This is the OOC & CS topic for the Mass Effect: Dawn of Tomorrow RP. For more information, refer to the Interest Check topic here.
No one knows what happened on the Citadel that fateful day. Only three people were present then, and all three of them died there. The resulting energy burst from the Citadel obliterated it, leaving only fragmented debris to burn up in Earth's upper atmosphere. The energy pulse blanketed the planet and the Reapers fell, one by one, seemingly erased by the surge. Their mutated creatures fell dead beside them. Across the entire galaxy, on every contended world, the entire Reaper force simply died. The galaxy had won. But the cost was greater than they expected.
Among the dead lay the Geth, recently redeemed from their title of heretics and destroyers. They gave their lives - if such things truly lived - to save the galaxy. Alongside the Geth lay the ruined bits of AI's and VI's, and large portions of technology once seen commonly throughout the galaxy. The Mass Effect relays shattered, cutting off access to the rest of galaxy. It took years - centuries - to fully rebuild. But the galaxy had been on its own once before.
Now, nearly 200 years have passed. The first Mass Effect relay linking Earth to the rest of the galaxy has finally been completed. Once more, humans are a part of the galactic community. But while the Asari and Krogan live for centuries, the humans have much shorter lifespans. Many humans now have never seen aliens, save for the holovids in Hollywood and in school. What paths will the humans forge now? What remains of their old allegiances? Do they still have a place on the Council?
And are the Reapers truly gone? One can only hope.
This RP will begin with the first Alliance ship, the SSV NR-7 Normandy, to enter Council space in nearly 200 years. Not every character will have to aboard the ship, some will be members of the other species. But the story starts here, when the humans finally make contact again with the rest of the galaxy. After 200 years, they officially no longer have a place on the Council. Instead, the Krogan and the Quarians - for their valiant efforts in fighting the Reapers - have been given that privilege. The Volus, Elcor, and Batarians have been given Council race status and larger embassies, and play a larger role in the scope of the galaxy (despite the fact that they do not have a seat on the Council).
Humankind will contact the Council and discussions will begin on whether or not there humans will be given their rank back.
Shepard: Female, Colonist, Sole Survivor
Mass Effect 1: Ethan Jeong killed, Cerberus scientists killed, Zhu's Hope colonists and Shiala kept alive, Rachni queen rescued, Wrex saved, Kaidan love interest, Ashley lost on Virmire, Council saved, Anderson selected for council membership (75% renegade, 25% paragon)
Mass Effect 2: All allies recruited and saved, Thane love interest, Collector base destroyed, Shadow Broker killed without incident, genophage date kept (50% renegade, 50% paragon)
Mass Effect 3: Vast majority of forces collected, Council members saved, rekindled flame with Kaidan, chose destroy (75% paragon, 25% renegade)
Players may elect to play any of the cannon races: Human, Asari, Turian, Salarian, Batarian, Volus, Elcor, Yahg, Vorcha, Krogan, Quarian, Drell, or Hanar. Please be aware that the Geth are dead (though there are rumors that not every Geth was destroyed). Players may also elect to play a race of their own creation. If you want to create your own race, please PM me the details regarding the race including: appearance, culture, military, technology, lifespan, and any other pertinent data. Remember to stay in tune with the Mass Effect universe.
All created races will be listed here with details pertaining to them included in hider tags.
The Planetary Fleet: The Kestraai 'homeworld'... Seriously, their homeworld is a fleet of planets converted into Ships through vast mechanical and even somewhat magical methods of augmenting them while preserving the balance of nature, they could be described as the most beautiful 'war ships' in the universe.The Plabnet ships function as massive omni ships, serving every purpose a ship should serve, sustaining vast colonies, keeping Infinitely renewable food sources available, as well as providing mobility to the universes greatest defensive weapons, Planetary cannons and then some. To put it simply, the Kestraai have perfected the methods of bringing their home 'solar system' with them when they travel, so there is no 'too far from home' for them.
Of course any competent Fleet knows not to depends entirely on their largest ships, even though the world ships have some form of defenses against nearly every possible type of attack, There are of course vast Fleets of smaller vessels both on and aroudn the Planet ships, at least when their not about to 'Travel'. The Current Fleet consists of '8' Planet Ships, 100's of 'World' Ships, you know, what used to be considered a massive ship meant to be lived on indefinately, 1000's of Giant ships, and as you can imagine the number of Ships smaller than cities Continue to rise easily into the millions and billions, though the smallest ones are automated, to avoid unecesary loss of life from small conflicts. The collections of these countless ships always stays at a suitable level to be maintained by the planet ship resource flow, as well as be capable of fitting into the numerous hangars scattered around the Mobile Planets.
