Mass Effect: The Crucible
Rated Matured/Restricted due to Sexual Themes; Excessive Violence; Gory Themes and Bad Language
Spoiler: Note:This Roleplay is based around the idea of the Indoctrination theory and uses many features that may not be considered canon to the original story of Mass Effect.
IC
Over 40 years ago the Reaper invasion of the Milky Way galaxy was quelled by a coalition between the majority of council races and their remaining fleets. Commander Shepherd; the famed Human Spectre united a mixed terrestrial group to join him as he hunted for the final part of the weapon passed to the Council races by the Protheans; the Crucible.
Upon discovering that the Citadel was the key part of the Crucible, Commander Shepherd and the leaders of the Alliance Navy organized all of the united Races; The Turian; The Asari; The Salarian; The Krogan; The Quarian; The Geth; The Remaining Batarian Fleets and surprisingly; a small group of Rachni ships and a few Leviathans. Using this huge force; the coalition forced a move on Planet Earth; where Harbinger was orchestrating the final harvest of the Human Homeworld.
In a large space battle that would prove vital if the coalition ever hoped to make a ground offensive, the Reapers were slowly pushed back until ground combat was inevitable. Whilst taking heavy casualties; the Coalition's forces landed in main capital regions on planet Earth, namely London; Los Angeles; Manhatten; Beijing; Paris; Praetoria and various other capitals. Commander Shepherd led an offensive on London, UK where Harbinger was completing the Harvesting of the Human Race.
In a huge ground push that ended with huge casualties in the area; Commander Shepherd managed to get into the extractor beam and onto the closed Citadel; however on the way the lives of Garrus Vakarian and Ashley Williams, recently made a Spectre were lost to Reaper forces.
As Shepherd made his way onto the ship; it is understood that he was dragged into a phase of indoctrination. Whilst none know the outcome of what happened, it was after a solid 2 hour piece of combat before the Crucible fired. The weapon released a powerful code that seemed to shut the Reapers down as it pulsed across the Galaxy.
With the Reaper threat quelled; there came the time to rebuild the galaxy. The Geth and Quarian retreated back to the Perseus Veil where they still live in harmony; the Geth having maintained the planet for their organic counterparts return. Tensions between the two are still very shaky but are improving as the Geth find themselves to be ever more co-operative and friendly each day.
The Krogan have returned to Tuchunka; having the majority of the effects of the Genophage cured, there are still a less chance of the Krogans being able to sire children than pre-Krogan War Krogans could. The Turians and Asari also returned to their homes to repair their cities and compensate for the dead; as did other council races.
The Rachni settled on Suen once more; they burrowed underground and continued to serve their queen, who Shepherd saved. They do not have an ambassador in the Council; but they are recognized as a Council species after the Reaper War and their assistance whilst constructing the Crucible.
The Leviathans returned to secretive Ocean worlds; realizing that their power to influence other races would no longer lead them to power; but only extinction. However; during the War they separated various Collectors from their Reapers masters; unavoidably returning their Reaper consciousness back to them. These Awakened Collectors unified with Javik, the Prothean that Shepherd recruited and lead an offensive in Istanbul; another huge hub of Reaper activity.
After the War; the Reapers remains was salvaged and various new technologies were found. After a while the Awakened Collectors were reverse engineered and whilst remaining slightly weaker than Javik; they returned to their Prothean state. The few hundred of the Protheans returned with Javik to their ruined cities; salvaging various technologies before travelling to Eletania; forming a small colony above the air that now numbers in the tens of thousands; having not yet reached 100000. It is thought that they are planning to strip the planet of all of the material that could harm them before replacing the world with an ecosystem that replicates the worlds they used to colonize. Whilst they are taking a while; the Protheans are returning to the Universe and already have a council seat alongside the Turian; Asari; Salarian and Human councilors.
A fleet was organized between all of the council races other than those who could not supply one called The Crucible Vanguard. Knowing of the power of the Crucible, a mixed-terrestrial fleet was formed so as to protect the ultimate weapon from the hands of those who would use it once more.
However; it went missing right under the Vanguard's nose.
And it's your job to get it back...
Spoiler: Rules1. No killing player characters; it's a basic rule that everyone should follow.
2. No Shepherd copies please; I want to see original characters and if I see someone who has basically changed a character from the game series' name I will force you to change it.
3. No abuse. I don't want to see anyone harassing anyone or being generally unpleasant. I will only warn you once.
4. Stick to the lore and what is given to you.
5. No custom races. I've already tried to include every canon Mass Effect race, even those mentioned over Cerberus network; there is no need to have to create something new for this roleplay.
6. I will not accept Anime pictures as Description photos. You either find a suitable photo that is either well drawn or taken from the game; or you use your writing ability to describe your character.
7. Have fun!
Spoiler: RacesSpoiler: PlayableSpoiler: CitadelSpoiler: Council RacesSpoiler: Turians
Known for their militaristic and disciplined culture, the turians were the third race to join the Citadel Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions. The turians deployed a salarian-created biological weapon called the genophage, which virtually sterilised the krogan and sent them into a decline. The turians then filled the peacekeeping niche left by the once-cooperative krogan, and eventually gained a Council seat in recognition of their efforts.
Turians are best known for their military role, particularly their contributions of soldiers and starships to the Citadel Fleet. They are respected for their public service ethic—it was the turians who first proposed creating C-Sec—but are sometimes seen as imperialist or rigid by other races. There is some animosity between turians and humans, largely due to the turian role in the First Contact War. This bitterness is slowly beginning to heal—as shown by the cooperation of the two races on the construction of the SSV Normandy—but many turians still resent humans, and vice versa.
Turians typically stand over six feet tall, have two long, proportionately thick fingers and an opposable thumb on each hand, each tipped with talons, and a set of mandibles around their mouths. The most distinguishing feature of turians is their metallic carapace, which contains trace amounts of thulium. The turians evolved this trait as a defense against the greater levels of solar radiation that penetrate their homeworld's weak magnetic field. Turian features are avian, making them resemble humanoid birds or raptors, however unlike most Earth avian creatures, turians are viviparous and give birth to live young. In 2165, David Anderson claimed that turians reminded him of the evolutionary link between birds and dinosaurs. Turians are also recognisable by their voices, which have a distinctive flanging effect. Males and females do not differ greatly in physical appearance, but female turians lack the crest of horns found in the males of the race. The lifespan of a turian is comparable to that of a human.
Since the Unification War, turians normally wear elaborate tattoos marking their colony of origin, though it is not known which markings distinguish which colony. These markings are usually white — particularly on turians with darker carapaces — but can be of various colours. Garrus Vakarian's markings, for example, are dark blue. As a point of interest, the turian term "barefaced" refers to one who is beguiling or not to be trusted. It is also a slang term for politicians.
Turians exhibit the characteristics of predators rather than those of prey species (compare to krogan biology). Their forward-facing alert eyes give the impression that they possess outstanding eyesight and their teeth and jaws mimic the structures possessed by apex predators such as crocodiles or ancient, carnivorous dinosaurs. Needless to say, their talons on both their feet and hands seem capable of ripping flesh. As such, their diet is primarily meat-based. Their slender bodies also seem to suggest that they are also capable of moving at high speeds.
The turian homeworld has a metal-poor core, generating a weak magnetic field and allowing more solar radiation into the atmosphere. To deal with this, most forms of life on Palaven evolved some form of metallic "exoskeleton" to protect themselves. Their reflective plate-like skin makes turians less susceptible to long-term, low-level radiation exposure, but they do not possess any sort of "natural armor". A turian's thick skin does not stop projectiles and directed energy bolts. Turian blood has a dark blue colouration, possibly from the presence of hemocyanin rather than hemoglobin, which would fit with the biology of a metallic exoskeleton.
Although life on Palaven is carbon-based and oxygen-breathing, it is built on dextro-amino acids. This places the turians in a distinct minority on the galactic stage; the quarians are the only other sapient dextro-protein race. The food of humans, asari, or salarians (who evolved in levo-amino acid-based biospheres), will at best pass through turian systems without providing any nutrition. At worst, it will trigger an allergic reaction that can be fatal if not immediately treated. The turian mechanic Lilihierax on Noveria uses the idiom, "if you can polish enough gizzard". This suggests that the turians have a digestive system similar to birds and reptiles on Earth, some of whom swallow stones to help break down harder foods in the stomach.
They are native to the planet 'Palaven'.
