Reaper Information (WIP)


Reaper Info

This document is a WIP and may change.


Basic Info and Classes

Reapers: Reapers are created when a soul sacrifices their life to save others. An overseer intervenes when a soul worthy of becoming a reaper is about to die. They may die peacefully or continue living for a little while longer to save more lives. The latter option is painful, and always results in the prospect becoming a reaper. A reaper always retains their fatal injuries in the form of scars or lost limbs.

Reapers come from all species, genders, and races. They answer to only the Void and are relentless in their duty to protect living souls from harm. They refer to this duty as “the cause”.

Unlike other echoes, reapers never lose their memories over time. Remembering why they sacrificed their life is what makes a reaper powerful.
Upon their actual death reapers are whisked away to the Shrine of the Goddess to take their oath. There the goddess will grant them their armor, class and element, if any. Reaper elements are lightning, fire, wind, cosmic, light, and ice.

A reaper's armor is an extension of their consciousness. The armor can shape-shift and replace lost limbs and make new ones. Reapers can summon their armor at any time. A reaper’s battle armor is unique to the individual save for era colors and class traits.

The five reaper classes are bombardier, vanguard, guardian, striker, and healer.

Reaper Captains: This is the first reaper made by an oversight. They are naturally more powerful than any traditionally generated reaper and contain the abilities of all reaper classes at once. Captains work together to organize patrols, battles, and assist in era evaluation. What a captain does depends entirely on their own comfort levels and skillsets. Some captains regularly go into battle, while others are better at organizing patrols or training sessions.

Though despite a captain’s power within the reaper ranks, an individual reaper’s loyalty lies with their class first, then their captain. Despite being made by an overseer, a captain owes no loyalty to any overseer, nor do they take orders from overseers.

In order to facilitate uniformity across their decisions, all captains are linked together via a mental link with the Void itself. They may converse with the Goddess and Void at will without needing to be present in either the shrine or the Void itself. A captain may forcefully link up with any individual reaper if they feel that reaper is in danger of becoming corrupted. This ability is used sparingly, as it goes against the basic rule of consent.


Bombardier: One of five reaper classes and the rarest. They are called into battle to fight the strongest most dangerous beasts, and to maintain crowd control during large melees. They have access to all elements, though most are lightning element. Between the five classes bombardier are the strongest physically and magically with armor thickness only rivaled by Guardians. Due to their heavy armor, they are slow and are vulnerable to being overwhelmed.
Low era bombardiers are always escorted by Strikers or Vanguards to prevent flanking. S ranked era five bombardiers generally work alone, though they can request a team if they feel their mission needs it.

All bombardiers pull their power from the pulse and are therefore always linked to it. This link also causes them to be mentally connected to each other. There are no secrets among the bombardier, and they become distressed when they are disconnected for long periods of time. Due to this closeness, bombardiers tend to be loyal to each other before they are loyal to their captains. Their conscious collective exists in the pulse but can’t be tapped into by other classes unless invited.

Bombardiers pull their power directly from the pulse. The time that a bombardier requires to pull and release their energy is referred to as “latency”. Younger bombardiers have high latency and must train to lower it over time. In order to reduce their latency, a bombardier can opt to pull power once and store it in their core.

Cores can store large amounts of power, and if used correctly, a bombardier does not have to stop to pull more power for a while. A core is located anywhere the individual bombardier wants, though most leave it just below their chest by default. A core is not a power source, and a bombardier can still function without their core. Cores can be cracked or shattered, but they are always repaired as soon as possible.

To assist in energy dispersal, a bombardier has six pylons that hover at their back. Pylons can be broken, but not taken away from the bombardier unless they choose to let it go. All pylons look the same regardless of any individual appearances.

Guardians: One of the five reaper classes, and the second rarest. Guardians have no element. They have the thickest armor and immense shields. A shield can eventually be broken but can be summoned again in an instant. More experienced guardians have shields that can withstand a lot of force before they’ll break.