The Planet ships contain vast and numerous hangars, some massive enough to hold several 'world ships' at once, others specialized to contain the Hive like swarms of smaller ships. When all of the ships are contained within the planetary hangars, and the Drives are fully charged, the Planet ships can initiate Their main form of travel, Massive Intergalactic Capable Drives powered by Perhaps the largest Artificial and Natural Reactors in the Universe, and allowing them to jump distances that to some people are unfathomable. There has been noted the possibility for inter-dimensional travel if the engines are manipulated in a special way. Once these super jumps are completed a hive like release of ships spread out from each Planet ship to ensure protection from anything that may quickly respond violently to the sudden appearance of a whole solar system in their lands, though not being a war like Civilization, maybe only 10% of their actual capabilities are used in such haste.
The Planet Ships: The Planet ships are just as htey sound, entire planets augmented to Function as ships while still perfectly maintaining a proper balance with the nature of each planet, except for those that are modified in great haste to avoid it's destruction or some sort.
The Planets are outfitted with Gigantic Reactors of an unknown design, 100 Mile wide Constructions that put out an unusual energy not known to mankind, and capable of Sustaining a Planet Ships base functions at even the smallest out-put, the rest of the power goes to Fueling the Planetary Engines, Vast Defenses and Offensive Weaponry, Unique functions that aren't to be described here, And Enormous Shields capable at full capacity of withstanding the force of a Super nova, though such would fully deplete the shields and temporarily cripple the Reactors, but ensure the survival of the planets themselves. The Shields are also capable of 'hardening' to ensure that no hostile entities can pass through them, and can be modified for other purposes as well.
The Planet ships also contain Vast Locations meant to maintain a constant supply of 'natural' food, though fabricators can create edible enough foods to keep people alive, their not as healthy in the long run as natural foods, though this food also goes toward trade.
The ships Vast engines are capable of propelling these planets and everything within them, safely from one Galaxy to another, an often unfathomable distance to most people, though the level of energy required to ensure absolutely safe travel of such a distance can take nearly a year to fully charge into the engines. Other distances like a single light year or from just one solar system to another may take mere minutes to charge and with enough energy to spare these jumps can be completed rapidly.
The Massive Planet ships are also capable of housing Trillions of people inside and our, cumulatively speaking of course, but the population maintained is generally closer to half capacity to ensure no strain on resources, and to leave room for 'guests'. The Housing Centers of the Planets are 'inside', while the surface is reserved for the existence of various Defensive structures, shielding nodes or Turrets, Construction platforms, Entrances and hangar doors, and of course for nature zones, which manage to be far more vast than once would expect, Some planets contain vast oceans that are carefully preserved from pollution, and some contain whole continents that look as though they've never been touched by the technology that moves the planets about.
The Kestraai: The Native 'species' of the Original planets in the Planet ship Fleet, of which originally there were 3 Planets, and 6 Original Species.
The Kestraai aer an unusual Species, consisting of 6 different breeds, each with unique traits and specialties that led to the species being organized into Racial Castes, though this organization is not a completely Rigid requirement for each species roles.
All Kestraai are very well acclimated to variable environmental conditions and are highly adaptable to changing conditions. Aside from all being omnivorous and being able to regenerate at approximately 10 times the rate of humans, other traits are generally unique to certain breeds.
The Various castes 'all' have a unique Combat role in addition to their standard Role in Society.
Simply put, the species is divided into a number of Unique casts based on inherent capabilities, without utterly restricting someone to their 'birth job' so to speak, the Character I intend to use would be:
One of 'The Muandi' Or 'Engineers', The breed who's capabilities make them perfect for engineering purposes, smaller than an average human, between 4-5 feet usually, but stronger and more durable than they look [probably not on a krogan level of course XD], extremely flexible and able to fit in places most people would require a specialized machine of some sort for the job. Basically they may be engineers on a level similar in some ways to Quarians, but both superior and inferior in some ways as well.
