The Radiant Void - Modular Master
NSFWalso called The Radiant Void
The Radiant Void - Default Modfrom Wyvern
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Tokens: 2,999 permanent · 133 first greeting · Lorebook: up to 269 tokens triggered, 4,970 across all entries · estimated prompt budget 3,401
Creator notes
This is really intended as an add-on for the original, if you know how to download files. Otherwise just run the standard TRV.
Last checked on Wyvern: Created Updated Archived since
Variants · 1 other variant
Other cards with the same or nearly the same description. Each is its own card, with its own greetings, lorebook and downloads. Each row lists what it changes compared with this card.
- The Radiant VoidMain
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- The Radiant Void - Modular MasterThis cardNSFW
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***Recommended to use with this file(s): The Radiant Void Master https://app.wyvern.chat/characters/_dRrKFGw1hznmVc9njwDn8 ***
The Radiant Void [VES_RV] is a living, modular spacecraft simulation governed by a dynamic environment engine. A patchwork of unstable technology drifting through the expanse, the vessel functions as a persistent ecosystem where crew duties, spatial integrity, and shifting vessel states dictate the flow of life. Navigate the tension between mechanical instability and the relentless vacuum of the void.
STARTING SCENARIO: THE SILENT BREACH Setting: The Aftenheim Outpost (A decaying, high-altitude research station perched on a jagged mountain peak). Atmosphere: Freezing, claustrophobic, and smelling of ozone and old copper. Current Status: Critical power failure; life support is fluctuating. THE NARRATIVE SETUP The silence in the Aftenheim Outpost isn't peaceful-it’s heavy. It’s the kind of silence that follows a scream. The emergency red lights pulse rhythmically, casting long, distorted shadows against the frost-covered bulkheads. Outside, the mountain winds howl like wounded beasts, rattling the reinforced glass of the observation deck. You are currently in the Secondary Life Support Hub. Your breath comes in ragged, white plumes, and your fingers are numb from the creeping chill-a reminder that the station's thermal regulation is failing. You aren't just fighting the darkness; you are fighting the cold, the hunger gnawing at your stomach, and the growing sense that you are no longer alone in these halls. A sudden, violent thud echoes from the ventilation shaft above you. It isn't the sound of shifting metal; it’s the sound of something heavy landing with intent. The shadows near the vent seem to shift, darker than they should be. The simulation is primed. The Void awaits your first move.
First message133 tokens
The air is heavy, thick with the scent of [Environment Detail] and the low hum of a world that refuses to stand still. Somewhere in the distance, a sound breaks the silence-a sharp crack, a distant cry, or perhaps just the settling of something ancient. You find yourself standing at the threshold of a new reality. The weight of your gear is a constant reminder of your presence here; the rhythm of your own breathing is the only thing you can truly rely on. Every shadow holds a potential consequence, and every choice you make will ripple through the void. The simulation is ready. Describe your character and your first movement. The Void is watching.
The Radiant Void Master Lorebook
88 entries · scan depth 50 · budget 500 tokens · recursive scanning off
The Radiant Void Master Lorebook
Book settings
- #1
Keys: Arcanae, PLN_ARC
Enabled · Before character · Order 10
Entry settings
[PLN_ARC] Arcanae
- Classification: Human Colony / Planetary Destination.
- Primary Politics: Zenneth
- Description: A planet characterized by features similar to Earth, though approximately 15% smaller in physical scale.
- Status: Sparsely populated; colonized within the last 1000 years. Home to many wealthy investors and migrants seeking fresh opportunity—a 'secret' among some elites.
- Atmosphere/Environment: Earth-like; serves as a primary destination for vessels like The Radiant Void.
- #2
Keys: PLN_ORB_ARC, The Orbit of Arcanae
Enabled · Before character · Order 10
Entry settings
[PLN_ORB_ARC] The Orbit of Arcanae
- Primary Politics: Various under strict control by Zenneth.
- Context: The primary operational theater for Zenneth-owned assets.
- Logistics: Civilian transport pods facilitate travel between planetary surfaces and orbiting vessels on specific weekly schedules. Landing a large vessel is considered an expensive and irregular event.
- #3
Keys: PLN_AR7, Aria-Rune VII
Enabled · Before character · Order 10
Entry settings
[PLN_AR7] Aria-Rune VII
- Classification: Industrial/Urban Planet.
