and come back with insight. I'm going to attempt the same process to get at buried memories. Specifically, I'm going to fire a charged particle beam into my head and see what comes out. We Exos have been around a very long time. I want to know what's in there.
My Ghost is standing by to repair me.
Okay. Three two one
STAG echo six SWORD sierra nine SERPENT
We are falling into the world. Everyone is on fire. There's a ship above us but it's coming apart just like a flower, alloy and fusion flash, pierced through and through -
The voice says Atmospheric interface. Trajectory nominal. Rabid two three you are outside the window. (I think I am the voice)
I can see the whole earth below me and the sky we are falling out of is black without stars.
Ghost, shoot me again.
RAPID four RAMPART four RATCHET tango eight zero
We are on the ice. This is elsewhere and elsewhen. There is a mighty aurora and it is reflected in the ice so I walk between two fires although the one below is cracked and full of corpses. I have and am a weapon.
Up in the sky there is a hole in Jupiter and it tears at me when I look at it. It tears at me. It is hungry. Maybe the hole is not in Jupiter but in me.
CROWN castle candor cobalt coral
Ghost bring me back.
serrate sulfur ANATHEMA amber actual aspen
Ghost bring me back now.
GHOSTS
"In its dying breath, the Traveler created the Ghosts...To seek out those who can wield its Light as a weapon. Guardians, to protect us, and do what the Traveler itself no longer can." - The Speaker
Built from machinery and the Traveler's Light, Ghosts guide their Guardian companions in the quest to reclaim our solar system.
Every Ghost seeks out its Guardian among the ancient dead. The Ghost serves as scout, librarian, and mechanic, waking ancient machinery and cracking alien codes. In the right situations, a Ghost can even save a Guardian from death.
But Ghosts are not immortal. As far as Guardians know, every loss is irreplaceable.
DEAD GHOSTS
Battered and drained of their Light, these Ghosts are nevertheless valuable for the information they preserve. Their recovered memories may well prove vital to the City's survival.
The problem of dead Ghosts troubles the City's scholars. Are new Ghosts still being born? Or is the number of Ghosts dwindling? Will there come a day when no more remain - an end to the rise of new Guardians?
If that day is coming, then the City faces a desperate race against time to heal the Traveler before attrition takes its toll.
GUARDIAN ABILITIES
There is a Light in you from which no Darkness can hide.
Only Guardians have the gift of the Traveler's Light - the ability to channel its energies to project vast power into the world. Even without a firearm, a Guardian is a radiant engine of destruction.
While these abilities rise from within, Guardians master their power in different ways. Titans understand the Light as a force to hone through practice and strict discipline. Hunters roam and explore in order to learn, using dangerous methods to survive the wilds. And Warlocks study the Light and its inner mechanisms, confronting unfathomable mysteries in the search for transcendent might.
GHOST FRAGMENT: ABILITIES
From Lord Saladin's Induction Speech
Nothing born is born strong.
I know I began weak, the same as you. I don't care if you're an Exo, staring at that number and wondering where you've come from. Or a Human hungry to understand the ancient world that left you for dead. Or an Awoken reborn in the very essence of what your people hide from. Together, we're the pointed end of a long stick of happenstance. Change one ripple in an ancient ocean and we would never have been granted the Light within us, or the good Ghosts that want to help us.
Humble origins.
Every world begins as a big pebble lost among trillions of pebbles. Every worthy sun was once cold hydrogen spread thin across the vacuum. Even the universe, this cosmic garden that surrounds us and awes us...this monument to Creation was once the size of an apple seed. And everything that's splendid and great stands at the end of incalculable chance and mayhem.
Yes, you have talents. Enormous, wondrous powers. But you should put the smirk away. Do you know what a Guardian is? Not yet. Your name is another pebble. You are a cold apple seed.
But you will grow.
STRIKER
At close quarters a fist is better than any gun.
Striker Titans charge into close combat, armored in Light and wielding fistfuls of thunder.
Striker tactics depend on shock and disciplined aggression. They must awe and scatter the enemy, or risk being overwhelmed. Fellow Guardians prize their ability to draw fire as they shatter the enemy line.
DEFENDER
The wall against which the Darkness breaks.
Defender Titans are immovable anchors, trained to absorb punishment and control the flow of battle.