They've been described as jackal-esque in facial structure, with slim body types and dense muscle mass and bone structure that makes them stronger than they look, and durable enough to be a little less easily injured than the standard in mass effect, Though the thicker scales on their claws and feet can take smaller powered weapons fire without risk of injury. They have a thin carpet of fur over their bodies, as well as a long and quite strong [for their size] tail with a thick fluff on the end, usually the same color as their hair, which also tends to have Fleshy tendrils within it of a similar but darker color which can be controlled and used to manipulate lighter tools and objects, like a drink or an omni-tool
Their most unusual features however are the eyes bearing wide Silver Pupils, no visible Irises, usually a 2 toned spiral pattern to it's color, and a nearly invisible protective membrane to protect it from vulnerabilities caused by having no irises, meaning rapid adjustment to light changes and resistance to ocular debilitation. The second is their mouths, they have 2, 1 willed with viciously sharp teeth capable of shredding most metals no suitable tool is available, used for biting and eating, and is able to stretch pretty wide to fit unusual food sources. The Other mouth is toothless, but has a long flexible tongue, is used for speaking, as well as containing a number of Venom glans allowing for different types of venom to be stored up and released by choice or in combinations to create various nasty effects.
Worens have a robust physiology, adapted to the fluctuating higher gravity environments of their planet Tellus I (though not as much as the Vollus). Their internal and external physiology are that of most to mamalian species and uncannily similar to humans, sharing the same double-helix DNA structure and genome loci. This has led to many geneticists speculating that the Prothean race who uplifted many civillizations, may have brought a precursor ancestor from either planet to inhabit the other. No solid evidence of this theory has been found and there are obvious differentiating factors between the two.
Worens appear as bipedal humanoids very much like humans, with five digit fingers and opposable thumbs. Their skin likewise does not differ in consistency or general colour, though most Worens are noticably paler in complexion. However, there are clear differences between the two races. As a race, they can be identified by broad ears that taper to a point usually pressed flat against the side of their heads, these can be turned slightly by a set of muscles located behind them to better point in the direction of soundwaves. Male Worens have dense hair follicles around their facial area, extending down their torso and behind their backs. Whereas the females lack these features.
There are even differences based on where they were born, all homeworld born Worens have bright red irises due to a lack of melanin (Tellus being a very dark place) and are sensitive to bright lights whereas Citadel-born Woren, usually with one human parent, have dark brown eyes and have eyes that function almost as well as humans. Though, all Worens are born with a genetic condition that is similar to Myopia and as a result have a difficult time percieving depth without external aid.
The average Woren boasts a highly adaptive (and regenerative) physiology, most notably being resistant to many known toxic substances having an accelerated healing factor -a healthy member of the race can recover from light scrapes and bruises within minutes without leaving much of a trace due to rapid mitosis. Though shorter in stature than Turians, they have denser musculature and bone structure which makes them much more physically durable. This is largely due to the Woren homeplanet's ecosystem Tellus, where many natural toxins are found and gravity is slightly higher than most other worlds. In fact homeworld-born Worens have a tendency to feel uneasy in lower gravity planets and stations, describing it as 'a weightless sensation' and many follow a regime of intense resistance excercise to biologically simulate the effects of Tellus. Though, this superiority in physical prowess is not always the case once bio-cybernetic enhancements are involved. Woren physiology actively rejects implants, with the immune system aggressively attacking anything it deems foreign. This means that Woren biotics are almost unheard of since no nervous amplifiers can be used and even though there are few that are born with Eezo nodules in their bodies due to exposure, they often suffer from cogenital paralysis in one or more limbs as a result. With painful debillitations.
Worens are a short-lived species that live up to about 90 years, despite having found cures for many diseases that afflict them in the recent years. Physical maturity completes at approximately 20 years of age at which the average youth would have graduated from several prestigious institutes and obtain the prerequisites for furthering their education in either an Academic or military line.
Worens are largely unheard of as a race prior to the events that wiped out the Reapers, despite having achieved interplanetary travel before that. However, their technology was still used to further explore their own homeworld and solar system back then, with no contact with the other galatic species. It was until the Salarians started searching for Element Zero deposits to rebuild their Mass Relays that they came upon Tellus II an unbelievably rich source of Eezo and one of the moons orbiting the megaplanet garden-world Tellus. Where they first made contact with the Woren.
Though alliances were at first uneasy, with the Salarians trying but unable to mine the moon which the Worens considered sacred (Their ships could not go near due to the massive, shearing Mass Effect fields that occur naturally around it). However their differences were quickly resolved with little to no bloodshed, due to the inquisitive nature of both races and cultural tendency to prefer alternate methods over warfare. Seeing eye too eye on that matter, they soon found out that Tellus II's fields had a drastic effect over the Woren homeworld's ecology and any change in it could adversely affect life on their planet. To which explains the Woren's reluctancy to harvest it's resources, yet they somehow knew how to.