Spoiler: Asari
The asari are often considered the most powerful and respected sentient species in the galaxy, and are known for their elegance, diplomacy, and biotic aptitude. This is partly due to the fact that the asari were among the earliest races to achieve interstellar flight after the Protheans, and the first to discover and settle the Citadel.
A mono-gender race, the asari are distinctly feminine in appearance and possess maternal instincts. Their unique physiology, expressed in a millennia-long lifespan and the ability to reproduce with a partner of any gender or species, gives them a conservative yet convivial attitude toward other races. Favoring compromise and cooperation over conflict, the asari were instrumental in proposing and founding the Citadel Council and have been at the heart of galactic society ever since.
A typical asari individual has a blue to purple complexion; the gas giant Sharblu was named after a famous asari soprano with a distinctive skin tone that resembled the planet's atmosphere. Some asari can also have a teal complexion, but this seems to be a rarity. Some asari, such as Matriarch Lidanya, Matriarch Benezia, Liara T'Soni, and Tela Vasir have facial markings, which are unique color patterns that vary for every asari. Some of these facial markings are associated with eyebrows by humans, but the asari do not think of the markings as such themselves. In the place of head hair, asari possess semi-flexible, cartilage based scalp crests that grow into shape. These structures are rigid, and do not "flop around" as some believe. Asari also have a robust cellular regenerative system; while they do not heal faster than other species, they are known to reach over 1000 years of age. Asari blood is purple.
They are native to the planet Thessia.
Spoiler: Humans
Humans have a fairly robust physiology. Their internal makeup and reproductive processes are typical of most bipedal mammals, and their size and proportions give the appearance of being strong, fast and agile. In comparison to the Council races, humans are roughly physically on par with turians (as a human in or around peak physical condition can overwhelm a similarly fit turian, making them near equals in a hand-to-hand combat situation), and less agile than asari (whom they closely resemble), though fit human males are likely to be far stronger than the average asari. Humans would appear on average to be stronger than salarians but not as fast, due to the extremely elevated metabolisms of the latter. Like most organic races, humans are also capable of producing biotic individuals. All cases of biotics in humans are the result of pre-natal exposure to element zero, which carries a high risk of medical complications.
Humans can live to about 150 years, and recent medical advances have eradicated almost all known diseases that afflict them. However, as humans only emerged on the galactic stage within the last thirty years, it is highly likely that the introduction of new technology into their society will greatly increase their average lifespan. Humans reach physical maturity at approximately eighteen years of age, at which point they have usually finished their academic education and either directly enter the workforce or begin training for a profession.
It has been noted that humans are unusual in the galactic community because they have far greater genetic diversity compared to other species with more peaks and valleys. This makes human genetic material useful in biological experiments, as a control group.
Humans are native to the planet 'Earth'.
Spoiler: Protheans
Protheans are an anthropoidal race. They have two pairs of eyes with each eye possessing dual pupils, and three pairs of nostrils. Their eyes have some ability to see through cloaked objects or entities. Their heads are covered in a thick, layered carapace that gives them a distinctive shape. The skin surrounding this carapace is a pale blue-gray color mottled with muted yellow spots. Their hands each have three fingers, and their feet each have two widely-spaced toes.
A unique attribute of Prothean physiology is an experiential exchange system based on physical touch. By touching something or someone, a Prothean could recall its experiences. This system can transfer complex ideas, with a Prothean being capable of learning a new skill or foreign language with a single touch. This sensory mechanism arose because the Protheans evolved as hunters and needed to be thoroughly aware of their environment. This is similar to the idea of psychometry.
From the few specimens of Prothean genetic material that have been found, modern scientists have learned that Protheans have a unique "quad-strand" DNA structure. It has also been hypothesized that Protheans were resistant to low levels of radiation because of the discovery that Prothean comm towers produced small but significant amounts of ionizing radiation, enough to damage the DNA of Earth creatures such as fruit flies and bees.
Having made a return to the universe via the reverse engineering of several awakened Collectors and their leader Javik; the Protheans have begun to take the to the stars again, being given a Council seat due to their ancient knowledge and advanced technology.
Whilst their homeworld was destroyed in the Reaper invasion that came 50000 before the most recent one; the only Prothean colony that exists is one above Eletania.
Spoiler: Salarians
The second species to join the Citadel, the salarians are warm-blooded amphibians. Salarians possess a hyperactive metabolism; they think fast, talk fast, and move fast. To salarians, other species seem sluggish and dull-witted, especially the elcor. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; salarians over the age of 40 are a rarity.
Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and inventing, and it is generally accepted that they always know more than they are letting on.
The salarians are a bipedal race of amphibians, with tall, elongated bodies well-suited for their high metabolism, and skeletons composed of more cartilage than those of other races such as humans. Salarian heads are long and thin, and have a pair of horns protruding from the top of their skulls. Skin varies in color, from bright reds and greens to the more common shades of blue or grey. Their blood is a greenish color. Salarian eyes are large and oval and have thin membranes in place of eyelids. The pupils are a wide slit, oriented horizontally, and the irises can be dark green, purple, red, blue, or brown. Salarians blink upwards, rather than downwards as humans do.
Salarians are noted for their high-speed metabolism, which allows them to function on just one hour of sleep a day. Their minds and bodies work faster than most sapient races, making them seem restless or hyperactive. The drawback of this active metabolism is a short lifespan of around 40 human years.
The salarians are amphibian haplo-diploid egg-layers; unfertilized eggs produce males and fertilized eggs produce females. Once a year, a salarian female will lay a clutch of dozens of eggs. Social rules prevent all but a fraction from being fertilized. As a result, 90% of the species is male.
Salarians have photographic memories and rarely forget a fact. They also possess a form of psychological "imprinting", tending to defer to those they knew in their youth. Salarian hatching is a solemn ritual in which the clan Dalatrass (matriarch) isolates herself with the eggs. The young salarians psychologically imprint on her and tend to defer to her wishes. During the hatching of daughters, the Dalatrasses of the mother and father’s clans are present at the imprinting. This ensures the offspring have equal loyalty to both, ensuring the desired dynastic and political unity.
Salarian sex drive and reproduction differ from that of humans, with Mordin Solus claiming that it is not hormone-based. Reproduction is more of a necessity and salarians do not seem to desire sex for pleasure. They are, however, attracted to the asari, and one salarian notes that "even humans find the Consort irresistible."
They are native to the planet 'Sur'Kesh'.
Spoiler: Non-CouncilSpoiler: Drell
The drell are a reptile-like race that were rescued from their dying homeworld by the hanar following first contact between the two. Since then, the drell have remained loyal to the hanar for their camaraderie and have fit comfortably into galactic civilization.
Drell are omnivorous reptile-like humanoids with an average lifespan of 85 galactic standard years. Drell appearance is very similar to asari and humans, but their muscle tissue is slightly denser, giving them a wiry strength. They appear to have five fingers on each hand, albeit the ring and middle fingers are fused. Although many of their more reptilian features are concealed, their hyoid bone, located in their throats, is particularly developed. This allows them to inflate their throats and produce vocal sounds outside of the human range. Their skin is apparently infused with a venom mild enough to be served in drinks, and may cause mild hallucinations on "oral contact". They also have two sets of eyelids, akin to alligators and crocodiles. The inner lid is milky white and closes from the left and right, while the outer lid is black and closes from top and bottom. Much like humans or asari, drell possess the ability to shed tears.
Because the drell ancestors emerged from arid, rocky deserts, the humid, ocean-covered hanar homeworld of Kahje proved tolerable only when the drell stayed inside a climate-controlled dome city. The leading cause of death for drell on Kahje is Kepral's Syndrome, caused by cumulative long-term exposure to a humid climate. This syndrome erodes the ability of drell lungs to take in oxygen, and eventually spreads out to other organs. It is noncommunicable, and there is currently no known cure, though leading hanar scientific authorities are working on creating a genetic adaptation.
The drell possess eidetic memory, an adaptation to a world where they must remember the location of every necessary resource (vegetation, drinkable water and prey migration paths) across vast distances. The memories are so strong that an external stimulus can trigger a powerful memory recall. These recalls are so vivid and detailed that some drell may mistake it for reality. Thane Krios, for example, remembers every assassination he has ever performed and can describe them in flawless detail, and says he prefers to spend a lonely night with the perfect memory of another. This process can be involuntary.
Their homeworld is adopted from the Hanar on 'Kahje'.