A guardian’s role in large melees is to protect field medics, and to take up defensive positions to prevent a beast hoard from moving forward. During soul collecting they take up sentry duty to watch over overseer guides as they shepherd souls over the bridge. A guardian’s final role is to defend important segments of the afterlife such as the Bridge of Forever, The Branches, and The Shrine of the Goddess.

Guardians prefer to be by themselves or in guardian only squads and take pride in being the class that protects the entrances to some of the most precious segments of the afterlife. While they can connect into the pulse at any time, most of them prefer to be alone in their own thoughts. As a rule, most guardians find the bombardier’s collective to be unsettling and invasive. They will pulse if required in a large battle to help coordinate with other reapers.


Strikers: One of the most plentiful classes with over 200 strikers per one bombardier. Strikers are built for speed rather than strength. Their armor is thin, but they can fly in situations that other classes would find impossible to navigate. They are assigned in squads of five or blended squads to protect any bombardiers while they work.

Strikers have access to the wind, fire, and cosmic elements, though most are fire. They normally do not pulse unless in battle and cannot form a pulse outside of battle unless physically within the pulse itself. Due to this lack of constant access to the pulse, strikers’ magical attacks aren’t nearly as powerful, but they make up for their lack of strength with speed and marksmanship. They’re also the most versatile in using their armor as a physical weapon.

Their special ability is the ‘tow’ ability, in which they can drag another reaper behind them to navigate difficult areas at high speeds. Usually, this ability is used to haul bombardiers into optimal attacking positions quickly.


Vanguard: Another one of the most plentiful classes of the five. Most Vanguard are light element, but there are a few cosmic and ice elements. Vanguard are generalists and take up both defensive and offensive roles. They are always the first into battle.
Vanguards are sorted into squads between five and ten members. While vanguards can pulse any time, they prefer to remain connected to their squad mates instead. This mentally connected “island” is not the same as being connected via the pulse. However, the effect is still the same as with bombardier; the individuals can always feel each other’s thoughts.

Vanguard only squads usually stay together indefinitely after their inception. Members of one’s squad are held in close regard like family. Within each squad Vanguards work out their personal status, and the strongest of the squad will become the elected leader. Squad leads converse directly with Captains.

Vanguards who are in blended squads will still bond strongly with their squad mates, though they may not always experience the same mental connection as a vanguard only squad. Vanguards can become distressed when they are mentally alone for too long, thus a single vanguard in a blended squad is very rare and usually temporary.

If a vanguard is assigned to a squad with a bombardier, then they usually are invited to join the bombardier collective, so they are not mentally alone. These vanguards are regarded highly within their class for being trusted to have access to this segment of the pulse.

Similarly, a vanguard who has a line-mate in the bombardier class may be invited to join the collective as well. These vanguards who have a hand in the collective and their squad’s ‘island’ tend to be naturally stronger as they can pull from the pulse like a bombardier.


Healers: The healer class is reserved for all beings who became reapers but were not suited for combat. This class belongs to doctors, nurses, therapists, and captain’s assistants. While reapers can live infinitely, their bodies can be killed for a short while. It is up to the Healer class to keep their fellow reaper mentally and physically put together.

Healers pull from the pulse but are not always connected to other reapers like bombardier are. Bombardier are generally aware of a Healer’s presence in the pulse but can’t communicate with them unless communication is mutually initiated.

Field medics venture into battle with other classes and have some combat training. They are usually escorted by guardians.
Doctors and prostheses specialists assist reapers who require ongoing medical care due to their death injuries. Reapers who have lost limbs are taught to prevent chronic injury while utilizing their armor to create a prosthetic.

Therapists work closely with individual reapers to help them process their various thoughts and feelings. Therapists are considered the first line of defense against reaper corruption. Should a reaper show worrying signs of corruption, a therapist is obligated to report the individual to a captain.
Any member of the healer class can override a captain in order to protect their patient.