Armed with unflinching conviction and an armory of Void techniques, Defenders block the enemy's movements, shrug off their fiercest weapons, and rally fellow Guardians to strike back.
PUNCH
The brute strength of a Titan's melee offers a full-force response to immediate danger.
LIGHTNING GRENADE
A grenade that sticks to any surface, periodically emitting bolts of lightning.
MAGNETIC GRENADE
A grenade that attaches to enemies and explodes twice. Designed to crack the armor of hard targets.
LIFT
Leap into a powered jump. The long, slow arc makes you a target, but used carefully, it's a superb way to break contact, gain control of the high ground, or set up devastating ambushes.
FIST OF HAVOC
Leap forward and smash the ground, obliterating everything nearby. You will be a thunderbolt - but use your fury carefully. If there are survivors, you will surely draw their wrath.
WARD OF DAWN
Open a pocket in the universe, an impregnable fortress for you and your allies. The mighty Ward allows Guardians to hold key points and gather their strength in the face of overwhelming opposition.
INVECTIVE (EXOTIC SHOTGUN)
"I tried to talk them down. They made a grab for my Ghost. After that it was a short conversation." - Ikora Rey
Invective was Ikora Rey's weapon of choice during her younger, more rebellious days. An ideal fallback for situations that can't be solved by wit, quick talk, or pure intimidation, this modified shotgun uses a self-replicating magazine to keep its owner well-stocked for any and all trouble that waits beyond the City.
POCKET INFINITY(EXOTIC FUSION RIFLE)
"You cannot shake the feeling that this is less a weapon than a doorway."
Fireteam Tuyet died in the Ishtar Sink, hunting the secrets of the Vex. They must have come too close to something precious, for the Vex descended on them with their typical inscrutable, thorough violence.
But their sacrifice was not in vain. The data they gathered helped forge the Pocket Infinity. Properly modified, the weapon should be capable of devastating output on just a single charge cycle.
The Infinity's mechanisms have proven difficult, if not impossible, to replicate en masse. It is conceivable that the weapon draws its energy from the Vex networks...an ominous possibility. So be wary with it.
PLAN C (EXOTIC FUSION RIFLE)
Good fighters have contingency plans. Great fighters don't need them.
Sharp reflexes keep you alive on the frontier - but no matter how fast you are, a fusion rifle can only charge so quickly. Enter the Plan C. When you draw the weapon, fast-rise capacitors and a smart induction system prime for firing. The 'ready fire' state only lasts a few moments - but in a gunfight, those moments matter.
ICE BREAKER (EXOTIC SNIPER RIFLE)
Please replace these components if use causes fatal damage: HEAT SINK. MAGAZINE. OPERATOR
The Ice Breaker series was a clandestine project developed by the Vanguard in conjunction with various City weapons foundries. Meant as an exploration of Golden Age weapon technology, the project was scrapped after only a single weapon reached the testing phase.
The prototypes for the project's lone weapon are considered dangerous and unfit for field duty by the Vanguard. This hasn't stopped daring Guardians from seeking out the Ice Breakers - death, after all, is an occupational hazard.
GJALLARHORN (EXOTIC ROCKET LAUNCHER)
"If there is beauty in destruction, why not also in its delivery?" - Feizel Crux
The Gjallarhorn shoulder-mounted rocket system was forged from the armor of Guardians who fell at the Twilight Gap. Gifted to the survivors of that terrible battle, the Gjallarhorn is seen as a symbol of honor and survival
SUPER GOOD ADVICE (EXOTIC MACHINE GUN)
This weapon is full of it.
This machine gun's incredible mechanism hints at the wonders of Golden Age technology. Smart rounds report their trajectories to the weapon, and a micro-transmat protocol recalls missed shots directly to the magazine.
Engineers decry the idea that all smart systems spontaneously develop personalities and awareness...but it seems undeniable that Super Good Advice manifests personality, memory, and a certain sass. The truth may lie in the weapon's connection to the legendary Hunter Pahanin, who witnessed the fall of Kabr and became terrified of traveling alone.
ARC (DAMAGE TYPE)
"A spark can give life...or take it."
The universe is defined by fundamental forces. Complex matter is bound together by deep forces - and in the study of this binding lies the secret of Arc Light.
VOID (DAMAGE TYPE)
"It's fitting, then, that we have weaponized the unknown."