Spoiler: Elcor
The elcor are a Citadel species native to the high-gravity world Dekuuna. They are massive creatures, standing on four muscular legs for increased stability. Elcor move slowly, an evolved response to an environment where a fall can be lethal. This has colored their psychology, making them deliberate and conservative.
Elcor evolved on a high-gravity world, making them slow, but incredibly strong. Their large, heavy bodies are incapable of moving quickly, but they possess a rather imposing stature and immense strength, as well as thick, tough skin. They move using all four limbs to support and balance their massive bodies. Given their method of communication, they likely have highly-attuned olfactory senses.
Elcor "lips" are multiple vertical slats situated in what is normally the location of the mouth in other races. Despite the peculiar arrangement, these "lips" are capable of holding on to protruding objects like cigars with no effort.
Elcor speech is heard by most species as a flat, ponderous monotone. Among themselves, scent, extremely slight body movements, and subvocalized infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. Since their subtlety can lead to misunderstandings with other species, the elcor prefix all their dialog with non-elcor with an emotive statement to clarify their tone.
They are native to 'Dekuuna'.
Spoiler: Hanar
The hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. Hanar are known for their intense politeness when speaking, and their strong religious beliefs regarding the Protheans, whom they refer to as "the Enkindlers".
The hanar "stand" slightly taller than a human, although most of their height is in their long tentacles which have three fingers at the base. The invertebrate, water-native hanar cannot support their own weight in normal gravity. When interacting with mainstream galactic society, they rely on contra-gravitic levitation packs that use mass effect fields. Their limbs can grip tightly, but are not strong enough to lift more than a few hundred grams each. Hanar also possess the ability to secrete natural toxins.
It is not known if hanar have more than one gender, or are asexual (as some jellyfish species are). Despite evolving in water, hanar also appear able to breathe air, or use technological means to enable this.
They are native to the planet 'Kahje'.
Spoiler: Volus
The volus are an associate race on the Citadel with their own embassy, but are also a client race of the turians. Their home world possesses a high-pressure greenhouse atmosphere able to support an ammonia-based biochemistry. As a result, the volus must wear pressure suits and breathers when dealing with other species.
Because they are not physically adept compared to most species, volus mostly make their influence felt through trade and commerce, and they have a long history on the Citadel. However, they have never been invited to join the Council, which is a sore point for many volus individuals.
The volus homeworld features an ammonia-based ecology and a gravitational field 1.5 times that of Earth, as well as a high-pressure atmosphere. This is reflected in the physiology of the volus themselves. The volus are unable to survive unprotected in an atmosphere more suitable to humans and other carbon-based lifeforms, and as such require protective suits capable of providing the proper atmosphere, as well as being pressurized to support the volus. Traditional nitrogen/oxygen air mixtures are poisonous to them, and in the low pressure atmospheres tolerable to most species, their flesh will actually split open.
As the volus are never seen outside of their protective suits, little else is known about their appearance and physiology. It has been noted; however, that volus have cloacae, a trait they share with the salarians.
They are native to 'Irune'.
Spoiler: Non-CitadelSpoiler: Batarian
A race of four-eyed bipeds native to the world of Khar'shan, the batarians are a disreputable species that chose to isolate itself from the rest of the galaxy. The Terminus Systems are infested with batarian pirate gangs and slaving rings, fueling the stereotype of the batarian thug. It should be noted that these criminals do not represent average citizens, who are forbidden to leave batarian space by their ubiquitous and paranoid government.
Despite several disagreements with the Citadel and simmering hostility toward humans, most batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. They have a reputation for being shrewd businessmen and merchants, though in more lawless regions of the galaxy like Omega, negotiations with a batarian are likely to be conducted at gunpoint.
Batarians are an anthropoidal race like humans and asari. Their faces are covered with short, fine hairs that grow longer and thicker around the mouth. Their most distinctive physical feature is their four eyes, an uncommon trait among other races. Batarians also exhibit different skin tone colors: while most encountered batarians are a dark, brown-red hue with pale facial ridges, at least one, Balak, has what appears to be a black and yellow striped pigmentation with light green facial ridges.
A species that met more destruction at the hands of the Reapers; the Batarians are still thin in numbers and it is unsure whether they will ever recover to their full size.
They are native to the planet 'Khar'Shan'.
Spoiler: Geth
The geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. The geth were created by the quarians as laborers and tools of war. When the geth became sentient and began to question their masters, the quarians attempted to exterminate them. The geth won the resulting war, and reduced the quarians to a race of nomads.
The history of the geth's creation and evolution serves as a warning to the rest of the galaxy of the potential dangers of artificial intelligence and to the legally enforced, systematic repression of artificial intelligences throughout galactic society.
Physically, the humanoid geth resemble quarians—their hands, head shape and legs are similar—which is probably a holdover from their origins. A common design feature among geth is a single brightly glowing photoreceptor, causing some to refer to them as "flashlight heads".
Geth are primarily composed of two materials: a flexible but durable outer shell, and a kind of synthetic muscle tissue that gives Geth Hoppers their incredible agility. It is actually possible for this synthetic muscle to be grafted to organic tissue (Saren Arterius has a grafted geth arm). Geth "bleed" a white conductive fluid when shot, but they don't have any internal organs or nervous system, so the geth do not feel hunger or pain. The geth are also seen using omni-tools, and have seemingly modified them to heal synthetic wounds; likewise, some geth facilities contain first-aid kits, implying that their synthetic "tissues" can be repaired using conventional medical technology.
Part of the geth's success is due to their neural network. Effectively, they "share" their processing power, distributing low-level processes like motor control and visual identification to free up bandwidth for higher reasoning and complex thought. Geth can't share sensory data—they aren't a hive mind like the rachni—but in large groups they have more to think with. An individual geth has only a basic intelligence on par with animal instincts, but in groups they can reason, analyze situations, and make tactical decisions as well as any of the organic races. An exception would appear to be Legion, a geth specifically designed to operate as an autonomous sentient unit outside the Perseus Veil. Legion possesses over 11 times as many geth programs as a standard geth platform and can function intellectually on its own.
Normandy - geth processing signal, 1 unitAccording to Legion, each geth is made up of hundreds of programs equivalent to VIs, all operating in parallel with one another to form a kind of emergent intelligence described by EDI as "a thousand voices talking at once". An individual geth is thus more of a "mobile platform" than an actual body; the programs that make up its consciousness are constantly being transferred and downloaded; the mind operating one of these "mobile platforms" might just as easily inhabit a starship body should it need to. Most of the time geth programs can be found residing in server hubs, which function as something akin to the organic equivalent of a city, and can run millions of geth in communion.
As all geth are networked to each other, they may communicate their exact thoughts and ideas at the speed of light. They find organic methods of communication, such as body language and spoken word, to be largely inefficient; the geth are able to communicate their thoughts flawlessly without any fear of misinterpretation. Because of this they have no true form of government and no system of rank. When a matter must be decided upon, the geth communicate all viewpoints of a situation and a consensus is made, the decision being whatever benefits the geth as a whole the greatest.
Their homeworld is 'Rannoch'.
Spoiler: Krogans
The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately, as krogan society became more technologically advanced, so did their weaponry. The end result is that they destroyed their homeworld in a nuclear war that reduced their race into primitive warring tribes.
With the help of the salarians, the krogan were "uplifted" into galactic society, and lent their numbers and military prowess to bring an end to the Rachni Wars. Ironically, after the rachni were eradicated, the rapidly-expanding krogan became a threat to the galaxy in turn, starting the Krogan Rebellions and forcing the turians to unleash the genophage. This genetic "infection" dramatically reduced fertility in krogan females, causing a severe drop in births secondary to prenatal and postnatal death and, ultimately, population, eliminating the krogan numerical advantage.
Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the krogan. Unlike most sentient species, krogan eyes are wide-set - on Earth, this is common among prey animals, and in this case it gives the krogan 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Krogan eyes have narrow pupils. Their irises may be red, green, amber, or blue in color. Prior to the genophage, krogan could reproduce and mature at an astonishing rate. Females are known to produce clutches of up to 1,000 fertilized eggs over the course of a year.
Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. A bigger shoulder hump is seen as a sign of high status, showing how successful an individual krogan is at hunting. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Consequently their diets can include food and drink which would prove very dangerous to other species—a fact reflected in the krogan liquor of choice, ryncol, which is said to "hit aliens like ground glass". Younger krogan have yellow or green markings on their hides. These markings darken to brown or tan over time, showing their age.