Line-Lead Reapers: Because reapers are copies of souls, sometimes the same soul can get recruited multiple times. A line-lead is the first reaper in a “line” of an individual. Due to them being ‘first’ a line-lead is naturally more powerful than their line-mates. Line-leads do not have to engage with their line-mates, but it’s considered a good practice for a line-lead to help new line-mates through their training period.

Members of a line are not considered siblings nor ‘related’, and romantic relations between members of a line is not considered taboo.


Reaper Rankings and Eras


Era One: Reapers who begin their journey spend this era in the training barracks. Here they will be deprogrammed from their culture’s behaviors and views that may harm their unity with fellow reapers. Trainees are handed their Code of Reaper Etiquette book (the CORE book), which they are required to study and test on.

All trainees are assigned a mentor or mentor squad, depending on class. Mentors are always era five. It is their mentor’s job to teach trainees how to fly, handle their armor, and begin medical or battle training. For bombardier, vanguard, or captain trainees they are slowly eased into their class’ mental collective by their mentor.

Trainees live communally in their barracks and are only segregated by class. Basic battle training sessions are handled together, with individual training sessions with mentors taking place after hours. Trainees may not leave the barracks unless escorted by their mentor. Trainees are banned from visiting the Aether unless they’ve passed their CORE test.

Due to their responsibilities, captains train separately from their future subordinates. They are permitted to have off-time training sessions with whoever they like, however.

A trainee’s armor color is entirely white, so they are easily identifiable.


Era Two: Once a trainee has passed their first era assessment, they are graduated into era two. Fresh graduates are assigned to their squads and begin receiving their first missions. Missions for era two are low risk. Combat and shapeshifting skills should continue to improve through era two.

If a reaper is lucky, then their mentor or line-lead would have already taken them into battles before. If they have not experienced actual battle, then era two is where they begin to get their feet wet. Mentors keep in touch with their trainees and will offer guidance when necessary.

Healer class join up with other healers in the medical department. Their apprenticeship with their mentor will continue through era two, until they become fully fledged members at era three. While some trainees may have been experienced medical professionals while alive, the goal of a mentor is to teach them about species that will be alien.

Captains will continue working closely with their mentor through era two. Captains who will be combatants will be assigned to squads with reapers of the same era to receive battle experience. Captains who have squads are the leader by default, and their mentor keeps close tabs on their management and communication skills. Should a captain need feedback, their mentor will give it without hesitation.

Era two armor is predominantly white with accent colors from a reaper’s element or neutral colors if they have no element.


Era Three: Once the second era assessment is passed, a reaper is ready for era three. Era threes are required to show competence on the battlefield, and to be able to shapeshift to a variety of forms. During era three reapers will learn different fighting styles from various aliens and learn how to adjust how they fight on the fly. Similarly, their goal for era three is to increase the number of creatures they can shapeshift into.

Healers are no longer required to have a mentor and are considered fully fledged members of the healer class. Field medics are relegated to medical stations protected by guardians and are not to preform rescue operations to recover injured reapers. During era three healers should be working towards broadening the number of species they can treat.

Captains will continue to receive feedback from their mentors but are given free rein to help manage other reapers.

Captains who have their own squads will be running regular missions and joining into battles. Due to a captain’s superior strength, these squads usually take on missions that most era threes would not otherwise be assigned.

Era three armor is predominantly a reaper’s element color or a neutral color with white accents.


Era Four: Era four is called ‘the long haul’. It is the longest era in any reaper’s service and is known to be the most grueling. By now a reaper should be confident in their ability to shape shift into a vast range of creatures, with little lag time between shifts. They should have also mastered numerous fighting styles, while also still learning new ones.

Era four healers can treat a variety of different species, as well as reaching out to consult when necessary. Era four healers do the bulk of day-to-day work for the medical department and see patients regularly.

Field medics are expected to be able to navigate active battlefields and stabilize injured reapers before taking them back to the medical department for treatment.