The universe is defined by fundamental forces. Beneath the world of light and matter lies the vacuum, and the vast dark secrets that it contains. In the understanding of this vacuum lies the secret of Void Light.
SPARROW
"The shortest distance between two points is full throttle."
The Sparrow is a single-passenger, all-terrain thrust bike with one purpose: moving from objective to objective with unmatched speed.
Quick, quiet, and simple to transmat, Sparrows enjoy surpassing popularity among Guardians working in the field.
GHOST FRAGMENT: LEGENDS
DEEP STONE CRYPT
This is the tower where we were born. Not the Tower. Just a tower in a dream.
The tower stands on a black plain. Behind the tower is a notch in the mountains where the sun sets. The teeth of the mountain cut the sun into fractal shapes and the light that comes down at evening paints synapse shapes on the ground. Usually it's evening when we come.
The ground is fertile. This is good land. We go to the tower in dreams but that doesn't mean it's not real.
Some of us go to the tower in peace. They walk through a field of golden millet and a low warm wind blows in from their back. I don't know why this is, because:
The rest of us meet an army.
You can ask others about Deep Stone and they'll tell you about the army. They might confess one truth, which is this: we have to kill the army to get to the tower. Usually this starts bare-handed, and somewhere along the way you take a weapon.
Ask again and if they're buzzed they might also admit that most of us don't make it to the Tower, except once or twice.
None of them will tell you that the army is made of everyone we meet. The people we work with and the people we see in the street and the people we tell about our dreams. We kill them all. I think because we were made to kill and this is the part of us that thinks about nothing else.
Often I kill people I don't know, but like most of us I think I knew them once, in the time before one reset or another, when my mind was younger and less terribly scarred.
So that is how we go back to the Deep Stone Crypt, where we were born.
((more to be updated shortly!))
GUARDIANS
"Legends are carved across history by the brave."
Guardians are warriors forged in the Traveler's Light, a final hope in a universe falling into Darkness.
Chosen from the dead by the Traveler's Ghosts, Guardians are those rare few able to wield the Light as a weapon. For centuries they have defended the City. But that defense cannot hold forever.
Now, with the Darkness rising again, the time has come to retake our lost worlds. The Guardians who lead the way will save humanity - and become legend.
TITAN
"Strive for honor. Stand for hope."
Titans are warriors - heroic defenders of the Light, channeling the gifts of the Traveler to wage war on the Darkness. Steadfast and sure, Titans face any challenge head-on, blunt force instruments of the Traveler's will.
GHOST FRAGMENT: TITAN
/ Tighten that strap.
/ Eh?
/ The gardbrace is loose. Could slip.
/ Huh.
/ It's new?
/ Agema. Type 1.
/ How's it hold up? I tried using Agema at the Gap, remember? It didn't - well, what's this?
/ A Ghost!
/ Yes. Light be with you.
/ Excuse me, little Ghost - Tubach, pass me my helmet - thank you. Little Ghost, what are you doing here?
/ It's just looking around.
/ Where's your Guardian?
/ I don't think it has one.
/ Well, any servant of the Light is welcome among us. We are Holborn's Host, and I'm Holborn. The City's hand on Mars.
/ Tubach.
/ That's Tubach, my second. One of the finest Titans of the City. Now see here, little Ghost, on my shoulder? That's the mark of Holborn's Host. Record it. The twelve-pointed star. One for each of the - oh well, off it goes! It doesn't look well.
/ We should get moving.
/ A Ghost without a Guardian. I remember when I was risen, you know. When I woke in that wreckage, to see my Ghost hovering there, its light in my eyes, like an angel. And it said -
/ This story again.
/ Disrespectful youngster.
/ Youngster? I could be older than you, Tibon!
/ True. The gardbrace is fine now. Stop worrying at it. Will you take the Jigoku?
/ Thought I'd take the long rifle. Bayle has the Jigoku.
/ Good. That Ghost - what do you think is wrong with it? It's echoing something ancient, an Old Earth language. You know what that Ghost reminds me of, flitting about over there?
/ I don't.
/ The time Ghosts from Jagi's Host came back without them. Remember - they got in that fight at some point east of the Caspian? Seven Ghosts, damn near silent, buzzing with some sort of corruption. Drifting back to the Tower, one by one. Scared the Speaker well enough.