Krogan typically stand over 7 feet and weigh roughly one ton in armor. Biotic individuals are rare, though those who do possess the talent typically have strong abilities. The most amazing physiological feature of krogan biology is the multiple instances of major organs. These secondary (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. They have, for example, two hearts, four lungs, and four testicles. This reflects in their slang, where they often speak about a "quad" where a human would use the words "balls" or "pair". Krogan also have a secondary nervous system using a neuroconductive fluid, meaning they are almost impossible to paralyze. Krogan bleed a yellow or orange fluid when shot, which may be this fluid or actual blood.
Aside from redundant systems, the legendary krogan "blood rage" adds to the race's reputation for being notoriously difficult to kill or incapacitate in normal combat scenarios. In this state, krogan become totally unresponsive to pain and will fight to the death regardless of injury level, with the side effect of reducing their capacity for logic and self-control.
Sheer physical hardiness means an individual krogan can expect to live for centuries. Krogan can live for well over a thousand years, as evidenced by Warlord Okeer, a veteran of the Krogan Rebellions who died (of decidedly unnatural causes) well over a thousand years after the Rebellions ended.
Spoiler: Quarian
The quarians were a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. When their homeworld was conquered by the Geth, the Quarians lived aboard the Migrant Fleet, a huge collection of starships that traveled as a single fleet.
Approximately three hundred years before the events of Mass Effect, the quarians created the geth, a species of rudimentary artificial intelligences, to serve as an efficient source of manual labor. However, when the geth gradually became sentient, the quarians became terrified of possible consequences and tried to destroy their creations. The geth won the resulting war and forced their creators into exile. Now however, the Quarians have regained peace with the Geth and they live in comfort together. The Quarians are currently contesting to become a Council species.
Quarians are generally shorter and of slighter build than humans. Quarians have an endoskeleton, lips, teeth, and two eyes with eyelids and tear ducts; they also have three thick fingers on both hands which include a thumb, an index finger, and a long finger, similar to the middle fingers for humans, as well as three toes on each foot. Quarian facial structure and hair actually makes them the most similar to humans in physical appearance. Their lower legs are bowed backwards significantly, compared to asari or humans. Aside from hands and legs, their general body shape and sexual dimorphism is similar to humans. Their ears or ear analogues differ in a noticeable fashion from those of humans, with references made to "what [passes] for the quarian version of an ear". Also like humans, quarian blood is red.
The most distinguishing feature of quarian biology is their weak immune system, compounded by centuries of living in sterile environments. As a result, all quarians by necessity dress in highly sophisticated enviro-suits, to protect them from disease or infection if they are injured. Their suits can be compartmentalized in the event of a tear or similar breach to prevent the spread of contaminants (similar to a ship sealing off bulkheads in the event of a hull breach). Along with their suits quarians also have extensive cybernetic augmentations integrated into their bodies. A quarian's lifespan is roughly equal to a human's, but is prone to be less if infection breaks into the suit.
Quarian immune systems have always been relatively weak, as pathogenic microbes were comparatively rare in their homeworld's biosphere. Furthermore, what few viruses and other microbes were native to their homeworld were often at least partly beneficial to them, giving them a symbiotic relationship with their environment. After living aboard the Migrant Fleet for generations, the quarians' immune systems have atrophied further still due to the years in the sterile environment of the Migrant Fleet. As such, quarians are given various vaccinations and immunizations to help ward off disease. However, they prefer the safety of their suits even in clean environments and are reluctant to remove them without a good reason.
A quarian who wishes to remove their suit must take antibiotics, immuno-boosters, herbal supplements, or the like in order to do so safely, and even then there are inherent risks. As a result, physical acts of affection are difficult for quarians, even for the purposes of reproduction. Ships in the Migrant Fleet often contain "clean rooms" where quarians can give birth or undergo medical procedures in relative safety, though there are always risks. The most intimate thing quarians can do is link their suit environments. However, doing so guarantees a quarian will get sick, although they will usually adapt over time.
Like turians, the quarians are a dextro-protein species of reverse chirality from humans and asari. The food of levo-protein races such as humans or asari is at best inedible and at worst poisonous, most likely triggering a dangerous allergic reaction. Quarians who want to taste something (other than the refined edible paste issued to all who leave on their Pilgrimage) can eat specially purified turian cuisine, though the typical quarian diet is vegan, as livestock were found to possess an inefficient resource-to-calorie ratio when stored on the Migrant Fleet.
They are native to 'Rannoch'.
Spoiler: Raloi
The raloi are an avian species who made first contact with the asari in 2184 after launching their first space telescope and discovering the asari cruiser Azedes in their system.
Raloi are avian in appearance. Due to an outbreak of an alien flu virus among the raloi during the ceremonies held to welcome them to the galactic community, the raloi have to wear environmental suits while in contact with other alien species.
In 2186 during the Reaper invasion, the raloi delegation withdrew from the Citadel. Unwilling and unable to fight the Reapers, the raloi decide to isolate themselves on Turvess and destroy any satellites and observation equipment in orbit around their planet. They hope that the Reapers will see them as a pre-spaceflight civilization and spare their planet.
It is due to this reason that many races now view the Raloi, who have rejoined the Galactic community as weak, spineless cowards.
Spoiler: Valene
The Valene are a race of some one billion individuals who downloaded their minds into a virtual world aboard a starship long ago to avoid the destruction of their civilization. As of 2185 CE, the Valene established diplomatic contact with the Citadel Council in order to secure a new power source for the systems that maintained their virtual world.
The original biological characteristics of the Valene are unknown. After the Reaper War, Reaper technology was used to create millions of homing machinations; various Valene, though not all decided to leave the Virtual World and join the Universe once more. Whilst they cannot reproduce properly, they can jack into a virtual system and mate much like the Asari do; trading genetic coding in order to form a new Valene system. Oddly, Asari can also mate with the Valene due to their Organic conscious.
The Valene are extremely adept with Biotic abilities and when the Council first happened upon their ship, they demonstrated their ability to take over the mind of another race and even went as far as to speak through the person's body using Biotic abilities to motion the scientists vocal cords and mouth.
Unlike AI's they display true emotion and act like organic life; as they are consciously organic; yet physically synthetic.
They have no homeworld as of yet but are looking to colonize some less than habitable worlds in the Shrike Abyssal.
Spoiler: Vorcha
Known for their unique biology and aggressive behavior, the vorcha are a primitive race that live among the galaxy's darker and more dangerous locations, such as Omega. Many vorcha are trained by the krogan Blood Pack as mercenaries due to their savage nature and adaptability to different environments. The rest of galactic civilization regards them as pests and scavengers, and their presence is generally seen as a blight.
The vorcha are the shortest-lived sapient species currently known, with an average lifespan of only 20 years. The vorcha are known for a rather unique biology that differentiates them from other known species and which carries with it a striking set of advantages and disadvantages. The vorcha have clusters of non-differentiated cells, similar to those found on the planarian worm of Earth. These cells allow the vorcha limited regenerative abilities, as well as the ability to adapt quickly to its environment, such as developing thicker skin after being burned or increased musculature to survive in high gravity. When a vorcha is injured or in distress, these cells move to the affected area and rapidly (~1 week) mature to specialized forms that will alleviate the issue.
A vorcha that is cut or burned will adapt to have thicker skin. The lungs of a vorcha placed in a barely-breathable atmosphere will adapt to better use the gases there. A vorcha subjected to high gravity will quickly develop stronger heart and leg muscles. Non-differentiated vorcha cell clusters do replenish themselves, but the process is slow. Generally, vorcha can only adapt to a single environment within their brief lives. However, what cells are replaced allow them to heal rapidly, and even to regrow lost limbs over a period of months.
However, as a consequence of this, the vorcha as a species no longer evolve as other races do. The vorcha equivalent of DNA has remained unchanged for millions of years. There is no need for them to evolve as a species when they can adapt as individuals.
They are native to 'Heshtok'.
Spoiler: Non-Playable RacesSpoiler: CitadelSpoiler: The Rachni
The rachni were a presumed extinct insect-like species that threatened Citadel space roughly two thousand years ago during the Rachni Wars. Intelligent and highly aggressive, the spacefaring rachni were driven to expand and defend their territory. They were eventually defeated and almost completely eradicated by the krogan, who had been uplifted by the salarians for their combat prowess and physical resilience to directly confront the rachni in the harsh environments of the rachni worlds. The accidental discovery of the rachni led to the Citadel races curbing their rapid expansion, in fear of being plunged into another galactic war.