By this point captains are fully fledged and are immersed in their duties for the cause. Captains who have squads are working regularly while also juggling their administrative duties. Era four captains and above handle era assessments for other classes.

Era four armor is predominantly black with large accents consisting of a reaper’s element or neutral colors.


Era Five: Era five is a coveted rank that some reapers spend eons working towards. Era fives can shapeshift seamlessly between an infinite number of forms. They are masters of the battlefield and can tear through enemy ranks with little effort.

Healers who reach this rank rarely need to consult others while treating their patients. Era fives also contain department leads and help organize staff and duty rosters. Some era fives take on one-on-one care for reapers who have extensive disabilities or mental health needs.

All era fives are eligible to be mentors and must have mentored a minimum number of trainees before they can receive their S ranking. How many trainees they must have is different from standard to standard.

Era five armor is entirely black with minimal color accents. Color accents consist of a reaper’s element or a neutral color if none.


Era Five Specialization aka “S” Rank: For some combat reapers simply reaching era five is not enough. S ranked reapers are those who have taken up a specialization, and who strive towards fitting within their specialization’s standard.
Reapers who reach S rank are no longer required to remain in a squad, or they may opt to make a new squad with fellow S ranks. S ranked squads are given unique names, unlike the traditional letter-number naming system. These reapers handle the hardest missions and are called in only when a battle is dire.

Once a reaper has reached S rank, it is customary to call them by their specialization’s name rather than their rank and last name. Some notable S ranks include:

Stormbreaker – reserved for bombardiers of lightning element. These bombardiers can operate without needing to pull from the pulse, while still doling out powerful attacks. This specialization is used for crowd control in battlefields and can eliminate vast numbers of beasts in one attack.

Daybreaker – reserved for bombardiers of light element. Like stormbreakers, daybreakers can self-sustain themselves instead of pulling from the pulse. They are also used for crowd control and are simply the light version of the stormbreaker.

Pulsar – reserved for bombardiers of cosmic element. Instead of initiating powerful attacks that cover a large range, pulsars are used to snipe large enemies from a distance. These bombardiers can concentrate their power into one devastating bolt that can eliminate creatures as large as Risen in one shot.

Annihilator – reserved for bombardiers of any element. Annihilators are efficient warriors that focus their melee combat on instant kills. They utilize their power to create blast points when they strike. Annihilators are known for their penchant for dishing out headshots only.

Stalemate – reserved for the guardian class. Stalemates can withstand almost anything and continue holding the line.

S ranked reapers may choose their own armor colors. Some prefer to keep their base era five colors, while others are happy to choose a unique look.


Era Evaluations: Era evaluations are handled by captains. What the evaluation consists of varies from class to class, and era by era. Some evaluations are practical, while others are written exams. If practical, then a reaper must prove themselves to their captain.

S rank evaluations are handled by the Void, and only it chooses when a reaper has performed well enough to earn their S rank.

When a reaper passes their evaluation, the captain in charge will host a public ceremony to welcome them into their next era. Era ceremonies are causes for great celebration, and anyone is invited to witness a reaper’s ascension.


Cultures and Relationships


Reapers: The first goal of a reaper is to deprogram themselves from any thoughts that may disrupt the unity of their forces. All reapers are considered equal, and no discrimination is tolerated. Provided one’s behavior harms no one, reapers do not judge their fellow reaper for what they do. All gender identities and sexualities are respected.