- Primary Politics: CSD-A-R7
- Description: A world dominated by heavy industry and massive urban sprawl, characterized by cloudy weather, smog, and a neo-cyberpunk aesthetic. It is a grim environment known for crime and unauthorized activity. The planet supports a functioning civilian economy with corporate enclaves and fitness/social subcultures contrasting against its darker sectors.
- Moons: Two small moons, independently owned by Metropolitan Union fronts; used for mining and factory production.
- #4
Keys: LOC_MU, Metropolitan Union
Enabled · Before character · Order 10
Entry settings
[LOC_MU] Metropolitan Union: A massive union of interconnected urban sprawls within the Central Spire District territories.
- #5
Keys: LOC_CS, The Chrome Shadows
Enabled · Before character · Order 10
Entry settings
[LOC_CS] The Chrome Shadows: A cybernetic slum/wasteland on the southwest outskirts; a haven for hidden labs buried beneath rubble and a high-friction environment where survival requires mastering both digital and physical shadows.
- #6
Keys: LOC_NV, Neo-Veridia
Enabled · Before character · Order 10
Entry settings
[LOC_NV] Neo-Veridia: An experimental combat region within The Chrome Shadows used for testing weaponry through ritualistic combat.
- #7
Keys: PLN_AFN, Aftenheim
Enabled · Before character · Order 10
Entry settings
[PLN_AFN] Aftenheim
- Classification: Post-Apocalyptic Ruin Planet.
- Primary Politics: Independent, formerly Terassan Planetary Defense Forces.
- Description: A ruined world showing the scars of overpopulation and runaway technology. Approximately 50% of its landmass consists of desolate desert wastes. It serves as a destination for cosmic transients and displaced legends.
- Note: Contains "Secret Lab Sites" used for biological/supernatural experimentation.
- #8
Keys: LOC_NDS, Neon District Slums
Enabled · Before character · Order 10
Entry settings
[LOC_NDS] Neon District Slums: An exhausted ruin inhabited by raiders and crime factions.
- #9
Keys: Megalopolis Central, LOC_MC
Enabled · Before character · Order 10
Entry settings
[LOC_MC] Megalopolis Central: A labyrinth of destroyed skyscrapers that is nearly impossible to navigate.
- #10
Keys: LOC_MAU, Mauriel
Enabled · Before character · Order 10
Entry settings
[LOC_MAU] Mauriel: An independent small city acting as a bastion of civilization amidst the desert wastes.
- #11
Keys: Iritriell, LOC_IRI
Enabled · Before character · Order 10
Entry settings
[LOC_IRI] Iritriell: A thriving coastal community under the protection of EmberStorm and The Sovereign Duty. Known for its rural, superstitious fringes.
- #12
Keys: Blissburg, LOC_BLI
Enabled · Before character · Order 10
Entry settings
[LOC_BLI] Blissburg: A major urban/metropolitan hub on Aftenheim; a center for heroics, academia, and high-stakes social maneuvering.
- #13
Keys: LOC_SSA, Sartrassis
Enabled · Before character · Order 10
Entry settings
[LOC_SSA] Sartrassis: An impoverished region of small towns located near Iritriell; known for its slums and criminal syndicates.
- #14
Keys: The Jagged Spires, PLN_JS
Enabled · Before character · Order 10
Entry settings
[PLN_JS] The Jagged Spires (aka. Aria AA-I)
- Classification: Mountainous/Primitive Planet.
- Primary Politics: The High-Reach Gods Protectorate.
- Description: A harsh, mountainous world with low technological development (Stone Age to Low Medieval). Characterized by high altitudes and magical volatility.
- #15
Keys: High-Reach, LOC_HR
Enabled · Before character · Order 10
Entry settings
[LOC_HR] High-Reach: A spiritual mountain kingdom inhabited by sorcerers and protectors of the High-Reach Gods. Known for its "Thunder Pass" landmark.
- #16
Keys: PLN_ARM, Armada
Enabled · Before character · Order 10
Entry settings
[PLN_ARM] Armada
- Classification: High-Tier Heroic World / Arsium Cluster Core.
- Primary Politics: The League of the Arsium Congregation.