Before the Reaper war the Rachni were rediscovered and an attempt to breed the newly born Rachni; which came from a queen that was found unhatched in stasis was forged. This led to a serious security breach on Noveria. When Commander Shepherd intervened he decided to let the Rachni Queen survive.
Years later during the Reaper War, the Rachni Queen was almost indoctrinated fully by the Reapers; who were using the Rachni as a weapon of war. Commander Shepherd freed the Queen and allowed her to live again. A small detachment of Rachni ships aided the coalition of the Milky Way to take back Earth and destroy the Reapers and since that point they have been named a Citadel Species, although they prefer to keep themselves to themselves.
They are native to the planet 'Suen'.
Spoiler: The Keepers
The keepers are a bio-engineered, insectoid race found only on the Citadel. They are completely docile and harmless, and appear to exist for no other reason than to maintain the Citadel and its systems.
The keepers are believed to have been created by the Protheans to serve as caretakers of the station, and have become essential to the Citadel's operation. Very little is known about them, as they do not communicate with other species, and it is against C-Sec regulations to interfere with keeper activity.
Physically, the keepers resemble large aphids. Little else is known about their biology, other than what can be observed with the naked eye. Attempts to capture a keeper or take it into custody for study will cause the creature to undergo a sudden "self-destruct," with a form of acid being released internally. The affected keeper literally melts into a puddle of proteins and minerals in less than a minute, preventing any serious research.
Due to the fact the keepers persist in destroying themselves when interfered with, they are nearly impossible to scan or study. By Council law, it has become illegal to interfere with the keepers on penalty of imprisonment, because the Citadel cannot be maintained without them. No matter how many keepers die due to old age, violence, or accident, they maintain a constant number. No one has discovered the source of new keepers, but some hypothesize they are genetic constructs: biological androids created somewhere deep in the inaccessible core of the Citadel itself.
Keepers are mute, at least to the perceptions of other races. Some Citadel scientists believe the keepers communicate between themselves with telepathic images, but this is mainly scientific speculation. Their inorganic components (specifically, the component on the keeper's back and its attached antenna) are speculated to facilitate the coordination between the keepers and the Citadel.
It was only lately that any activity from Keepers that seemed out of ordinary occured. With the re-settling of the Citadel after the Reaper War, the Keepers seemed to be slightly erratic and put off, however still performing necessary tasks. It was only at some point where Keepers were seen freely walking around. This behavior disturbed many, but scientists believe that it is possible that the Reapers destruction may have ceased a form of long distance indoctrination over what were once considered mindless creatures. Scientists hope that some point the future the Keepers may attempt to speak and maybe if requested be reversed engineered to a possible previous state that they could have been in before Reaper interference. Some speculate that Leviathan aid could possibly create 'Awakened Keepers'. Separate and free from their former masters as were their Collector counterparts.
Spoiler: Non-CouncilSpoiler: Leviathan's
The Leviathans are an ancient aquatic race that dominated the galaxy in the time before the Reapers. Proud and aloof, they regard themselves as the galaxy's first and only apex race, and all other races as mere tools meant to serve them. With the advent of the Reapers, the Leviathans were forced into hiding to preserve themselves, and were content to observe the Reapers' harvests while surreptitiously erasing any evidence of their existence over the course of hundreds of millions of years.
Like the Reapers that were designed after them, the Leviathans are massive in size and possess a resemblance to Earth cuttlefish or squid. Two sets of three eyes are embedded symmetrically on the lower dorsal surface of the body. Several tentacle-like appendages extend below the body and from the sides. The Leviathans' exterior is covered in bony, heavily ridged plates. As Leviathans are aquatic, it is believed that they can breathe oxygenated water and their bodies can withstand both the extreme pressure of ocean depths and the lesser pressure of coastal areas. Members of the race have been witnessed at depths of over 3200 meters.
The Leviathans possess the natural ability to influence the behaviors of lesser-minded organisms to the point of complete physical and mental control, an effect that is similar to indoctrination. They can use this ability to communicate with other beings in a manner similar to telepathy, as well as to turn them into thralls. The exact mechanics of this ability are unknown, but it has been compared to the rachni's theorized ability to communicate using an organic quantum entanglement communicator analogue that stimulates neural activity. Over-exertion of this mind-control ability causes nosebleeds in humans, and in extreme cases can lead to brain damage and death.
It is possible that the Leviathans further enhanced themselves cybernetically, allowing them to use element zero to travel through space and breathe air with the use of filtration systems. They might even have modified themselves with biotic amplifiers. In addition, their faster-than-light communication pulses require precise control with technology completely unknown to modern science.
Their homeworld is unknown.
Spoiler: The Yahg
The yahg are a sentient race of towering humanoids native to the world of Parnack, known for their violent and aggressive nature. Consummate predators, the yahg possess unrivaled perceptiveness and mental adaptability. Discovered by the Citadel Council in 2125 CE, the yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation.
The yahg evolved to fill the niche of apex predator on Parnack. Yahg have four pairs of eyes, each pair designed to track and predict the movements of prey. A keen sensitivity to movement and light allows the yahg to easily read the body language of any species, making it almost impossible to lie to a yahg.
The yahg also possess a muscular, large body, standing over even the krogan, which provides considerable physical strength and agility. They have scaly, partially armored skin ranging from red to brown, a triangular mouth adorned with sharp teeth, two large horns and facial markings on their heads. Their hands each have three fingers which include a thumb, as well as three toes on each foot.
The Yahg have finished their first spaceship and now travel around their own solar system; having not yet unlocked FTL drives.
They are native to 'Parnack'.
Spoiler: OtherSpoiler: The Reapers
The Reapers, known by the geth as the Old Machines, were a highly advanced machine race of synthetic-organic starships. The Reapers resided in dark space, the vast, mostly starless space between galaxies. They hibernate there, dormant for fifty thousand years at a time, before they were given the signal to return. The first Reaper known to have communicated with organic life, referred to by Saren Arterius as Sovereign, claimed that the Reapers have neither beginning nor end. Even their true name is a mystery; "Reapers" was a name bestowed by the Protheans, and Sovereign stated that whatever the Protheans chose to call them was of little concern to its kind.
Sovereign also reveals that the Reapers were the original creators of the Citadel and the mass relay network. These massive constructs exist so that any intelligent life in the galaxy would eventually discover them and base their technology upon them – all part of a scheme to harvest the galaxy’s sentient life in a repeating cycle of purges that has continued relentlessly over countless millennia.
Sovereign, the first Reaper encountered, bore a superficial resemblance to a cuttlefish or squid, with a bulky semi-cylindrical body, a tapering plate over the rear and five tentacle-like "legs" or arms extending from its front end, in addition to six jointed legs extending from its body. The rear-most of the larger legs have crescent-shaped extensions. Reapers also have numerous small tubes that can extend from their underside; Sovereign is seen attaching these tubes to the Citadel Tower during its attack. When the Reaper fleet is revealed in dark space, they are shown to all share this basic design, but with great diversity in limb number, shape and orientation, some with extended heads and others (particularly Harbinger) having multiple glowing lights; this may illustrate the variety of Reaper subtypes, as it is revealed during the Reaper invasion of the galaxy that several different varieties of Reaper exist. The core of any Reaper is constructed in the image of the species that was harvested to create it, while the exterior follows a standardized design that is most efficient for their purpose.
While the outward appearance varies between subtypes, all of them resemble the physical appearance of the Leviathans, the race that dominated the galaxy in the time before the Reapers. According to Legion, a Reaper is essentially "billions of organic minds, uploaded and conjoined within immortal machine bodies."
Sovereign's design appears to have influenced the "heretic" geth. This is not surprising, as these geth worship the Reapers as "gods", considering them to be the epitome of independent AI. Wherever the heretic geth become entrenched they build monuments to the Reapers resembling Sovereign's "tentacles" around a glowing orb, and genuflect. Sovereign was apparently insulted by the adoration of such simple, base synthetics, but it did see their value as pawns and possible replacements for the flawed and organic keepers.
The Reapers were declared extinct after the Reaper War.