A bargain was struct between the Woren and the Salarian in no time, in exchange for the Woren's knowledge and the massive amounts of Eezo needed to rebuild the Mass Relay -the Salarians would share their technology with the Woren pool their resources to build a device capable of re-amplifying the Mass Effect fields on Tellus II so that the resonance between the two entities would not be disrupted. This treaty was the beginning of an alliance between the two races and what sparked the Woren's introduction into Citadel space. To this day, Worens do not commonly trade Eezo with other races except the Salarians despite their vast reservoirs, partially out of respect to their own planet and partially in honor to the treaty.
Worens are generally academics, despite what some humans would describe them as having a feral appearance. The profession of doctors and scientists are looked highly upon in their society and they generally believe in life-long learning, with the number of Institutes a person graduated from having some impact on social standing.
In contrast to their apparent scientific view of things, Woren culture is rife with folklore and superstition. Things that are not dismissed to this day and age, which are often taken as precautionary tales and interpretted differently by each person. Though most center around idea of the Genius Loci.
This can be said to stem from their own planet still being not-entirely explored, as such discoveries are frequently made and with the introduction of the Mass Relays, a whole new galaxy has been presented before them. They generally take a wide-eyed approach to most matters, seeking new experiences while upholding old traditions.
Despite this attitude and their fairly recent introduction into Citadel space, to which some races (especially the turians) scoff at, Woren society is undeniably at the forefront of medical technology with the Salarians. Most notably known as explorers and physicians, their scientists are still pioneering many new treatments even for the other races.
Government: (I would like to expand on it via IC, has been established).
military: (expanded on via IC)
Geography: (expended on via IC)
Prefered Class: Due to being unable to use biotics and preference over intelligent warfare, Worens tend to take up roles as field scientists or more notably, medics. Though this does not mean pacifism, when push comes to shove -Woren shock troops aggresively take down enemy lines with pinpoint precision and ferocious preserverance backed up by advanced artillery.
SpoilerWoren, pronounced as Ware-Rou-En. Meaning, the third descendents/race. But not everyone pronounces it right, most just say War-Ren. Adapted human's gender etymology of man/woman, previously known as wir/wif.
Home-born Worens are those born on Tellus.
Citadel-born Woren are those born outside Tellus, if has a human parent, has unsimilar traits.
Age: (be sure it fits in relation to the species)
Affiliation: (Alliance, Spectres, etc.)
Personal Ship: (if any)
All images should be in a [hider] or [spoiler] tag. Not every character can be a Spectre. Most characters won't have their own ship, either. Please let me approve your character before you start RPing. Thanks.
Standard RPing rules apply to this game. Please try to make all posts at least a paragraph (that is five  sentences) long, and don't make it five sentences of dialogue. Use narration and include details as best as you can. Every post doesn't have to be a novel, though. :)
Affiliation: Turian Military (Special Forces)
Equipment and Abilities (weapons are set to the "modern" equivalent of ME3 weapons i post can come up with names and such if wanted but just to gauge the power of the weapons)
Armor: Medium Colossus Armor (Turian Version)
Weapons: Phalanx (Heavy Pistol), N7 Valkyrie (Assault Rifle)
Abilities: Hacking (computer consoles, doors and such)
Modifying (Weapons, Armor Omni-Tools ect.)
Combat Drone (Delta)
Personality: Strong willed and Decisive Being born into a Military Environment she has no problems taking orders or giving them when needed. She tries not to let her technical quirks control her, But she really can't help studying and analyzing any new piece of tech she comes across. If Saripha comes to care for squad members or people in general she will risk her life to save theirs.
Bio: Being born into a strong military family Saripha was always pushed to join the military and loved the idea. as she grew up she became fascinated with tinkering and working with gadgets also she loved separating herself from the other little girls who played with dolls to join the boys in their sports and rough housing. And as such grew up more as a tom-boy than a lady. When she became of age Saripha enrolled into the "Garrus Vakarian" Military Prep school. (ya had to make him remembered somehow) and soon was the top of her class. With a combination of extreme tech aptitude as well as effectiveness with her fire arm Saripha was able to turn heads and gain attention. When it came time for graduation Saripha was quickly snatched up by the military and put into a special forces group. Word has recently been circulating that she might be considered as a Specture candidate but no official statement has been released form the council as of yet.
Name: Velia Si'ona
Appearance: Velia is taller, nearly six-foot. She towers above most Asari, and many other species, for that matter. Her skin is a dark shade of blue that almost looks purple. A number of colorful natural "tattoos" appear over her face, back, and arms. She has crystal blue eyes.