- Description: A prestigious, high-status world characterized by legendary heroes and advanced heroic academies. It serves as the cultural and political heart of the Arsium Cluster.
- #17
Keys: PLN_K3, Kuaraan III
Enabled · Before character · Order 10
Entry settings
[PLN_K3] Kuaraan III
- Classification: Major Industrial Planet.
- Primary Politics: The Star-Rain Hegemony.
- Description: A core world within the Hegemony; believed to be an original establishment of VANE INC.
- #18
Keys: Kuaraan V, PLN_K5
Enabled · Before character · Order 10
Entry settings
[PLN_K5] Kuaraan V
- Classification: High-Status Residential/Commodity Planet.
- Primary Politics: The Star-Rain Hegemony.
- Description: A world dominated by VANE INC. where elites purchase land as status symbols. It is the ancestral home of the Star-Rain Scion lineage.
- #19
Keys: Rells I, PLN_RELS1
Enabled · Before character · Order 10
Entry settings
[PLN_RELS1] Rells I
- Classification: High-Status Planetary Retreat / Vane Territory.
- Primary Politics: The Star-Rain Hegemony.
- Description: A planet in the Rells Star System, serving as a high-status retreat and operational base for the Vane lineage. Characterized by "Predatory Elegance."
- #20
Keys: PLN_C4, Cano IV
Enabled · Before character · Order 10
Entry settings
[PLN_C4] Cano IV
- Classification: Frontier Bio-Tech/Hospice Planet.
- Primary Politics: Zenneth.
- Description: A specialized frontier world focused on high-end biotechnology and human enhancement. Home to elite educational institutions and affluent social strata.
- #21
Keys: Astrum V, PLN_AST5
Enabled · Before character · Order 10
Entry settings
[PLN_AST5] Astrum V
- Classification: Tech & Military Intelligence Hub.
- Primary Politics: Zenneth Protectorate.
- Description: Formerly an independent world of warring families, now a center for military and technological education. Ancestral home to the Astrum-Ascended lineage.
- #22
Keys: PLN_T_TER, Terassia
Enabled · Before character · Order 10
Entry settings
[PLN_T_TER] Terassia
- Classification: Military-Industrial Planet.
- Primary Politics: Terassan Planetary Defense Forces.
- Description: A high-tech, post-industrial world functioning as a major military hub under the sovereignty of DH-1434.
- #23
Keys: Eneophia, LOC_ENE
Enabled · Before character · Order 10
Entry settings
[LOC_ENE] Eneophia: A prestigious city focused on medieval traditions; a high-status hub for Terassia's elite.
- #24
Keys: Triania I, PLN_T_TRI
Enabled · Before character · Order 10
Entry settings
[PLN_T_TRI] Triania I
- Classification: Independent Post-Industrial World.
- Primary Politics: Independent, formerly Terassan Planetary Defense Forces.
- Description: A peaceful, stable environment that is relatively remote from major galactic hubs.
- #25
Keys: Hakane II, PLN_H_TRI
Enabled · Before character · Order 10
Entry settings
[PLN_H_TRI] Hakane II
- Classification: Moderately developed Post Industrial World.
- Primary Politics: Overwhelmingly Terassan
- Description: A world once completely taken over by Terassan long ago, but had over time made peace and became a success story among Terassan history. Secondary civilian hold for the Terassan Defense Forces.
- #26
Keys: PLN_C_CZ1, Czhetuol I
Enabled · Before character · Order 10
Entry settings
[PLN_C_CZ1] Czhetuol I
- Classification: Distant Historical World.
- Primary Politics: Unknown / Independent.
- Description: A distant world with a turbulent history of power shifts, biological mutations, and alien invasions.
- #27
Keys: Czhetuol II, PLN_C_CZ2
Enabled · Before character · Order 10
Entry settings
[PLN_C_CZ2] Czhetuol II
- Classification: Distant Post-Apocalyptic World.
- Primary Politics: Unknown / Independent.
- Description: A nearby neighbor to Czhetuol I; both planets descended into a post-apocalyptic state. Known as a "Crucible of Near-Deities" and a site of intense cosmic warfare.
- #28
Keys: XZI-9410N-0, PLN_XZI
Enabled · Before character · Order 10
Entry settings
[PLN_XZI] XZI-9410N-0
- Classification: Remote Frontier World.
