As one of the newest recruits to the Exodian Organisation, it is your task to work on behalf of the Observers and to preserve the stability of the greater Multiverse alongside fellow Exodian Agents in the form of Missions. Besides that, you may partake in internal Exodian events, or take on side quests and bounties.
Most Exodian Agents are invited by the mysterious Observers, and the process is as varied as there are colours in the universe. For some, they find a letter. For others, they find a sign no one but them can see. The Exodia does not wait for a ‘yes’ or ‘no’ answer. Once one has been invited, their transport comes next. It may be an oddly-shaped chair they unwittingly sit on, or a snack they bought from a fishy-looking dealer. They disappear, and their loss goes unnoticed. The Observers work with universes that have variables that work in their favour, where the players may be taken without disturbing the entire board too severely.
Sentiment and attitudes among new Agents vary, but for the most part, the Organisation selects candidates who are inclined to accept their new life in the long-term, as much as they may seem to be wild-cards or unaffiliated to their fellow personnel.
On occasion, some Exodian Agents have essentially invited themselves or arrived by an unconventional method, becoming Agents of their own will for various reasons. Perhaps the Observers have approached with a deal that cannot be refused, a deal for something they desire, or a chance to leave behind their old lives, or perhaps they have come seeking adventure, or new frontiers.
Once you have arrived in the Exodian Headquarters, you are officially an Agent. Most of the senior workers are more than happy to receive newcomers to help them out. After all, the multiverse is a massive expanse, and there’s only so much that limited manpower can do. Once you have been introduced to most of your fellow co-workers, and the Headquarters’ map provided to you, the given map will provide directions to your own personal quarters, and you will be given some time to rest and get yourself acquainted to your new environment before you are briefed in preparation for your new purpose.
Conveniently, an Agent’s Personal Quarters provides a pamphlet explaining the basics of their new life, as well as things they would need to know, such as some of the technologies of the Headquarters, various terms and words, as well as the Weave and how to access it, which they will likely have to use.
Missions are given to Exodian Agents in a great myriad of forms. Most commonly, they are in the Exodian Headquarters’ many Mission Boards, although several haggard Agents have professed to hearing missions being whispered in their minds, or appearing in the form of lettering of their cup of coffee. Whatever the method, they often come with crucial details: coordinates, objectives, and recommendations. Some Agents may opt out of certain missions if it is not something they feel like they can perform.
Agents deployed into Missions are supplied with necessary equipment and gear, and are granted a peculiar talent to allow them to avoid too much notice: a glamour-like effect that makes their actions seem much more plausible to non-Agents observing them. This glamour effect is not incredibly powerful, however: overtly obvious actions will break through its shielding, and people will notice: an event that the Observers do not appreciate, given that it may require more invasive methods to repair.
Exodian Agents are incredibly varied. Some are kind, others are harsh, and their stories and histories are diverse. What’s known is that most of them cannot go home for one reason or another, and that they’re bound to their duties to ensure that the Multiverse remains stable. If there are Agents that have eventually been able to break free for good, no one has stepped forward to tell the tale.
While permanent retirement is not an option, Agents may be allowed to pay a visit to their origin universes after some time working for the Organisation, provided that they refrain from sharing the information regarding Exodia to those back from their homes.
Agents are given a base amount of 5000 Credits to their name upon arrival.
Agents are also provided a map for navigating most of the Headquarters, which will materialise somewhere on their own person once they have passed the Gateway. This map is adaptive, and changes form to whatever their owner feels most comfortable using. This provided map will also provide directions to their Personal Quarters.
Agents, by default, are issued a one-man craft capable of adjusting its appearance for their main transportation method. For this, a Handler will direct them to the Craft Retrieval section of the Outside Deck, where they can pick any of the Crafts to claim as their own.
Agents’ abilities and powers sometimes act differently upon appointment. Whether it is due to the influence of the Observers themselves, or the universe they’re in, some Agents’ powers may strengthen or wane depending on the situation.
Part of the Organisation’s main pursuits is to avoid outside involvement and awareness as much as possible. For powers and abilities that require certain sources or connections, the Observers are often quick to issue viable replacements that minimise any need of an Agent to involve their point of origin.
Sometimes, Agents who have spent enough time working alongside one another with Missions form entire groups called Crews. These groups are permitted by the Exodian Organisation to own Voyager-class ships: large crafts capable of holding up to twenty or thirty members.
In rare cases, separate crews conglomerate into much larger Guilds, which can even have close to a hundred members. In this case, they’re granted their own Site in the Headquarters, as well as a Capital-class ship.
To be officially classed as a Crew or Guild, those involved in the group must submit an application.
The Exodian Headquarters
Located in the void-between-worlds, the Exodian Headquarters is more akin to a disjointed, floating continent than a planet. Most senior Agents can confirm that it’s possibly sentient, accommodating itself for newcomers of all types for their own comfort. They’ll also tell newcomers that the Headquarters has steadily grown in size over the years, first starting off as a city, but gradually expanding in response to an increased number of Exodian Agents.
The Exodian Headquarters features almost everything one could ever need, including food, drinks, shelter, and special necessities. Moreover, for the Agents who have taken part in enough missions, they may use the rewarded Credits to buy various additional supplies to gain an advantage for the next Missions.
For obtained resources and materials, the Exodian Headquarters features a Manufacturing Station for enhancing gear and weapons, as well as potentially crafting new items altogether.
For the most part, fighting fellow Agents is not allowed in the Exodian Headquarters, and any attempts will be prevented by the unnatural forces governing the location.
However, the Headquarters features a few designated Arena areas, where Agents can train and spar with one another as they please. These Arenas feature additional implements for repairing items and themselves.
Death for Exodian Agents is a temporary nuisance at worst. If an Exodian dies mid-Mission, they’ll be transported back to their base, although most loot that they’ve acquired during the Mission will be lost, and they can no longer return to continue it. Great care is still a must amongst Exodian Agents, even if they are considered to be immortal.
As an extension to this, injuries for Exodian personnel are not permanent. Should one be injured in a mission, they can be restored to their previous condition once they have returned, usually the point when they have first arrived in the Headquarters, although the restoration system also takes into account adjustments and modifications meant to be lasting or permanent, such as modded limbs and cybernetics, among others.
If True Death is a possibility for an Agent, no one has written about it. Perhaps attaining this state is the only way to permanently retire from service.
For the ease of Exodian Agents, they’re granted access to a localised Web Service-esque network called the Weave. The Weave supports things like multiverse encyclopedias, chatrooms, and a Personal Site that they can use as their memoir or journal.
Another notable trait is that Exodian personnel will be granted an automatic ability to translate and understand various languages depending on what is necessary. For Missions that require one to communicate with others, Agents will be granted an understanding of the necessary languages, although if it is not required, it will not be given, so one should not expect to be able to communicate with fauna unless a mission demands it.
By default, Exodian personnel will understand one another regardless of native language unless a conscious effort is made to code or cipher their communication.