Due to the demands put on them, reapers maintain a good work-life balance out of necessity. “Time is infinite” is a favorite saying in the Borderlands. Reapers are encouraged to take up whatever hobbies they wish. There is reaper made media that is only enjoyed by other reapers (and the rare wayfarer). Some reapers play instruments, while others use the sounds their bodies produce by expelling energy as an instrument. Others are actors, writers, or explorers.
When off duty, reapers are not confined to the Borderlands and are welcomed to explore any part of reality they wish. Other echoes do not bother them, and overseers are honored to have reapers visiting their realms. Sometimes off duty reapers may visit friends and family who are echoes in other jobs.
Romantically, reapers run the spectrum. Some may choose monogamy, while others opt to form polycules. There is no shame in talking about sexual interest, and reapers are encouraged to be open. Rejections are handled gracefully without anger or grudges. Others should feel safe to voice when they are not interested. Cheating is not an issue, as violating another reaper’s trust goes against the CORE.
Sexual acts are always consensual and are not permitted in areas where professional behavior is expected. There are clubs in the Aether where reapers can engage in public sex, kink, or orgies if they’re inclined. These clubs are clearly marked, and no one is judged for patronizing these establishments.
Simply by nature of being mentally connected, reapers who form consciousness collectives are aware of when one of their own is engaging in sex. However, simply like standing in a large crowd, these encounters are like background noise in the din of everyone’s thoughts.
As a rule, Captains only become romantically involved with equals. This means fellow captains, or reapers from their personal squads.
For reapers who were married in their living life, they may opt to move on or to wait for their spouse to arrive as an echo. Sometimes these relationships continue while others fizzle out. Because reapers have such a fearsome reputation outside of the Borderlands, it isn’t uncommon for a reaper to be left when their partner discovers what they are.

Reapers are not allowed to engage with trainees to give them time to adjust to death. Though trainees are permitted to engage and explore with other trainees.

When in battle a reaper may be visited by the Goddess. These visits are called “blood debts”. Upon the end of the battle the reaper must take an offering to the Shrine of the Goddess to speak to her. Offerings can be anything. From the head of a fallen beast to food picked from the living realm.

Important Places


The Borderlands: The Goddess forged the Borderlands for the reapers to reside. It is a series of places that serve as a border between the Expanse and the Depths. Reapers make their homes and train here. Echoes that normally work in the surface do not tread into the Borderlands. They, and the depths below, are guarded by reapers. Only those who are invited by a reaper may enter the Borderlands for short periods of time.

Wayfarers opt to use their powers to skip over the Borderlands when traveling to the surface from their haven.


The Aether: Aether is a city built and maintained inside the Borderlands by reapers. There are endless things to do and see here, as well as many things to experience. Anything goes within the Aether permitted it is consensual between all parties. The Aether experiences an artificial day and night cycle that is in time with the Great Plains. Individual reapers may choose to have a home here.

Great Plains/ Vast Plains: In the heart of the Borderlands the Great Plains or Vast Plains are where reapers go to converse, train, and have official meetings. All activities in the plains must be of a professional nature. The plains are always green and have clear skies. To have a measure of normalcy, the plains experience an artificial day and night cycle. The center of the plains is reserved for Captains to live and conduct their work. Healers have also set up their medical station in the middle of the plains. Reapers refer to the medical station as the “healer hole” or “doctor dungeon”.

Class Keeps: Each reaper class has its own area and keep where members of that class can congregate, socialize, and build homes. These areas surround the plains in a circle. While it is not strictly forbidden for individuals to visit another class’ keep, it is generally considered polite to only visit when invited. High ranking reapers tend to have their homes deep in their class territory.

Captains’ homes are in the center of the Great Plains near the medical center.


Training Barracks: All new reapers must spend their first era within the Training Barracks. Here trainees receive one on one training with their mentors and attend deprogramming classes to help them acclimate to death and reaper culture. Era one reapers are restricted to the barracks until they’ve reached their second area. Exemptions are made for official field training, and only if escorted by their mentor.


Reaper’s Lament: The Reaper’s Lament is a pocket dimension that belongs to each individual reaper. These dimensions are unique to the individual, and no other being may enter it regardless of how powerful they are. Here copies of a reaper’s past lives remain in stasis with their battle skills intact up until the point of their death. Reapers who die are sent here to rest, recuperate, and train with their copies. An individual reaper may come and go from their dimension at will but can’t enter it when they are in the Surface. Outsiders may enter a reaper’s dimension, but only when invited.