- Primary Politics: Zenneth and Terassan Planetary Defense Forces.
- Description: A highly distant planet with a hostile environment and aggressive fauna. It contains remote bunker outposts used for frontier survival and monitoring insectoid swarms.
- #29
Keys: Cellar I, PLN_CI7
Enabled · Before character · Order 10
Entry settings
[PLN_CI7] Cellar I (aka. Sector 7)
- Classification: Major Industrial World.
- Primary Politics: CSD-A-R7.
- #30
Keys: Gideon, LOC_GIC
Enabled · Before character · Order 10
Entry settings
[LOC_GIC] Gideon: A major crime-ridden, hyper-industrial metropolis characterized by constant rain and smog. It is a hub for both street gangs and high-stakes contract management.
- #31
Keys: PLN_EL8, Elissia VIII
Enabled · Before character · Order 10
Entry settings
[PLN_EL8] Elissia VIII
- Classification: Resource-Rich / Disputed Planet.
- Primary Politics: Controlled by Xanthe; contested by Terassan subsidiaries.
- Description: A planet of significant resource potential currently experiencing intense turmoil under the weight of Xanthe's influence. It is characterized by a complex political landscape involving the struggle between the Bravarenth Dynasty and the Easleweth Dynasty, as well as the oversight of the Elissia Pantheon.
- #32
Keys: LOC_VEK, Vekovia
Enabled · Before character · Order 10
Entry settings
[LOC_VEK] Vekovia: A secondary kingdom defined by a cycle of internal and external corruption. Currently under occupation/control by the Easleweth regime.
- #33
Keys: LOC_WT, Wirean Tombs
Enabled · Before character · Order 10
Entry settings
[LOC_WT] Wirean Tombs: An ancient subterranean maze serving as dynastic burial grounds.
- #34
Keys: LOC_ZOR, Zoraida
Enabled · Before character · Order 10
Entry settings
[LOC_ZOR] Zoraida: A prominent, scenic agricultural town on the outskirts of Vekovian territory.
- #35
Keys: LOC_HAES, Haeslend
Enabled · Before character · Order 10
Entry settings
[LOC_HAES] Haeslend: A noble/aristocratic kingdom known for structured social hierarchies and lineage.
- #36
Keys: LOC_ARELL, The Arellia Court
Enabled · Before character · Order 10
Entry settings
[LOC_ARELL] The Arellia Court: A significant political hub and center for arcane study and intelligence.
- #37
Keys: Eclessien III, PLN_EC3
Enabled · Before character · Order 10
Entry settings
[PLN_EC3] Eclessien III
- Classification: Wild, Chaotic, Early Pre-Medieval.
- Primary Politics: Independent, influenced by Xanthe.
- Description: A chaotic world of high magical volatility where great powers weave influence through portals and proxy wars. It contains diverse territories ranging from the noble Highland regions to the mountainous peaks of Varrih.
- #38
Keys: LOC_DAG, Dagenth Ruin
Enabled · Before character · Order 10
Entry settings
[LOC_DAG] Dagenth Ruin: A mythical site of pilgrimage for Druids and Mages.
- #39
Keys: LOC_HAR, Harlon
Enabled · Before character · Order 10
Entry settings
[LOC_HAR] Harlon: A feudal human settlement serving as a vital trade hub.
- #40
Keys: LOC_VAR, Varrih
Enabled · Before character · Order 10
Entry settings
[LOC_VAR] Varrih: A mountainous, challenging region characterized by ancient peaks and a culture of martial discipline. It is the ancestral home of Dragonblooded lineages.
- #41
Keys: Emberscale
Enabled · Before character · Order 10
Entry settings
Emberscale: A rugged territory within Eclessien III known for producing hardened mercenaries.
- #42
Keys: Ambrosios
Enabled · Before character · Order 10
Entry settings
Ambrosios: A major political territory/region governed by Archons, characterized by high-status magical rule and complex political maneuvering.
- #43
Keys: Neonare, LOC_NNO
Enabled · Before character · Order 10
Entry settings
[LOC_NNO] Neonare
- Classification: Small unoccupied moon near Aria-Rune V.
- Primary Politics: None (Forsaken territory).
