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Edited by CromagAK: 7/26/2015 5:52:04 PM
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Repost- Fallen Raid Idea - Zenith

My old post got jumbled out of Order, wanted to repost so it was easier to read as i don't know how to reorder comments on the previous post, if any moderators know how, feel free to delete this one. Again please do share all your comments or thoughts/criticisms, i want to know what you guys think good or bad! [b][u]Fallen Raid idea[/u][/b] [b][u]Backstory[/u][/b]This raid would confirm some lore speculation and offer a new view of some of Destiny's outlooks. This raid would be based around the theory that the Traveler had previously aided the fallen and then left, causing them to devolve into what they are now. Leading up to the raid the Traveler would start showing signs of life, small movements or sounds, and the Speaker would seem worried. The Speaker will request all guardians report to him immediately, as he knows of something that would truly threaten the City, and the Traveler. When the guardians reach the speaker, he talks to them about the Traveler sensing a great threat approaching our world, or possibly already arrived. He tells of how the Traveler, before coming to earth, had aided a civilization light years away, and made them powerful, more powerful then the Guardians of the Tower. The civilization he aided however had begun to grow power hungry, always wanting, and seeking more then the Traveler thought they should poses. When the Traveler realized what they had become with his gifts he left, and searched for new civilizations, and peoples to aid. Before the Traveler left however, a large group of the civilization had left, to explore and search for new worlds to conqueror with their new power. They left in a ship called the Zenith, freezing them in a stasis, until the ships AI would awaken them when a suitable planet was found. Though we don't know what the civilization was called, the Speaker tells us the beings who are ancestors of the Fallen, call themselves the "New Dawn", and they've landed on Earth. The Speaker tells you these beings will poses powers that rival or exceed that of the guardians, and will have technology we haven't seen since the Golden Age. They have landed in a place called Old Chicago, and have begun searching out from their ship in search of life. He warns if they are able to setup a foothold on earth, we may not be able to protect the City from an organized attack. With the Speakers warning and life on Earth at stake, the Guardians set off for Old Chicago. [b][u]Raid Start[/u][/b] : The Guardians approach a large ruined city, at the location the Speaker told them Old Chicago would be, and above the city a enormous white and gold ship, unlike any we've seen, floats above, with a tether linking it to the ground. Along the ships sharp edges flicker bright blue pulsing energy, running from the front to the back and disappear behind. The ship seems to emit light all around it, and tho it is night, the ship makes it look almost as if it were day. You land on the outskirts of the city not wanting to get too close to the ship known as Zenith, and make your way through the city on your Sparrows. As you get close to the tether you feel a sense of almost being at the City, and can feel the Travelers light embracing you. You feel the powers the Traveler has gifted you get stronger (your supers are now... super? Titans bubbles can now be shot out of, Blade dancers can leap further, and deal significantly more damage, Nova bombs explode into huge balls of void energy cascading around exploding, and creating new bombs). You reach the tether without facing any resistance, but as you approach it, it becomes activate and a blinding light moves its way down from the ship towards the ground. As the light reaches the ground you can make out shapes of figures resembling Fallen, but as the light clears you realize you face a much more dangerous foe. Those resembling dregs, have four arms instead of only 2 and are covered in a Bright white armor with the same pulsing blue energy moving over the corners and sharp edges as the ship has, they carry guns you've never seen before and stand up straight and tall, they're called the Vanir. Behind the Vanir you see two other figures resembling what we know as the Vandals, but again, they are standing tall with golden armor covering their bodies, their armor looks even more advanced then the Vanir's, still gleaming with the blue energy powering them, they're called Aesirs. One more figure emerges behind the Aesirs, a very tall figure resembling a Captain appears. His armor is bright white, with gold accents, it looks as if the armor was fit for a myth, or a fairy tale, with perfect symmetry, and very flashy, spikes rising over his shoulders, a helm ornate with technology that appears far beyond our own. He wields a gun that sucks in blue energy out of thin air, hes called a Hersir. Once the light fully dissipates the Hersir lifts his gun up and lets out an almost robotic yell, afterwards the Vanir and Aesirs begin opening fire, shooting what appears to be Arc energy but burns hotter and glows brighter then any you've ever seen before. Every hit seems to leave a sting damaging you for a few moments after you've been hit. After the Vanir and Aesirs are brought down, the Hersir aims weapon, it takes a few moments to charge and shoots a giant ball of Arc energy at the guardians causing a huge explosion. He is harder to bring down then any Captain previously but not too challenging. After all the enemies are dealt with the group enters the tether and is lifted into Zenith. Rest of raid in later posts! hope you've enjoyed so far!

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  • [b][u]Inside Zenith[/u][/b] : As you enter the room at the top of the tether, there are supplies and vehicles neatly organized through out the room, the sense you get from how everything is placed is that these beings are highly intelligent and highly militarized. You take a few steps and hear a loud robotic noise, and low humming, a large bay door at the opposite side of the room opens, Vanirs and Aesirs flood through, with a few Hersirs accompanying them. After you deal with the attack party you move through the door leading into a large storage room. At the end of the room is an elevator leading to a higher floor. Inside the elevator is large Hersir, with even more extravagant armor, and much larger then any you've seen so far. He shouts at something behind boxes on both sides of the elevator and rides the elevator up. Behind the two boxes emerge what look to be servitors, but more advanced and covered in white armor instead of the normal purple, they are known as Valkyr. They are always changing shapes from spheres to cubes and reoganizing themselves as they float through the air launching Arc like damage at you. Once they are dead you need to pick up their cores, and use them to activate the elevator at the end of the room. [b][u]First Boss[/u][/b] Once you arrive at the top of the elevator chasing the memorable Hersir, you look down into an open room, inside is the Hersir named Rolknash. The room you are in looks like a control room for the new storage area he has locked himself into, with large glass windows looking down into it, and 6 consoles located in front of the glass window. Guardians must use the consoles to control Valkyr in the room below to fight the boss. The controlled Valkyr's have 3 abilities, Plasma cannon: launching a bolt of Arc damage in front of them, Energy Siphon: siphoning energy from the surrounding air to empower itself, causing Plasma cannon to do bonus damage, and a function used to interact with certain things around the room. The main boss abilities are using his own Plasma Cannon, a small EMP device that will temporary knock a Valkyr offline, and his own Siphon ability. Guardians must defeat Rolknash before he can destroy, the Valkyrs. He will periodically throw an EMP at a Valkyr knocking it offline, and any within 10 yards offline as well forcing you to be spread out. After throwing an EMP he is also effected and will temporarily take increased damage for 10 seconds, as well as disabled Valkyrs will take increased damage as well. When a Valkyr is disabled another Valkyr must pick up an energy core from one of the crates around the room to reactivate it. This forces guardians to time their siphon abilities before an EMP goes out, and be prepared to decide who is going to help the disabled Valkyr, and who will keep attacking the boss. Once a Valkyr is destroyed it cannot be used again unless you wipe.

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