Spoiler: Character Sheet FrameName:
Race:
Age:
Gender:
Personality:
Description:
Biotic or Tech:
What abilities (Relate to your answer above):
Weaponry:
Location:
Spoiler: Accepted CharactersSpoiler: Cole Larson - ClydeName: Cole Larson
Race: Human
Age: 25
Gender: Male
Appearance:
He was calm in his steps, he was not something to fear, merely he was confident in his power. Whoever this man was, he truly believed in something of himself. He wore a belted jacket, with black pants and long black boots. His skin was pale, and he sported a crew cut. His eyes were sharp and wolf like, and despite his short stature he held himself strong and proud of who he was. He wore a form of war paint on his face and appeared sharp, youthful and handsome.
Exactly like image
Spoiler: The Tracker
Spoiler: A Certain Truth
Personality: Despite all appearances, you should never judge a book by its cover. He has a very down to earth personality, all though not entirely jokster of the year by a long shot. He is still very open and very friendly. Though the rockiness of his personality can leave him stubborn and very stern at times, often times rejecting others ideas if he believes his idea is better. However, he is loyal and trustworthy, even caring to his teammates. He is a team player and doesn't leave anyone behind. He'd be the perfect soldier if it weren't for his biotic abilities. Instead he's a model soldier with the science equivalent to magic. His earthiness is what keeps him stable, allowing him to merge in and out of the darkness completely unscathed. His willpower isn't something to break. He's intelligent and wise, gentle, and easy going. Often times people think that he can be too laidback. When not on duty, he takes things easily, passing them off and merely shooing them away like if it were pestering mosquito. Which to some people really annoys them. Despite his earthiness, there is still fear of when the earth rumbles. It's best to keep him content, he has a very long fuse, but when this volcano erupts his rage is only met with the same fury as a Krogan. He likes classical music and favors himself an artistic man, rather than a fighter. He dislikes messy situations and jalpenos. In truth he likes the flavor, he just thinks jalpenos are the weirdest pepper reminding him of a mustache.
Biotic or Tech:
Experimental Adept
What abilities (Relate to your answer above):
Annihilation Field- Spin this fiery effect around you to burn nearby enemies. When active, the field can be recast to blast a short-range area and to detonate combos.
Dark Sphere- Launch a slow-moving sphere of dark energy to cause damage over time to any target it passes over. The sphere can be detonated at any time to cause massive damage.
Dark Channel- Plague an opponent with a persistent, damaging biotic field. Effect transfers to a second target if the first is killed. Effect's length depends on Dark Channel's duration. Only one field may be active at a time.
Slam- The power lifts a target and slams them to the ground, inflicting damage.
- Experimental implants with no currently known side effects.
Weaponry:
Just a pistol thingy [but really when you can hurdle people across the map with psychic powers, why would you want to use that?]
Location: Prison [funny thing, military don't like people trying to take free rides]
Theme Song:
Feed Me- Little Cat Steps
Spoiler: Mortimer 'Zombie' Iah - Ace of KnavesName: Mortimer Iah a.k.a Zombie
Race: Human
Age: 21
Gender: Male
Appearance:
In the industry they call him Zombie, and I can see why. You can find him in Afterlife and sometimes you can find him on the Citadel. He does all kinds of work, but more or less works as an informant. His skills are impressive, if you can stomach his looks. From a distance his hair looks white, but it's more of a mousy brown. His skin is pale, ghostly, he is thin and short. But it's really that festering old burn on his face that really gives me the creeps. His eyes are a warm honey brown, but one of the eyes is more pale and blind. I always wonder if he could see out of that thing. He wears a black coat, and a sweater is worn underneath the jacket with a hoodie. But I heard under the jacket is a bodysuit. Though that could be rumors. He wears black pants and knee high boots.
Images are Exact Representations
Spoiler: Always performing strange behavior
Spoiler: I do warn you this is disturbing
Spoiler: Reflection
Was he trying to imitate Westerns of history? He wore a thick brown leather trench coat, with a white button shirt underneath. His pants were black as usual, with his usual black pants.
Exactly like image
Spoiler: A Tribute to Western
Spoiler: Or a Tribute to 80s music?
Voice Sample
Personality:
Most of the time Mortimer is quiet and sensitive, he doesn't talk much, but not because of the silly rumors that spread around. Like he is a mute or is insane. Mortimer just awkward around people, he has this innocent, vulnerability about him that makes you often forget what he is capable of. In the steel of battle or during his missions, his nerves seem far more settled, he is sharp and is calm when under pressure. Able to block out anything that could make him miss his mark. However, in social situations he seems like a completely different person, he is quieter, even cat like in nature. He doesn't ask what isn't in that person's capabilities and doesn't like to burden people. Here he seems much more insecure about himself, but the truth is in the matter that even though he shows nerves of steel on the job he too is just as insecure. He is kind of shy, but has a kind soul. He's best described as the wind, your best asset in the dark when you're alone, but it will always disappear just as quietly as it came. He isn't a big fan of sugary drinks or sugary foods, but does like Space Kittles [taste the rainbow]. He also has a nasty habit of making his food inedible to eat by making it too spicy, like the pit of hell. He dislikes any form of fuzzy drinks. His hobbies include experimenting with the limits of his biotic abilities and meditating.
Biotic or Tech:
Biotic Rogue
What abilities:
Biotic Cloak- The Biotic cloak is much different from its tech counterpart. It uses Biotic fields to distort the users in energy, rendering them invisible. Downfall is that the user has no Biotic shields when cloaked
Vanish- Like their Vanguard counterparts, they can move freely throughout the battlefield. All though Vanish could be used for a frontal assault, it is far better used to escape battle.
Shadow Boost- When hidden in the shadows, slight boost to biotic shields.
Non Biotic Abilities-
Flexibility
Acrobatics
Weaponry:
Omni Blade
Location: Afterlife [For hire]
Extra Info:
I absed everything for the Bio Rogue with everything I understood of Adepts, Vanguards, and that one DLC lady who used the Omni Blade.
Theme Song-
Feed Me- Strange Behavior
Nero- Reaching Out
Spoiler: Damon Ross - StormwolfName: Damon Ross
Race: Human
Age: 35
Gender: [Super]Male (XYY chromosome)
Personality: Damon is frighteningly intelligent for his aggressive behavior. On the surface, he may seem like an above-average military grunt with a bit of a mean streak, but beneath that is a near-genius level IQ that is focused towards the military arts. He may seem a bit out of place is a social situation that involves a lot of mingling, taking the option to not talk if he can, otherwise he can come across as quite brash and blunt to the point of offense. He is a man seemingly made of pure, condensed aggression.
Description: Damon is a 6'3" broad and bulky human male, pale skin bulging with thick steel-chord muscle and sinew. Damon's hair is a flaxen color, cut into a short military undercut, a thin stubble growing on a masculine jawline. His eyes are like chips of ice, pupils smoldering with the red glow of cybernetic eyes grafted into his skull. Damon's body is built to destroy, unmarked by tattoos but riddled with various scars, most of which appear surgical in nature. His chest is hairy enough to be rugged and attractive, but not overdone. The only tattoo-like marking on his body is the barcode stamped at the base of his neck with a serial number.
When not in combat, Damon will commonly wear Alliance military issue slacks and serviceman's top with an N7 cap on his head. In combat, Damon's combat role requires he wear the N7 Defender a
Biotic or Tech: Biotic and Tech Amps are for the weak. Commando!
What abilities: Adrenaline Rush, Frag Grenade, Inferno Ammo, Disruptor Ammo, Carnage, Fortification
Weaponry: N7 Paladin Assault Rifle, N7 Stampede Auto-shotgun, N7 Eagle
Location: Citadel - Human Embassies. VIP protection duty.
Theme
Spoiler: Therius Kaven - E1AlphaName: Therius Kaven
Race: Turian
Age: 29
Gender: Male
Personality:
An often calm and calculating individual, Therius can be harsh and unforgiving, esspecially when it comes down to combat. Following his own path as a fighter for justice, his methods are more than once questionable, to which he reacts with a sense of indifference. When outside of combat, however, he lets go of the strains and consequences of killing another, using the excuse that "Brooding over actions taken in the heat of battle will only inspire doubt when you have to do so again". Underneath his avenger shell that he shows to the world outside him, he often spends time pondering over his future and purpose, looking for some reason to exist should crime ever come to an end, hypothetically speaking.
Description:
Spoiler: Bust
Line art by Meken on DeviantArt
Colouring by yours truly
Standing a little less than a head taller than your average human, Therius looks like your every day Turian. His main carapace color is a very dark beige, while the exposed skin such as on the back of his head maintains a lighter beige color. His eyes are a vibrant green color. From one cheekbone to another, he bears a dark yellow marking on his face, with teeth-like markings extending down across his upper jaw. (Much like the central marking in this picture)
While he will most of the time only be seen wearing his dark colored set of armor, it is not uncommon to see him wearing more casual clothing in a similar color pattern. Wether he wears armor or not, however, he will always visible carry one sidearm with him.