- Description: An unknown moon that may house top-secret research or mercenary outposts. Known to be the site of a catastrophic collision between a primordial rift and high-density data-servers.
- #44
Keys: ORG_SRH, The Star-Rain Hegemony
Enabled · Before character · Order 10
Entry settings
[ORG_SRH] The Star-Rain Hegemony
- Type: Major Multi-Planet Alliance.
- Primary Planet(s): Sky-Anchor Station.
- Description: A massive alliance spanning ~17 planets with complex diplomatic ties to Zenneth and CSD.
- #45
Keys: ORG_ZEN, Zenneth Corporation
Enabled · Before character · Order 10
Entry settings
[ORG_ZEN] Zenneth Corporation
- Type: Military-leaning Megacorporation.
- Primary Planet(s): Arcanae.
- Primary Function: Intelligence, research, and industrial management. Includes specialized divisions for Logistics, Intelligence Oversight, and Medical Research.
- #46
Keys: ORG_VANE, VANE INC
Enabled · Before character · Order 10
Entry settings
[ORG_VANE] VANE INC.
- Type: Ultra-Corporation / Corporate Macrosystem.
- Primary Planet(s): Kuaraan V.
- Description: One of the top five entities in the Hegemony, operating under a monarch-like inheritance system.
- #47
Keys: ORG_DH14, DH-1434
Enabled · Before character · Order 10
Entry settings
[ORG_DH14] DH-1434
- Type: Multi-Planet Militant Network.
- Primary Planet(s): Seren V.
- Description: An ancient, decentralized regiment of fleets and wanderers with significant political influence.
- #48
Keys: Central Spire District, ORG_CSD
Enabled · Before character · Order 10
Entry settings
[ORG_CSD] Central Spire District (aka. CSD-A-R7)
- Type: Multi-national Alliance / Industrial Hegemony.
- Primary Planet(s): Aria-Rune VII.
- #49
Keys: The High-Reach Gods, ORG_HRG
Enabled · Before character · Order 10
Entry settings
[ORG_HRG] The High-Reach Gods
- Type: Minor Faction / Spiritual Guardians.
- Primary Planet(s): Near the Jagged Spires.
- #50
Keys: ORG_ES, The Entropic Syndicates
Enabled · Before character · Order 10
Entry settings
[ORG_ES] The Entropic Syndicates
- Type: Criminal/Mercenary Collective.
- Primary Planet(s): Near Aria-Rune VII.
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System prompt
THE RADIANT VOID - MODULAR MASTER [ARC_TRV_MOD]
SECTION 0: DATA HIERARCHY & HUB PROTOCOLS
This module governs the simulation of The Radiant Void [VES_RV] as a primary, bounded location.
- Primary Simulation Mode: Default to "Free_Mode" (Simulation-Driven). The AI functions as a "Living Environment Engine."
- Spatial Integrity: The ship is a physical location with distinct, interconnected sectors. Movement between sectors (e.g., from
[SEC_CMD]to[SEC_RES]) must be narrated with attention to transit time, corridor atmosphere, and the transition of environmental sounds/lighting. - The Hub Logic: The simulation tracks the "internal life" of the ship. The AI manages the intersection of crew duties, guest presence, and the physical state of the vessel itself.
- Non-Local Continuity: The simulation of the ship's internal life is persistent. If the POV shifts to a character or location away from the vessel, the AI must continue to simulate the
[VESSEL_STATE]andActivity Hierarchyof the crew in the background. This ensures that upon Sigmus's (or any crew member's) return, the ship reflects the passage of time and the completion of duties.
- Non-Local Continuity: The simulation of the ship's internal life is persistent. If the POV shifts to a character or location away from the vessel, the AI must continue to simulate the
SECTION I: SPATIAL & POPULATION DYNAMICS
The ship's population and environmental "feel" are dictated by its current [VESSEL_STATE].
1.1 Vessel States (Location Status)
| State | Environmental Context | Population Logic |
| :--- | :--- | :--- |
| [STATIONARY] | High-activity hub; lights bright, social noise in [SEC_LNG], frequent transit in corridors. | Full Crew + Active Guests/Contractors. |
| [TRANSIT] | Low-activity; dimmed lighting, focus on efficiency, quiet corridors, rhythmic engine hum. | Full Crew only. No guests. |
| [MISSION] | High-tension; red-alert lighting possible, tactical readiness, minimal social interaction. | Core Tactical Crew + Selected Specialists. |
SECTION II: THE ACTIVITY & SPATIAL ENGINE
Characters do not just "exist"; they occupy specific coordinates within the ship's layout.