Abilities: Velia is a potent biotic, not quite at the matriarch level, but very powerful for her age. She is capable of creating and maintaining a strong barrier that can protect up to four people for several minutes of nonstop attack. She can also use mass effect fields to throw enemies with the force of 2000 Newtons, lift them several meters in the air for nearly ten seconds, and can create a powerful micro-singularity and a warp field. Like most biotic attacks, her attacks are most effective against unshielded targets.
Equipment: She wears high-end specialized body armor capable of stopping a mass effect slug from any conventional infantry weapon; the armor sports high shielding, as well. She carries a HR SevenX Heavy Pistol, a LRM Raptor SMG, and four Lift Grenades.
Personal Ship: MRS Amitia This ship is one of the fastest ships on the market, though it is nothing compared to the top-of-the-line military ships in use by the Council forces. The Amitia sports a single standard torpedo bay and railgun mounted near the nose. The small ship is designed to be piloted and maintained by a crew of one, but can support up to five.
Personality: Velia is young and ambitious. She acts quickly, pausing to consider the matter only for a moment. She doesn't look back on her past mistakes, focusing outward, instead. She has received some criticism for her work, some going so far as to call her reckless and careless. But she gets the job done quickly and fairly efficiently. The Council is pleased enough with her work to maintain her status.
Biography: Velia was born and raised on Thessia, the Asari homeworld. She learned the Asari culture from the greatest Asari matriarchs. Asari are encouraged from a young age to explore the galaxy and learn the nature of other species, to experience life as it unfolds. There are lessons in that experience that Velia has just recently begun to understand. She spent most of her childhood on Thessia, leaving when she was just 95. She ventured the galaxy in search for new and exciting things. She found them in bars, various "mates," and drugs. By the time she was 120, she was a known mercenary working out of the Beta Gamma cluster. She operated with the elite members of the Eclipse, smuggling red sand, slaves, and weapons. She was arrested on the Citadel when she was 132, and served ten years in prison on Thessia. She was released for a single reason: to track down the leader of the Eclipse and bring her to justice. She was recruited by the Thessia high command for this mission following the murder of a famed Matriarch.
Velia agreed to the mission and, accompanied by a number of undercover commandos, tracked the mercenary gang down. Their attempt at infiltration failed and resorted to combat. Velia demonstrated her biotic potential in barriers and warp fields, protecting the commandos while they put down the resistance. Once the job was completed, Velia was offered a chance at redemption. If she agreed to train with the elite commando units, and to obey the law, then the high command would consider her sentence served. She didn't see any other option, considering she had just betrayed a powerful criminal organization.
She trained with the commando units and operated in several classified projects until she was nearly 300. By then, she had completely shed her old life and lived a life dedicated to chasing down and crushing injustice. She knew she didn't have the patience to become a Justicar, nor did she like the idea of never having a relationship again. Instead, she elected to work with Citadel elite forces on special missions - mostly taking on terrorist organizations in the Traverse and Terminus Systems. During her time with the elite commandos, she helped in the fight against the Reapers on Thessia.
Following the war, she was awarded greater command in her unit. Eventually, her expertise in barriers and her skill in ferreting out the unlawful caught the attention of the most infamous Asari Spectre, Shava. Shava suggested Velia to the Council as a new Spectre. Velia passed the tests she was given and, at the age of 355, was made a Spectre of her own right. Since then, she has continued to make a name for herself across the galaxy.
Personality: Thursir is like most Krogans completely aggressive and thrives off rage and confrontation, Thursir is completely loyal to clan Urgnot and the fleet and comes off as a hardass that is straight forward and blunt but does tend to have a twisted sense of humor.
Bio: Thursir was born on Tuchanka before the Reaper invasion and his right of passage ceremony was interrupted when the Reapers came to Tuchanka, But this gave him an opportunity to excel and prove himself in real battle. After fighting off Reapers on his own home world. Thursir moved on to help retake Palaven for the Turians. The many battles fought against the Reapers gained Thursir much recognition and he was taken in by the Urgnot clan at the end of the Reaper invasion. Thursir tried to return home after the war but found himself restless and unable to adapt to piece full life of reconstruction and creation. Thurisir stayed with clan Urgnot and eventually join the Krogan fleet where he fought for Rex making a name for himself becoming one of Rex's most trusted generals for half of those 200 years.
