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#10012089 Sep 12, 2014 at 06:04 PM · Edited 3 years ago
520 Posts
The world in which you are about to step into is, much like the world of Fallout: The Melting Pot, both familiar and yet vastly different. I know that many of you here have had little to no experience with the setting of Destiny, but that's not going to stop me from presenting you with a list of changes to the lore that I've made. So, here goes...

Watching this trailer, it can be pretty easy to forget that some of the liberties that Bungie took included clear as crystal sound in the vacuum of space and Earth-like gravity on the Moon. That's not going to be the case in my game. Anybody operating on the lunar surface or similar environments will find themselves struggling against conditions like those demonstrated here, whenever the player decides to venture outside Anchor 9.

In my game you can do more than change the color and shell of a Ghost, you can change their voice and personality also!

In vanilla Destiny companies like Crux/Lomar, Daito, Häkke, Nadir, Omolon, Suros and Tex Mechanica are responsible for manufacturing firearms of Rare, Legendary and Exotic rarities. But what about all the other guns? You know, generic ones like the Dukes and the Mavericks and Psis and the Pulsars that don't seem to have any parent company assigned to them? Well that's where Skunk Works comes in. Inspired by Lockheed Martin's Advanced Development Programs - a division known for its development of cutting-edge technology development for the United States Military - the Skunk Works is a City-sponsored project designed to provide Guardians with top-of-the-line weaponry at a huge discount.

Now there are three things to keep in mind when referring to a Skunk Works weapon...

1.) Unlike other companies, all Skunk Works weapons appear "stock" apart from a logo stamped into the grip.

2.) Each gun is modular, and thus able to accept a variety of accessories available from first or third parties. Scopes, grips, dot sights, etc., are all available for Skunk Works guns!

3.) You will need to PM me for a list of what's considered a Skunk Works weapon, because there are far too many to list here!
#10030092 Sep 16, 2014 at 11:04 PM · Edited 2 years ago
520 Posts
Glimmer ≠ currency in my fanon. Honestly, how could it? According to the official lore, Glimmer is "... a programmable matter that was once used as a source of power during the Golden Age, and is now the the main currency of the City."

Not in my game. In my game you will all be using Credits, just like the folks of the UNSC do in the Halo games. Luckily all of you will have an ambiguous amount of cR from the get-go, so if need to pay for a meal, buy some ammunition or give your landlord his rent? You'll have enough to cover such expenses.

The Cabal
Since the word Cabal means "a secret political clique or faction," I thought it only fitting that I portray them as large and diverse group of like-minded aliens working together, rather than a single military-industrial complex determined to expand and conquer. Think of them like an amalgamation between the the Covenant and the Hunters of Evolve. (You'll still encounter your fair share of Space Turtles though, don't worry!)

The Hive
What you think you know about the Hive? Disregard it. In my fanon, the creatures of the Hive are less Gears of War and more H.P. Lovecraft. Guardians who have faced the horrors and survived often come back with scars, both mental and physical. Know such a Guardian? Are you such a Guardian? It's common for people who have been exposed to the Hive to be plagued by nightmares or night terrors. Also, questions that even remotely remind someone about their experience(s) with the Hive will almost always lead to that person spontaneously manifesting signs of extreme PTSD. Because of this, the Ghosts of Guardians who're at risk of displaying such symptoms are given a supply of a drug called Hypnocil that is designed to put people in the middle of "an episode" into a deep and dreamless sleep.

The Vex
In this story the Vex are actually the servants of the enigmatic, time-traveling race that Destiny's overarching story calls for. Their in-game models are also not the only ones in service, although they are the ones most commonly encountered. What do I mean by this? Well let's just say that the Vex that you're familiar with look retro for a reason...
#10030547 Sep 17, 2014 at 02:32 AM · Edited 3 years ago
520 Posts


New Allies & Enemies
I made this post separate from the others because I felt the topic was important enough to warrant your guys' full attention. In my game you will be introduced to three original creations of mine -- the Protectors, the Displaced and Demons -- as well as a alternative incarnation of the Hive as they're seen in-game.

- - -

The Protectors are comprised of individuals who haven't been blessed by the Traveler like the Guardians have, but who all have sworn to watch over The City just the same. To make up for their lack of superpowers, Protectors are often supported by armored fighting vehicles and / or one-man, bipedal war machines known as Regulators. Protectors don't often leave The City, but when they do they are required to equip a special kind exosuit (see: and work alongside one or more Guardians. Much like how Titans were influenced by characters like the Terminator and Master Chief, the Protectors are designed to pay homage to the marines from Aliens and Halo, the average Imperial Guardsman from Warhammer 40,000, and of course the brave men and women of today's modern armed forces!