When wearing his armor and not wearing his helmet, he will also often be wearing a Kuwashii Visor, modified to fit him better.
Voice Sample
Biotic or Tech: Tech/Combat (Infiltrator)
What abilities (Relate to your answer above):
Tactical Cloak
Sticky Grenade
Overload
Armor Piercing Ammo
Cryo Ammo
Proximity Mines
Jet Propelled Movement (thanks to Suit Propulsion Systems)
Weaponry:
M-98 Widow Sniper Rifle equiped with Thermal Scope
M-6 Carnifex Heavy Pistol
Phaeston Assault Rifle equiped with Thermal Scope
Logic Arrest Omni-tool, with a double omni-blade application installed
Location:
Omega - Marketplace
Theme song
Spoiler: Filli 'Rocket' Vold - LexenName: Filli “Rocket” Vold
Race: Drell
Age: 23
Gender: Female
Personality: Blunt – to put it nicely – would summarize Filli. A bitter tongue that spits whatever comes to mind. It rarely bodes well for her but her pride would make that impossible to change. Crude is another nice title to add. So blunt, proud, crude. Any of those with a sensible up-bringing would find themselves as far away from Filli as possible which is why Filli has quite the history with ruffians and thugs. Most would consider her a thug, actually. A smart thug, however. Her incredible memory as a Drell makes it easy for her to slip into places by their blueprints and reprogram security systems of all types.
Recently an incapable team she was a part of was caught. She, using a combat drone, fled the scene without them. The novices ratted her out. Since the C-Sec can’t exactly prove Filli was there, they gave her the option of doing some civic service in exchange that her case is no longer looked into. For the current moment, Filli is forced to manipulate a few criminals’ systems to record their actions around the citadel as ‘civic service’. It’s dreadful work.
Description:Spoiler: Face
Spoiler: clothes
Her body is almost always wrapped in the tight fitting clothes. Breathable and thin material that make her movement silent. Now if only her mouth would be quiet for a moment to make use of it.
Biotic or Tech: Tech – Engineer
What abilities (Relate to your answer above):
Sabotage :: Her speciality is on security systems detection and targeting. While her speed is fairly average, the quality of her work is something to note. Most systems she touches are never completely returned back to their original settings. Always having to add that explosive hack for those ‘just in case’ moments. She also has a notable record of never failing when she gets her hands on a system. Bots are a lot harder for her and take too much time currently for it to be a practical ability during combat.
Combat Drone :: Draws enemy fire, damage them and stuns their shields. Used as a distraction for Filli get to a system to sabotage. Fitted with rockets. Took her a hell of a time to make.
Sentry Turret :: Can quickly install turrets with the rockets expansions. Boy, does she like her rockets.
Tech Mastery for increasing power, damage and capacity.
She lacks most hand-to-hand combat. Probably another reason why she loves her “Edwin”.
Weaponry:
N7 Hurricane (submachine gun), playfully nicknamed “Edwin”. She feels naked without it.
Location: Citadel – Docks, holding area trying to collect some information over a betting game.
Theme Song
Spoiler: Kosima Gallianus - PreachName: Kosima Gallianus
Race: Turian
Age: 28
Gender: F
Personality: The principles of duty and diligence were programmed into her from a young age - add the isolation that comes with being in the Cabal forces and you’ve got someone who’s excellent at getting a job done quickly and effectively, and, predominantly, alone. Kosima will always follow orders unless she thinks there’s a better alternative - a trait that has so far kept her from rising to the top Cabal rank of Kabalim. She’s quite judgemental and haughty, but as friendly as can be to people who strike her interest and who don't seem like wastes of time.
Description: Kosima stands at an average Turian height of 6”3 and her carpace is steely grey. Her facial tattoos are red and predominantly grouped around her catty yellow eyes, and betray the fact that she was not raised on Palaven.
Spoiler: Facial Markings
She wears light armour pretty much all the time. It is predominantly black and grey, with light grey and crimson details, devoid of any notable decals or insignia. [X]
Biotic or Tech: Biotic-Tech fusion [Sentinel].
What abilities: (Only Assault Armour is top-level)
Cryo-Blast
Throw
Overload
Warp
Assault Armour
Weaponry:
Pistol: M-11 Suppressor
Assault Rifle: M-76 Revenant
Sniper Rifle: M-98 Widow
Location: Omega Back-Alleys
Spoiler: Riak Trunda - JacogosName: Riak Trunda (Clan, Given)
Race: Krogan
Age: 59 years
Gender: Female
Personality: Trunda is a very forward individual, proudly wielding the stereotypical hot-headed-Krogan persona in public and private. One might even venture to call her ‘crude’, similar to how male Krogans are viewed in general. Don’t be fooled, though. Trunda is a very quick-witted individual, capable of picking apart arguments and battlefield tactics alike with relative ease. Her life has been short by Krogan standards but nonetheless she is capable of demanding ‘respect’ when needed, though among her people it is given only rarely; among other races, it’s usually intimidation that gives way before true respect. Harsh around the edges, Trunda has a tendency to be blunt and she speaks her mind whenever given the chance. This has made her few friends, though the ones she has earned are true to the bone.
Description: Trunda has a greenish-red crest that is just short of fully developed. She still has touches of youth about her visage, which she grudgingly admits to when pointed out by an older krogan. Tall like all krogan, Trunda wears full body armor in deep, dark purple, etched with a leaping varren insignia from her old mercenary group. Its faded now, painted over as well, but a sharp eye can still pick it out over her left breast. Her hump is only about level with her head, another indication of youth. Her armor is worn from use and close-combat encounters, not to mention she bears a heavy scar across the right side of her head, just through her crest. It falls just short of her eye, though, only giving her a slight tic every so often.
Biotic or Tech: Biotic/Combat - Vanguard
What abilities: Biotic Charge – (Unwieldy at best, Trunda usually prefers her own two feet to get to her enemies)
Nova – (Trunda has an extraordinary amount of biotic barriers, which she explodes out from her with deadly force using this ability)
Lash – (Trunda wields Biotic lashes similar to those wielded by Cerberus Dragoons, and as such can use them to pull her enemies closer for massive damage. And that’s before she starts pummeling them)
Smash – (See above. This attack is the infamous one used by Dragoons, leaping forward with the lashes to rip enemies in front of her apart)
Weaponry: Biotic Lashes (x2)
Graal Spike Thrower – Modded with a shredder mod and smart choke, improving accuracy and penetration power.
Striker Assault Rifle – Modded with a magazine upgrade and penetration mods.
Location: Citadel (Works with C-Sec)
Spoiler: Xel'lotath - CrumpetCannonName: Xel'lotath
Race: Prothean
Age: 48
Gender: Male
Personality: An extremely curious individual, Xel'lotath often goes out of his way to unlock the secret workings and potential of everything he encounters, from an interesting piece of technology to a stubborn human, he loves to discover and learn everything there is to know, often taking apart and rebuilding weaponry or dissecting interesting specimens and taking notes on the behaviour of different species.
This has carried on to his social life, and so he is a remarkably friendly person, some would say too friendly, he is always eager to forger new relationships, whether for scientific purposes or just because he likes someone, he is talkative, but not loud, and is content to sit and listen, depending on the subject of his fascination. He and everyone he meets realise this will inevitably get him into trouble some day. While machinery and engineering is certainly a hobby of Xel'lotath's, his real talent and passion lies in medicine, he is a developed combat medic, able to perform advanced healing and surgery on or off the battlefield, his innate Prothean ability to exchange knowledge and experiences through touch bolstering his healing capabilities to near legendary levels.
Xel'lotath's past is something he keeps under lock and key behind his optimistic carapace, he is loath to speak of his past experiences and of why he is reluctant to hold a gun, most people he is close to know by now not to bring up the topic at all.
Description: Xel'lotath looks like an average Prothean male with a muted purple shade to the carapace on his head and brilliant amber eyes, his skin has a grey lavender colouring to it and his lips and ridged neck are a dull scarlet. His appearance can be unsettling to some, what with Protheans being such a rarity throughout the galaxy, but people soon learn that his appearance does not match his sparkling demeanour.