/ I remember. A long time ago. Jagi tells the story differently.
/ Well. We all grow old. In our way. Little Ghost! Come back here!
/ It's not going to make it, wherever it's going.
/ I want to talk to it. Little Ghost!
/ Lyssa and Bayle are probably there already.
/ Cabal move slowly. We've got time.
/ But the Warlocks have had a vision.
/ Yes. That new one, what's her name. Ingora?
/ Ikora.
/ She's always been hasty. I've faced these Cabal before. I know 'em like I know my own armor.
/ Message from Lyssa. "At the Dust Palace, now. All quiet."
/ See? All quiet. Why not come with us, little Ghost? We are looking for the old Warmind here, and the one who guards it.
EXO
"Ask yourself: what threatened your Golden Age ancestors so much that they constructed the Exos to defend themselves?"
Built for a long-forgotten struggle, Exos are self-aware war machines so advanced that nothing short of a Ghost can understand their inner functions. They remain ciphers, even to themselves: their origins and purpose lost to time.
Whoever built the Exos fashioned them in humanity's image, gifting them with diversity of mind and body. Many of the City's Exo citizens live and work alongside their organic brethren. But others fight again, re-forged in the Light of the Traveler to serve as Guardians.
GHOST FRAGMENT: EXO
- which in the end is just a matter of substrate chauvinism. It doesn't matter if the system thinks with flesh or superconductor or topological braids in doped metallic hydrogen, as long as the logic is the same. And our logic is the same. Yours and mine.
If I am a machine then so are you. If you are not a machine then neither am I. Exo minds are human. It is incontrovertible.
You understand? I'm going to take that slack-jawed stare as understanding.
Now here's the real question. Why are Exo minds human? What's the design imperative? Why does a war machine - yes, absolutely, I am a war machine, built by human hands; and you are a survival machine built by the engine of evolution. Don't interrupt me.
Why does a war machine have emotions? Why should a war machine have awareness? These are not useful traits on the battlefield. Don't flatter yourself. They are not useful. So why should the Exo mind mimic the human architecture so closely?
You know what I smell on you? I smell the stink of anthropocentrism. I think you think that there's only one way to think. That's why the Exo mind is so human, you presume. Because all higher thought converges.
My friend, you should meet the Vex. There is nothing human in them.
Now. This is what I believe happened, back in the time before any Exo can remember. It explains everything.
I think someone wanted to live forever.
GHOST FRAGMENT 2: EXO
Hi. Thanks for your interest. I'm recording this for posterity.
Warlock thanatonauts die and come back with insight. I'm going to attempt the same process to get at buried memories. Specifically, I'm going to fire a charged particle beam into my head and see what comes out. We Exos have been around a very long time. I want to know what's in there.
My Ghost is standing by to repair me.
Okay. Three two one
STAG echo six SWORD sierra nine SERPENT
We are falling into the world. Everyone is on fire. There's a ship above us but it's coming apart just like a flower, alloy and fusion flash, pierced through and through -
The voice says Atmospheric interface. Trajectory nominal. Rabid two three you are outside the window. (I think I am the voice)
I can see the whole earth below me and the sky we are falling out of is black without stars.
Ghost, shoot me again.
RAPID four RAMPART four RATCHET tango eight zero
We are on the ice. This is elsewhere and elsewhen. There is a mighty aurora and it is reflected in the ice so I walk between two fires although the one below is cracked and full of corpses. I have and am a weapon.
Up in the sky there is a hole in Jupiter and it tears at me when I look at it. It tears at me. It is hungry. Maybe the hole is not in Jupiter but in me.
CROWN castle candor cobalt coral
Ghost bring me back.
serrate sulfur ANATHEMA amber actual aspen
Ghost bring me back now.
GHOSTS
"In its dying breath, the Traveler created the Ghosts...To seek out those who can wield its Light as a weapon. Guardians, to protect us, and do what the Traveler itself no longer can." - The Speaker
Built from machinery and the Traveler's Light, Ghosts guide their Guardian companions in the quest to reclaim our solar system.
Every Ghost seeks out its Guardian among the ancient dead. The Ghost serves as scout, librarian, and mechanic, waking ancient machinery and cracking alien codes. In the right situations, a Ghost can even save a Guardian from death.
But Ghosts are not immortal. As far as Guardians know, every loss is irreplaceable.