- - -

The Displaced are the creators and masters of the Vex. Nobody besides the Vex themselves know anything about them other than their group's name, but it's easy to assume that they are all beings of unfathomable power. Inspiration for the Displaced comes from the works of Egyptian-born Greek-Australian film director Alexander Proyas, arguably known best for the 1998 neo-noir science fiction film Dark City starring Rufus Sewell, Kiefer Sutherland, Jennifer Connelly, and William Hurt.

- - -

Demons are Guardians whose Light has been corrupted by the Darkness and transformed into something... otherworldly. Fighting a Demon is a lot like fighting a Guardian, except in a Demon's case they are not bound by the rules of the Crucible or other petty things like morals or a conscience. But Demons are not dumb, oh no, not by a long shot. Their intelligence, skills and experience all follow them into this arguably grotesque state of existence.

There have been only a little over a hundred reported encounters with Demons since the war to defeat the Darkness began, but all of them have ended in bloodshed and tragedy. There's even rumor that a majority of the Demons fought are still alive! If you're curious to know what your typical Demon looks like, then you only need visit As you can see, I imagine that all Demons have merged with their gear and evolved to become the ultimate killing machines.

Each Demon, like the Guardians that they used to be, has their own strengths and weaknesses. But do not think for a second that you are capable of taking one on alone. (...)

- - -

In my AU the canonical Hive race is re-imagined as a race apart but subservient to my take on the Hive, similar to how the Taken serve Oryx. They are called the Conquered, and they were once the pinnacles of galactic civilization. But then the Darkness came to their world, and without the Traveler there to protect them, they were changed. They now travel the universe in fleets of Tombships, lead by Oryx the Taken King aboard his Dreadnaught. (...)
#10093788 Oct 01, 2014 at 03:23 PM · Edited 4 years ago
520 Posts
According to the Grimoire: "Guardians of the present are chosen from the ranks of ancient dead by the Ghosts of the Traveler, and have defended the City for centuries."

I call bull. Mountains of it. If the single-player story of Destiny is to be believed, in conjunction with the cards, it means that every single Guardian that exists or has existed all died in the past, woke up in the future with superpowers and in a world swarming with hostile alien creatures, and yet nobody bothers to explain to them the hows or whys! Are you kidding me?! Furthermore, if the Traveler has the power to bring back people from the dead, then why is humanity on the brink of extinction? Destiny's mechanics suggest that all player-controlled Guardians can be brought back to life, either through their Ghost or an ally, an indefinite amount of times regardless of how they die. So then why, if the resurrection process is the same for every person and can be performed until every last star in the sky has burned itself out, doesn't the Traveler bring back everybody?! Jeez!

"I need a moment."

Okay, so, guess what? It gets even more complicated! According to Exo lore, "...many have chosen to fight against the Darkness, and as such have received the blessing of the Traveler in the form of Guardianship." Now wouldn't that suggest that not all Guardians are recruited from the ranks of the deceased? It certainly seems that way to me! So here's how it's going to be in my game: When humanity was nearly wiped out during the Collapse, the Traveler realized that drastic measures had to be taken if there was any hope of defeating the Darkness. And so the Traveler created the Ghosts and sent them out across the burning world, looking for those capable of wielding his Light. Those chosen who did not die, or did die but still had enough viable components to work with, were transformed into humanity's first Guardians. What does this mean for your characters? Well, it can be one of two things...

1.) If you're Human, it could mean that you're a descendant of these brave men and women.

2.) If you're an Exo, it could mean that you've been "alive" and active since the Collapse.

What's that? You're wondering why I'm not mentioning the Awoken at all? Well that's because, according to lore, the Awoken "...tried to run to the far edges of known space to escape the Darkness, but something mysterious and strange happened to them there, which altered them forever." So, y'see, it wouldn't make sense for any of the first generation Guardians to be of that particular sub-species. That's fine though, because you only need prove yourself a cut above the rest of humanity's finest to receive the Traveler's blessing! At least that's how it's going to be in my game. Whether you're descended from greatness or not, the key to achieving Guardianship is to prove yourselves in the eyes of the Traveler -- which all of your characters have done.

Still with me? Good.

Now, despite all of that, there are still Ghosts who return from the wilds with a "zombie" in tow every now and then. These Guardians are taken straight to the Speaker, who sits them down, asks them some questions about what they remember of their life prior to being brought back, and then explains to them everything that's happened since then. Guardians who've been "activated" in this way often gather together in a room of the Tower that's been dedicated to them. Here, almost 24/7, you will find such Guardians doing their best to show one another moral support. (After all, it isn't easy being displaced in time.)