Spoiler: Appearance
Xel'lotath is outfitted with military grade medical armour, specialised for rapid attention to wounds on the battlefield. This armour is white with red markings, identifying it as medic garb from a distance, while it does not have the damage reduction quality of most specialised combat armours, it can stop a bullet and provide ample protection from danger with its advanced militarised polymer base and tempered synthetic carbon coating. The armour comes equipped with a variety of satchels and compartments which house a plethora of medical supplies including medi-gel, syringes, bandages and sutures for standard to advanced field dressing, as well as monitors and sample analysers for use in diagnosis on the go.
Spoiler: Combat Medic Armour (without the helmet)
Biotic or Tech: Tech - Engineer [medic specialisation]
Abilities:
Overload - Causes enemy shields, barriers, and synthetics to shut down, and can overheat the weapons of certain enemies, rendering them useless.
First Aid - Subject has an increased knowledge of anatomy and healing procedures, increases the effectiveness of medi-gel and other techniques. [Bolstered by medic specialisation]
Neural Shock - An assault on the nervous system shuts down the axons of an organic enemy, thereby preventing impulse diffusion between synapses, paralysing them temporarily. [Bolstered by medic specialisation]
Weaponry: Stinger Pistol, Omni-tool
Location: Prothean colony orbiting Eletania
Spoiler: Platoon - LukasadeName: Platoon
Race: Geth (Geth Engineer)
Age: After the Reaper Invasion.
Gender: Geth
Personality: Platoon is highly intelligent,good-willed and docile. after the destruction of Legion who sacrificed himself to upload the Reaper upgrades to the Geth Fleet, the Geth tried to recreate what they thought to be the pinnacle of their race. Without there creators intuition the Geth failed to properly recreate the full 1,183 Programs that Legion possessed but allowed for a more mediocre 718, this is what gives Platoon his higher intelligence and ability to communicate efficiently with other races.
Spoiler: Description
Biotic or Tech: Tech
What abilities (Relate to your answer above): Defense Matrix, Geth Turret, Overload and Submission Net
Weaponry: N7 Hurricane X
Location: Rannoch
Spoiler: Ashaya Vereri - SummersRiseName: Ashaya Vereri
Race: Asari
Age: 589
Gender: Female
Personality: Silence--- Silence is Ashaya's most frequent companions; though speech is not unknown to her. The fact that she does not belong has been drilled into her head, and that she is a disgrace to her family is a constant reminder in her thoughts. When she does speak it is often layered with uncertainty, though she is quite capable of making rational decisions and often times these decisions turn out the better for her. She has long lived in the seclusion of a monastery, and thus is not used to the massive amounts of people that are associated with society. However, she can function quite well in society, her discomfort becomes evident when in large crowds.
Description: Ashaya has the traditional azure skin of the Asari, Her eyes are a brilliant, glowing violet that seem to hold a longing deep within them to leave the place that is her prison. Her face often holds the image of impassiveness to those who don't know her on a personal level, but in truth she has a deep and ever expanding compassion for those she comes in contact with, and takes the time to get to know. She stands at a rather unseemly 6' 1", and weighs an average 140 Ib. She is traditionally seen in a simple, yet elegant, Asari-made dress reflecting the colors of the Asari people, other than that she doesn't really own much else living in seclusion doesn't give her privy to many shopping opportunities. She has marking on her skin, that almost resemble what humans would call tattoos, but they are just darker colored patches of tribal markings, she saw on a turian who once visited the monastery.
Spoiler: Appearance
Biotic or Tech: Biotic [Ardat-Yakshi]
What abilities:
Biotic Blast:Unleashes a biotic pulse that damages enemies
Dark Sphere- The User emits a sphere of dark energy that is sent towards an enemy; Can be detonated at will to cause a damaging explosion to those in the blast zone.
Shockwave- The user emits a series of destructive explosions that cause decent amounts of damage. If used on the ground, it launches enemies in the air.
Biotic Shield- The User creates a shield made purely of biotic energies that reflects all ranged damage. Vulnerable to other biotic abilities, and can be shattered with shockwave to create an explosive field.
Non-Combat Talents:
Flexibility: Ashaya is extremely flexible, Able to bend and fit into the tightest of spaces. Though this does have her limits, and her height plays into effect as well.
Agility: Ashaya is rather agile, in that she is a bit more swift in her step than most other members of her race.
Acrobatics: Ashaya has excellent acrobatic skills, in that she can perform a series of flips and leaps to get to hard-to-reach places.
Beauty: Ashaya, has a rare beauty about her that seems to make people drop their defenses around her and let her "in" more easily. This can be used as a tool to build, or destroy, depending on her objective.
Weaponry: She uses a lesser form of Martial Arts, fusing it with her biotic blast ability creating a devastating combination.
Location: Kallini-Ardat Yakshi Monastery.
Spoiler: Sham'gar Nar Wesir - KrisName: Sham'gar Nar Wesir
Race: Quarians.
Age: 21. Just at the start of his Pilgrimage
Gender: Male
Personality: He is eager and excited, happy-go-lucky type of person that has no problem saying whatever he wants to say, which sometimes is tactless, although for him, speaking up his mind is the outmost kind of trust. He likes finding new things. Shiny things.
Description: I'll let the image speak for itself.
Spoiler:
Bio:
Although their homeworld had been reclaimed some time ago, some old traditions were hard to rid of, and that is where Sham'gar found himself paving a way to his adulthood in the process of the Pilgrimage. Sham'gar has a twin sister, and suffers greatly for the fact he was not able to cope with her.
Biotic or Tech: Tech.
What abilities: Sabotage, AI Hacking, drones.... you know... the fun stuff.
Weaponry: Arc Pistol, Reegar Carbine
Location: I guess Omega is a good place for a wandering Quarian to walk about and salvage parts?
Spoiler: Sye Mannin - Mister Xtra SirName: Sye Mannin
Race: Valene
Age: 8000(+)
Gender: Male
Personality: There is a lot that can happen with age. Some people become the serious brooding type like Asari; whereas Sye's personality is more like the goofy guy. He is talkative, outgoing, playful, etc. While there is always the possibility for entering "Serious Mode," he has a very relaxed, some would even consider cynical, attitude towards confrontation. This is mostly due to the fact that he believes himself to be more or less immortal. He was a somewhat intelligent guy; which would be a given since only a set portion of the population was allowed on the starship that saved the Valene species.
Description: Valene as a whole have an amazing affinity for Biotics. This is not only due to their natural ability, but it is also attributed to the "Head Start" the species had. In Sye's case, his Biotic ability has come to be focused much more around power than finesse. To compliment this, he sports a tough body designed for close-medium ranged combat. It is important to note that this is a Synthetic Body designed to harbor Sye for his use, but if a connection is made, he could leave it into another source.
Spoiler: Body
Biotic or Tech: Biotic
Throw- This uses mass effect fields to hurl a target away from the user with damaging force.
Pull- The user generates a mass-lowering field, which levitates enemies into the air. While aloft, enemies will slowly drift towards the biotic, allowing any allies to finish them off effortlessly. The biotic can also combine the Pull effect with a Throw to send enemies flying higher into the air
Slam- The user simply lifts a target and slams it into the ground.
Weaponry:
Spoiler: M-22 Eviscerator
Spoiler: M-77 Paladin
Spoiler: Cluster Grenade
Location: In Transit to Omega from (Valene Colony) Tosal Nym
Spoiler: Reza'Reeger vas Yenza - AliceMalice15Name: Reza'Reeger vas Yenza
Race: Quarian
Age: 23
Gender: Female
Personality: Reza is an extremely rebellious Quarian who will do as she pleases and does not take kindly too being ordered around. However when she is given a position if leadership she is known to get the job done the right way no matter the cost. Being that she grew up with biotic abilities she was outcast by most of her kind and joined C-Sec at the citadel. Unlike most Quarian she takes no interest in tech and would much rather read, fight, or learn about other cultures. She also finds the practice of medicine and science to be intriguing.
Description: Reza is a tall Quarian standing about 6'4" who wears a red visor with magenta or red cloth over her suit. Her suit shows accents of gold and black. Most of the parts in gold are pieces she's added on for extra protection to those areas.
Spoiler: Reza
Biotic or Tech: Biotic
What Abilities: Pull, Shockwave, and slam
Weaponry: Shot gun and pistols
Location: Somewhere in the vicinity of the citadel on the Yenza (a small single pilot space craft she owns).
Spoiler: Deceased Characters------
Let's get this party started!
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