DEAD GHOSTS
Battered and drained of their Light, these Ghosts are nevertheless valuable for the information they preserve. Their recovered memories may well prove vital to the City's survival.
The problem of dead Ghosts troubles the City's scholars. Are new Ghosts still being born? Or is the number of Ghosts dwindling? Will there come a day when no more remain - an end to the rise of new Guardians?
If that day is coming, then the City faces a desperate race against time to heal the Traveler before attrition takes its toll.
GUARDIAN ABILITIES
There is a Light in you from which no Darkness can hide.
Only Guardians have the gift of the Traveler's Light - the ability to channel its energies to project vast power into the world. Even without a firearm, a Guardian is a radiant engine of destruction.
While these abilities rise from within, Guardians master their power in different ways. Titans understand the Light as a force to hone through practice and strict discipline. Hunters roam and explore in order to learn, using dangerous methods to survive the wilds. And Warlocks study the Light and its inner mechanisms, confronting unfathomable mysteries in the search for transcendent might.
GHOST FRAGMENT: ABILITIES
From Lord Saladin's Induction Speech
Nothing born is born strong.
I know I began weak, the same as you. I don't care if you're an Exo, staring at that number and wondering where you've come from. Or a Human hungry to understand the ancient world that left you for dead. Or an Awoken reborn in the very essence of what your people hide from. Together, we're the pointed end of a long stick of happenstance. Change one ripple in an ancient ocean and we would never have been granted the Light within us, or the good Ghosts that want to help us.
Humble origins.
Every world begins as a big pebble lost among trillions of pebbles. Every worthy sun was once cold hydrogen spread thin across the vacuum. Even the universe, this cosmic garden that surrounds us and awes us...this monument to Creation was once the size of an apple seed. And everything that's splendid and great stands at the end of incalculable chance and mayhem.
Yes, you have talents. Enormous, wondrous powers. But you should put the smirk away. Do you know what a Guardian is? Not yet. Your name is another pebble. You are a cold apple seed.
But you will grow.
STRIKER
At close quarters a fist is better than any gun.
Striker Titans charge into close combat, armored in Light and wielding fistfuls of thunder.
Striker tactics depend on shock and disciplined aggression. They must awe and scatter the enemy, or risk being overwhelmed. Fellow Guardians prize their ability to draw fire as they shatter the enemy line.
DEFENDER
The wall against which the Darkness breaks.
Defender Titans are immovable anchors, trained to absorb punishment and control the flow of battle.
Armed with unflinching conviction and an armory of Void techniques, Defenders block the enemy's movements, shrug off their fiercest weapons, and rally fellow Guardians to strike back.
PUNCH
The brute strength of a Titan's melee offers a full-force response to immediate danger.
LIGHTNING GRENADE
A grenade that sticks to any surface, periodically emitting bolts of lightning.
MAGNETIC GRENADE
A grenade that attaches to enemies and explodes twice. Designed to crack the armor of hard targets.
LIFT
Leap into a powered jump. The long, slow arc makes you a target, but used carefully, it's a superb way to break contact, gain control of the high ground, or set up devastating ambushes.
FIST OF HAVOC
Leap forward and smash the ground, obliterating everything nearby. You will be a thunderbolt - but use your fury carefully. If there are survivors, you will surely draw their wrath.
WARD OF DAWN
Open a pocket in the universe, an impregnable fortress for you and your allies. The mighty Ward allows Guardians to hold key points and gather their strength in the face of overwhelming opposition.
INVECTIVE (EXOTIC SHOTGUN)
"I tried to talk them down. They made a grab for my Ghost. After that it was a short conversation." - Ikora Rey
Invective was Ikora Rey's weapon of choice during her younger, more rebellious days. An ideal fallback for situations that can't be solved by wit, quick talk, or pure intimidation, this modified shotgun uses a self-replicating magazine to keep its owner well-stocked for any and all trouble that waits beyond the City.
POCKET INFINITY(EXOTIC FUSION RIFLE)
"You cannot shake the feeling that this is less a weapon than a doorway."
Fireteam Tuyet died in the Ishtar Sink, hunting the secrets of the Vex. They must have come too close to something precious, for the Vex descended on them with their typical inscrutable, thorough violence.