And that brings us to the big, mother of all questions: What is life and death in my game? Basically if your Guardian is killed, but in such a way that your body and / or brain isn't irreparably damaged, then you are capable of being revived by your Ghost. "Zombies" are partially exempt from this rule due to their exposure to the Traveler's Light prior to their death during the Collapse. It leaves a sort of time capsule called an "imprint" that allows their Ghost to reconstruct them as they were at the precise moment just prior to their death. This is only a one-time deal, however. Once a "zombie" is revived, the imprint is rendered invalid, making the "zombie" just as vulnerable as any other Guardian.

Okay, so, does all of that make sense? Does it?! It had better!

#11389188 Aug 10, 2015 at 01:17 AM · Edited 3 years ago
520 Posts
These are something that don't exist within this game. Why? Because they technically don't exist within vanilla Destiny either. In the actual video game you're able to switch between any of your class' subclasses on the fly. Your only limitation is that you're stuck using that subclass' unique abilities until you decide to switch to something else. In my game you don't have to switch because you will always have access to your class' subclass perks and abilities, all at the same time. OP? Maybe. But I'm not exactly changing anything here, am I?

Now what you have instead of Subclasses are Paths. Paths are, to put it bluntly, indicative of what your Guardian is best at. Are you a Hunter who prefers to get up close and personal with your Arc Blades? Then you're following the Path of the Blade Dancer. Or are you a Warlock who specializes in eliminating groups of enemies with a Nova Bomb? Well then you would be labeled as someone who follows the Path of the Void Walker. (Please note the space between the two words, for these are prevalent in all Paths here. Bladedancer = Blade Dancer, Voidwalker = Void Walker, etc.)

For the most part Subclasses / Paths remain unaltered, except of course for the fact that I mentioned before that stipulates that all Guardians have access to all of their Subclass / Paths' benefits and Super Abilities simultaneously at all times. However there are two Super Abilities that act differently in my game than they do in vanilla Destiny. They are as follows...

Golden Gun
I've long believed that the Hunter's primary Super Ability lacks an air of believability that the other Super Abilities possess. According to the game, Hunters always have a Hand Canon on them that is specifically designed to shoot up to four Light-enhanced bullets at a time. If that's truly the case, then why don't all Hunters use this ability all the time? I know it's mainly a gameplay mechanic, but c'mon! Seriously?

I personally think that the Super Ability should apply to all conventional projectile weapons. The Hunter's Light would surge through his arms, into his hands and then into whatever firearm it is he's wielding at that moment. The effect would be very reminiscent of this, although the inevitable discharge would look the same as it does in-game.

I would also like to point out that my take on this Super Ability finds it becoming hazardous to one's health if used in excess. tl;dr, the more it's used, the more the Hunter runs the risk of literally being consumed by their own Light. (They are, after all, not as adept at manipulating the Light as Warlocks are.) The reason why Hand Cannons and other semi-automatic weapons are ideal for acting as the Golden Gun's "host" is because each individual shot requires the Hunter to expend some of their Light. Weapons that are automatic or pack a particularly powerful kick (e.g. a shotgun) are detrimental, as they tend to require larger amounts of Light to function properly when acting as a Golden Gun.

Naturally a Launcher of some kind would be the ideal Golden Gun, however it is only under the most extreme circumstances that this option even be considered. This was a lesson learned very early on in the war against the Darkness, when a Hunter accidentally blew himself - and everything within a 20 meter radius around him - to smithereens while attempting to dispatch a horde of foes with a Light-enhanced rocket.

Hammer of Sol
Much like the aforementioned Golden Gun, the Titan's most iconic Super Ability is getting an overhaul. While the in-game version calls for a Titan to conjure a warhammer made of fiery Light out of thin air, my version - called the Fire of Sol - sees it acting as a buff to any and all forms of melee weaponry. Swords, knives, gauntlets? A Titan can imbue these with Light and transform them into miniature extensions of the sun itself! (Did I mention that Guardians have access to melee weapons now? No? Well Guardians totally have access to melee weapons now.)
#11406380 Aug 14, 2015 at 03:48 AM · Edited 4 years ago
520 Posts
The Timeline
I should have addressed this issue properly during the first post in this thread, and I'm sorry that I haven't done so before. But can you honestly blame me? The lore of the game is so rich and so vast that, quite frankly, I felt intimidated to draw attention to it. But with The Taken King scheduled to release in 30 days as of the moment of this posting, I suppose that it's only fair that you all have a clearer picture to work with. Actually maybe "clear" isn't the right word.

See, I think it would be easier for all of us if a veil of ambiguity were placed over the Story Missions of the base game. They might've happened, they might not've happen. Either way it doesn't really matter because none of your characters were present when they played out. However the same cannot be said about The Dark Below, House of Wolves and the aforementioned Taken King. The stories of these expansions and others that are scheduled to happen may or may not coincide with the original story that I'm telling here, but will more than likely involve your characters in some way due to the magnitude of the crises' that the tales bring with them.
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