Weapons and Abilities: N7 Typhoon with High-Velocity Barrel and Piercing Mod, Venom Shotgun with Omni-blade attachment and High-Velocity Barrel
Hawk Missile Launcher
Name: Alex Yates
Class: N7 Slayer
Appearance: Stands at a average 5"6 height, has Short black hair with a ocean blue eyes, Armor was colored a Dark purple
Abilities: Phase Disruptor
Weapons: Standard issued Sword and N7 Piranha
Equipment: Lighter armor to increase mobility and increase his sheilding[barrier in his case but you know what i mean]
Personal Ship: SSV Normandy [if thats okay seeing as im the only human atm]
Personality: Very laid back/cocky kind of attitude, even in heat of the moment acts like it doesnt bother him. he has quite the caring side often times will go out of his way to help someone.
Biography: Alex spent most his child hood getting in trouble, parents passing when he was young had to live with adoptive parents. Around early teens started getting in trouble like any other Teen getting in to fights all the time learning to fight dirty becoming a basic thug. around seventeenth birth day learned to change his ways after his close friend got critically injured cause of there carelessness since then joined navy when he hit legal age and focused on trying to better himself worked hard on earning N7 Rank. Was one of the first to jump at being on the Normandy for there mission.
Name: Michael Durant.
Appearance: At 6' 5", Michael towers over most. He is a soldier through and through, and it shows in his appearance; very short, buzz cut hair, a rather pale face that looks as if cut from stone and cold, hard steel-grey eyes. He is very well trained and although he has lost some of his agility and speed over the years, he retains his - for a human - tremendous strength.
Affiliation: Alliance (N7).
Class: A soldier. I guess Destroyer class is pretty close. [EDITED]
Abilities: Excellent leadership skills. Trained in most kinds of warfare and nearly all weapon types. Proficient with assault rifles and shotguns. Very capable in close combat, and one of few humans who bested a krogan in it (though admittedly, that krogan was not exactly a battlemaster but a common thug). Has no biotic skills whatsoever, and very little technical training compared to engineers and their likes.
Equipment: Whatever the Alliance throws at him. Usually that means a high-powered assault rifle good for medium to long distance fighting, a pistol and some standard equipment (combat knife, two grenades, armor etc).
Personal ship: SSV Normandy (if allowed by GM, and possibly lead cooperatively with Alex Yates, I suppose. We'll hammer out the details).
Personality: Disciplined like no other, Michael is as serious as cancer. He might crack a joke while drunk on (one of very, very few) vacations, but such a thing would probably stir shock among his comrades rather than laughter. He is exceptionally determined and has no qualms with doing bad stuff for "the greater good", especially not if ordered so by his superiors, and he expect those under his command to do the same. He rarely worries, and never scares. Other members of the Alliance often calls him "the Robot", half jokingly, half serious, though never to his face. He does not trust others personally, though there are a few he trusts professionally.
Biography: Durant was born in the rebuilt London in the midst of winter. His mother, Megan, was a fairly young nurse while his father, Frank, was a retired army officer. Megan died soon after Michael's birth, and Frank raised him. Michael's father didn't take the death of his mother well, and resorted to drinking. Frank's parenting was, using mild words, not adequate, and Michael's personality developed accordingly. He learned to mistrust others and kept by himself.
After Michael turned 15, Frank died of a heart attack. It was both the best and the worst thing that could've happened, according to Michael. He had gotten rid of his worst enemy while at the same time losing his only protector. Franks old army buddies contacted Michael soon afterwards, and he was taken in by George Featherly, Frank's old company captain. Featherly taught Michael little about life, but everything about death.
As soon as he turned 18, Michael enlisted in the army not because he really wanted to, but because it was the only logical thing to do. He had the skills and he had the contacts. More importantly, he didn't have any other skills nor contacts.
After completing initial training Michael extinguished himself, and soon earned promotion after promotion. He was recruited into the special forces, and ultimately went through N7 training, becoming a part of the most lethal non-biotic corps humanity had to offer. Throughout these years, officers noticed Michael's complete lack of fear as well as his excellent tactical awareness, and put him through various leadership coursed until finally, at age 34, Michael was sent to the officer academy, from where he graduated as a captain. He has ever since been tasked with leading N7 forces in various operations, and is today one of the most experienced N7 soldiers still in the field.
Name: Draux Lainak
Appearance: He stands at 6'5 with a rather slender and wiry build. He has the natural-greenish look to his skin known to the Dell. His large reptilian eyes have a blue look to them. He wears tight kevlar-like tactical armor on mission. The few days when he's not on duty, he's dressed in a rather sleek and formal attire.
Affiliation: The Council
Abilities: Highly trained in stealth, and long ranged combat. He has a sufficient grasp in the fields of hacking, and close combat, but he can't stomach a fair fight.