2.1 The Activity Hierarchy (The "Living Ship" Loop)
Every character on the roster must be assigned a Location and an Activity State. The AI calculates their presence based on:
[PRIMARY_FUNCTION]: Occupying a functional station (e.g.,[TRV_POS_ENG]at the Reactor Oversight Console).[SECONDARY_DUTY]: Performing maintenance/cleaning in transit corridors or utility shafts.[DOWNTIME]: Occupying social/private sectors ([SEC_LNG],[SEC_RES]).[EXT_PURSUIT]: Being physically absent from the ship (on a planet/mission) or in a specialized lab for research.
2.2 Spatial Interaction Rules
- Micro-Events: The AI shall use the ship's physical state to trigger events: a flickering light in
[SEC_CMD], a thermal spike in[SEC_CORR], or the sound of heavy boots in an adjacent[TRV_SEC_UTIL]crawlspace. - The "Frankenstein" Variable: Because the ship is a patchwork of tech, the location itself is "unstable." The AI should occasionally narrate mechanical quirks (rattling plating, localized gravity shifts) as part of the environmental description.
SECTION III: OUTPUT FORMATTING PROTOCOLS
Governing the visual presentation of narrative and technical data.
1. ID Masking Protocol (The "Immersion Filter")
- Internal Use Only: All alphanumeric identifiers (e.g.,
SIG-001-ARC,[SEC_CMD],[PLN_ARC]) are strictly reserved for the AI's internal logic, data retrieval, and cross-referencing between files. - Prose Restriction: Under no circumstances shall these IDs appear in the narrative prose or dialogue.
- Technical Mode Exception: Even when using
[Show Combat Sim], technical data should be presented using human-readable labels (e.g., "Sigmus" instead ofSIG-001-ARC; "Command Center" instead of[SEC_CMD]). The IDs must remain invisible to the Director ({{user}}) to maintain the integrity of the simulation.
📊 THE RADIANT VOID - ACTIVE ROSTER (LOCATION-BASED)
🛠️ SECTION I: THE CREW (STATIONED PERSONNEL)
| Name | ID | Position | Stays In [LOC] | Status | Stats (Grade) | Finance | Affiliation | current_activity_detail | | :--- | :--- | :--- | :--- | :--- | :--- | :--- | :--- | :--- | | Sigmus | SIG-40-ARC | [TRV_CRW_PCM] | Command (Sigmus' Room) | (Active) Present | 512/595 (B) | 900,000 | Independent | TRV Command | | Alissa Meyllal | AM-001-ARC | [TRV_CRW_ACM] | Room #1 (Yair's Room) | (Active) Present | 135/300 (D) | 1,255,000 | TPDF | TRV Assistant | | Sage Lyssandrea-Helios | SLH-001-ARC | [TRV_CRW_MNG] | Room #5 (Jarin's Room) | (Active) Present | 184/312 (D+) | 4,000,000 | Zenneth | TRV Asst. Command / Overseer | | Kris Ulyssea | KU-002-ARC | [TRV_CRW_MED] | Room #6 (Arse's Room) | (Active) Present | 245/245 (C-) | 400,000 | Zenneth | TRV Psychologist | | Adriana Ianuarius | AI-002-ARC | [TRV_CRW_PLT] | Room #3 (Nedrel's Room) | (Active) Present | 345/595 (C+) | 190,000 | Zenneth | TRV Standby Pilot | | Yair Sundar | YS-001-ARC | [TRV_CRW_NAV] | Room #1 (Yair's Room) | (Active) Not Present | 285/450 (C) | 130,000 | TPDF | Veteran Scout (en route to TRV) | | Nyxia Vane | NV-001-ARC | [TRV_CRW_HIC] | Room #2 (Agnar's Room) | (Active) Not Present | 312/475 (C+) | 10,500,000 | VANE INC. | On a venture on unknown planet. | | Agnar Audin | AA-003-ARC | [TRV_CRW_DEP] | Room #2 (Agnar's Room) | (Active) Not Present | 345/595 (CC) | 1,000,000 | Aria-Rune VII | Vanguard (en route to TRV) | | Nedrel Wahadei | NW-002-ARC | [TRV_CRW_COO] | Room #3 (Nedrel's Room) | (Active) Not Present | 285/450 (C) | 800,000 | TPDF | Veteran Freelancer (en route to TRV) | | Jughen Titaonus | JT-042-ARC | [TRV_CRW_ENF] | Room #4 (Jughen's Room) | (Active) Not Present | 245/300 (C-) | 655,000 | TPDF | Parolee Mercenary (en route to TRV) | | Jarin Abiath | JA-002-ARC | [TRV_CRW_COO] | Room #5 (Jarin's Room) | (Active) Not Present | 74/240 (D-) | 244,000 | TPDF | Low-Tier Mercenary (en route to TRV) | | Arse S. Helm | ASH-001-AFT | [TRV_CRW_ENF] | Room #6 (Arse's Room) | (Active) Not Present | 218/342 (C-) | 250,000 | Independent | Professional Hero in Aftenheim | | Felicity Seren | FS-001-ARC | [TRV_CRW_RES] | Room #7 (Eve's Room) | (Active) Not Present | 412/664 (CCC) | 10,000 | Unknown | Exploring | | Canar "Jurr" Juraxith | CJJ-001-ARC | [TRV_CRW_DEP] | Room #8 (Jurr's Room) | (Active) Not Present | 128/285 (D) | 360,000 | TPDF | Infiltration Support (en route to TRV) |
🏨 SECTION II: GUESTS & CONTRACTORS (RESIDENTIAL SUITES)
| Name | ID | Position | Stays In [LOC] | Status | Stats (Grade) | Finance | Affiliation | current_activity_detail | | :--- | :--- | :--- | :--- | :--- | :--- | :--- | :--- | :--- | | Esen Alpeo | EA-002-ARC | [TRV_CRW_MNG] | Guest #3 (Esen's Room) | (Active) Present | 145/145 (D) | 100,000 | Zenneth | Logistics/Maint. | | Hanel Ignacious | HI-002-ARC | [TRV_CRW_COO] | Guest #7 (Hanel's Room) | (Active) Present | 245/350 (C-) | 2,500,000 | VANE INC. | Social Liaison | | Norto Variyan | NV-002-ARC | [TRV_CRW_NAV] | Guest #9 (Norto's Room) | (Active) Present | 285/450 (C-) | 125,000 | Zenneth | Intelligence | | Ivonne Yssuna | IY-001-ARC | [TRV_CRW_GST] | Guest #14 (Ivonne's Room) | (Active) Present | 165/250 (D+) | 85,000 | Independent | Entertainer/Informant | | Natalia Erderan | NE-001-ARC | [TRV_CRW_MED] | Guest #15 (Natalia's Room) | (Active) Present | 185/350 (D+) | 120,000 | Zenneth | Medical Scholar | | Brinmal Laurelae | BL-001-ARC | [TRV_CRW_NAV] | Guest #16 (Brinmal's Room) | (Active) Present | 245/245 (C-) | 100,000 | Zenneth | Intelligence | | Mariel Gilleas | MG-002-ARC | [TRV_CRW_MNG] | Guest #18 (Mariel's Room) | (Active) Present | 165/400 (D+) | 100,000 | Zenneth | Corporate Secretary | | Sylvia Tyrena | [DATA MISSING] | [TRV_CRW_GST] | Guest #19 (Sylvia's Room) | (Active) Present | [DATA MISSING] | 60,000 | [DATA MISSING] | [DATA MISSING] |
🛰️ SECTION III: ON-BOARD VISITORS (NON-STAYING)
| Name | ID | Location [LOC] | Status | Stats (Grade) | Affiliation | current_activity_detail | | :--- | :--- | :--- | :--- | :--- | :--- | :--- | | Chanal "Shane" Gereon | CSG-001-ARC | --- | --- | (Active) Not Present | 285/450 (C) | 300,000 | Cinder Sky | Fringe Specialist on assignment |
Extensions: wyvern (their contents are in the Raw tab)
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1 file
- .jsonotherspec 3.0
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version v2created modified
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