But their sacrifice was not in vain. The data they gathered helped forge the Pocket Infinity. Properly modified, the weapon should be capable of devastating output on just a single charge cycle.
The Infinity's mechanisms have proven difficult, if not impossible, to replicate en masse. It is conceivable that the weapon draws its energy from the Vex networks...an ominous possibility. So be wary with it.
PLAN C (EXOTIC FUSION RIFLE)
Good fighters have contingency plans. Great fighters don't need them.
Sharp reflexes keep you alive on the frontier - but no matter how fast you are, a fusion rifle can only charge so quickly. Enter the Plan C. When you draw the weapon, fast-rise capacitors and a smart induction system prime for firing. The 'ready fire' state only lasts a few moments - but in a gunfight, those moments matter.
ICE BREAKER (EXOTIC SNIPER RIFLE)
Please replace these components if use causes fatal damage: HEAT SINK. MAGAZINE. OPERATOR
The Ice Breaker series was a clandestine project developed by the Vanguard in conjunction with various City weapons foundries. Meant as an exploration of Golden Age weapon technology, the project was scrapped after only a single weapon reached the testing phase.
The prototypes for the project's lone weapon are considered dangerous and unfit for field duty by the Vanguard. This hasn't stopped daring Guardians from seeking out the Ice Breakers - death, after all, is an occupational hazard.
GJALLARHORN (EXOTIC ROCKET LAUNCHER)
"If there is beauty in destruction, why not also in its delivery?" - Feizel Crux
The Gjallarhorn shoulder-mounted rocket system was forged from the armor of Guardians who fell at the Twilight Gap. Gifted to the survivors of that terrible battle, the Gjallarhorn is seen as a symbol of honor and survival
SUPER GOOD ADVICE (EXOTIC MACHINE GUN)
This weapon is full of it.
This machine gun's incredible mechanism hints at the wonders of Golden Age technology. Smart rounds report their trajectories to the weapon, and a micro-transmat protocol recalls missed shots directly to the magazine.
Engineers decry the idea that all smart systems spontaneously develop personalities and awareness...but it seems undeniable that Super Good Advice manifests personality, memory, and a certain sass. The truth may lie in the weapon's connection to the legendary Hunter Pahanin, who witnessed the fall of Kabr and became terrified of traveling alone.
ARC (DAMAGE TYPE)
"A spark can give life...or take it."
The universe is defined by fundamental forces. Complex matter is bound together by deep forces - and in the study of this binding lies the secret of Arc Light.
VOID (DAMAGE TYPE)
"It's fitting, then, that we have weaponized the unknown."
The universe is defined by fundamental forces. Beneath the world of light and matter lies the vacuum, and the vast dark secrets that it contains. In the understanding of this vacuum lies the secret of Void Light.
SPARROW
"The shortest distance between two points is full throttle."
The Sparrow is a single-passenger, all-terrain thrust bike with one purpose: moving from objective to objective with unmatched speed.
Quick, quiet, and simple to transmat, Sparrows enjoy surpassing popularity among Guardians working in the field.
GHOST FRAGMENT: LEGENDS
DEEP STONE CRYPT
This is the tower where we were born. Not the Tower. Just a tower in a dream.
The tower stands on a black plain. Behind the tower is a notch in the mountains where the sun sets. The teeth of the mountain cut the sun into fractal shapes and the light that comes down at evening paints synapse shapes on the ground. Usually it's evening when we come.
The ground is fertile. This is good land. We go to the tower in dreams but that doesn't mean it's not real.
Some of us go to the tower in peace. They walk through a field of golden millet and a low warm wind blows in from their back. I don't know why this is, because:
The rest of us meet an army.
You can ask others about Deep Stone and they'll tell you about the army. They might confess one truth, which is this: we have to kill the army to get to the tower. Usually this starts bare-handed, and somewhere along the way you take a weapon.
Ask again and if they're buzzed they might also admit that most of us don't make it to the Tower, except once or twice.
None of them will tell you that the army is made of everyone we meet. The people we work with and the people we see in the street and the people we tell about our dreams. We kill them all. I think because we were made to kill and this is the part of us that thinks about nothing else.
Often I kill people I don't know, but like most of us I think I knew them once, in the time before one reset or another, when my mind was younger and less terribly scarred.
So that is how we go back to the Deep Stone Crypt, where we were born.
((more to be updated shortly!))