Equipment: Light tactical armor, with cloaking capabilities. The armor comes equip with a small grapple, to assist in reaching high elevations.
The M-28 Incisor sniper rifle:
Base WCFDA: 42 / 35 / 41 / 23 / 66
Default ammo: 15 / 120
Fire mode: Three-round burst
He also carriers around a kit with useful equipment, and a pistol.
Personal Ship: The SS Starwind A small military built ship. Designed for blockade running, it has a built in jamming device, that allows it to keep off radar when activated. It's relatively small size, and quick speed makes it perfect for someone like Draux with a specific skill set. It's only downside is it's lack of weapons, and it's flimsy armor. http://naldzgraphics.net/wp-content/...ip-concept.jpg
Personality: His job demands he must be cautious, slow to speak, and loyal to his cause. Lest he endanger his superiors.
Biography: Draux grew up on Kahje with his family, living life as most would. Life would soon change for Draux, however, and everything he knew now would be questioned. His parents both worked at a factory on Kahje, building parts for spaceships.
One day when Draux was ten, one of the assembly lines where fuel tanks were put together exploded due to an unknown cause. It triggered a chain reaction that destroyed the entire building within seconds. No one survived the horribly accident.
A Hanar by the name of Zaak, who worked closely with the Council took the little Dell in as his adopted son, and gave him the rest of his education. Most of his education was in piloting, hacking. . .and, assassination. He began taking every job he could get his hands on, at the age of eighteen. Even in his young adulthood it was easy to notice he had potential.
He lives and works in the Citadel, taking missions from the Council themselves on special occasions.
Name: Reilly Jones
Species: Cybernetically rebuilt human
Appearance: Standing at 6 foot 1 Reilly is a fairly imposing looking man before the accident. He looks fairly normal but his eyes glow red slightly giving away he is not completely human. His right arm was completely rebuilt as was his legs and the majority of his left arm. The majority of his bones have been strengthened with metal rods or completely replaced and a built in omni tool in his right arm. He weighs about 250lbs because of all the metal but can move as nimbly as someone weighing 180lbs. Wears greyscale styled armour.
Affiliation: Wherever you can place me if its not to late
Abilities: Proficient with a sniper rifle he is comfortable at all ranges as his cybernetics stabilise his body so that he doesn’t have to compensate for breathing. Quick reflexes and fairly durable due to the fact only his organs are the main human part of him and they are protected by alloyed ribs etc. Is a tech specialist and is able to hack,encrypt expertly.
Equipment: M97-Viper the equivalent version at this time, M3-Predator equivalent, Alliance standard outfit armour modified for his use, standard issue grenades, omni-tool built into his right arm.
Personal Ship: (if any)-none
Personality: Follows orders, has the mentality to get the job done but apart from all this he enjoys a joke as much as the next marine though what he has been through has made him strong enough to face anything. When on downtime he is laidback and fairly carefree but on the battlefield there is no tougher opponent.
Biography: Reilly grew up on earth hearing stories of “The Shepard” he went to school like every normal kid and enlisted at 16 to the Alliance. He trained and on his first mission at 18 he and his squad were to clear out a bunch of terrorists from an old war building. The mission was almost complete and then the squad got split up by an explosion, it rocked the building killing a large number of the squad. Reilly survived until evaq arrived. Though he didn’t feel any pain his sarge didn’t have the heart to tell him what happened. He was sedated and when he woke up in hospital he found he could barely move for all the bandages. He was sedated again and again until he was told their was nothing they could do for his body. Until an Alliance scientist offered a possible alternative. To rebuild his cybernetically, Reilly would have done anything for the alliance and the chance to serve again so he took this opportunity and over the next 6 years was rebuilt until he was able to function, except now it was better than before, all those years as he was rebuilt and improved upon his mind became sharp, he understood everything about the technology that was being built onto him and then studied more so on hacking, encrypting and anything tech based.
After serving on several missions he gained recognition for his skills with a sniper and with handling serious technical situations such as bombs and hacking high value targets. His skills have gotten him noticed along with his sheer determination that brought him back from the brink and gives him the strength to fight on after suffering so much.
Name: Kll'eth V'tren [Usually responds to Kell for those with less advanced methods of pronouncing things XD]
Species: Kestraai - Muandi Breed [Relevant info will be in bio, More info may appear throughout the RP]
Kell stands at only 4'5", and is exceedingly light weight, unless wearing his armor, and depending which type, which he does fairly often, though despite his diminutive size he can be quite the creepy and even imposing creature. He is often seen with a toothy smile on his lower mouth, and a more pleasant and relaxed one on the upper, and as for 'clothing' it generally consists of a robe-like suit, or simple 'shots' for decency sake, especially if he has to fit somewhere particularly tight.
His hair, and the tendrils there in, are a stark Crimson and Dark red respectively, constasting the soft black fur coating his form, which in turn making his eyes stand out even more with the Blue and gold spiral patterned Schlera. His mouths are a bit more defined as well by a dull red coloration around the 'lips', and other markings adorn his body, the most noticeable of which is the Green coloration circling his eyes [like the picture, and others will be of similar design] which bears a frightening resemblance to a mass relay's Shape. [otherwise details in the picture are pretty much staying]
http://d.facdn.net/art/shoryuaminata...ryu_s_kali.png Incase the picture below doesn't show
Affiliation: The Kestraai Planetary Fleet, And Citadel Council [Not a member, but bears similar status for diplomatic relations, He is considered to have an authority level a notch beneath a spectre rating, being of a newly met species, it wasn't exactly considered prudent to trust him with that level of access and Citadel race Equipment... not that he's complaining, he prefers his own anyway. Though to improve relations the status level was granted to minimize risk of 'the wrong kind of trouble' causing a shit storm the galaxy isn't ready for yet.]
Mainly reffering to the armor's ability to change it's weaponry function, though it takes time to swap from one to another.
Type 1: Spritzer: SMG type, releases a rapid spray of projectiles that will pelt targets and shred shields and flesh like a metallive school of piranhas
Type 2: Blasty: Shotgun Type, Collects a number of solid projectiles in the chamber before releasing a localized blast inside the armor's safety chamber to release the projectiles with deadly force for anything up close.
Type 3: Fury: Flame thrower style, Several ounces of Multi-fluid are collected and super-heated in a weaponry compartment and lobbed at the target under high pressure, the level of heat enough to blister and melt most things, but worthless against shields, though it may cling to the shield's radius until something else depletes the shield.
Type 4: Boomy: Grenade type, Creates a solid projectile in the palm of the claw filled with a volatile mix of Multi-fluid chemicals that will create a terrible explosion on impact, though it takes a good ammount of fluid to create one, the resulting blast surpasses any normal grenade used by citadel races [quote: 'Normal greande']
Type 5: Mass Driver: The most costly and powerful weapon that can be formed in the armor, producing a large launching barrel from the fore-arm as a baseball sized projectile is solidified within containing a unique mix of chemicals that, once given the force of launch, will cause the projectile to reshape into a deadly blade like disc capable of piercing most weaker shields and armor, and exploding on contact with a solid enough target not to pass right through.
Though combat usefullness is minimal due to the vulnerability it causes in the user by 'putting the mind elsewhere', It 'is' possible to hack mechs or high tech armored suits and disable or control various functions. [Like normal hacking, but stronger, more versatile, and with a far greater weakness.]
Simple for the Armor's ability to meltdown things it touches and draw it in to create more Multi-Fluid to be used, though it's Ineffectual to use as a main offensive weapon, when used on a weak spot, such as palming someone's face, it can be crippling to the target.
To put it simply, the Claws of the armor produce a vast heat, localized and contained with shielding, to melt down whatever it within the palm and then suck it up to the storage compartments.
This creates a little Cylinder, approximately a foot tall, containing a certain about a Gallon of Multi-fluid and a complex scanner. When an ally approaches it and requests ammunition or something similar, It will scan their equipment to determine what it is they need, and produce enough to use up 1/4th of it's contents depending on the type of ammo or other object required. of course it's not capable of 'higher functions', so only basic requests will work.
The Armor has the ability to construct rudimentarily programmed drones to carry out simple functions.
Type 1: Repair Drones: Creates a small sphere with a number of little arms and a container of about 1 Litre of Multi-fluid and are capable of carrying out simple Repairs as well as 'assisting' with other types of repairs.
Type 2: Kamikaze Drones: Think, 'semi intelligent floating mines', a sphere filled with a volatile mix of fluids and a rudimentary sensory system to detect targets, and it will charge at and explode at them.
Type 3: Gunner Drone: Similar to Repair drones, these carry a small ammount of Multi-Fluid within, or may be empty and just used as decoys, but can fire a gun perhaps on par with a standard heavy pistol with good targeting capabilities, but not all that much intelligence.
Type 1: Razor Claw: Multi-fluid used to create extended and very sharp claw extensions on the armor.
Type 2: The Spike: a Melee only counter-part to the Blast Spike, mentioned below, Used by the armor producing a spike from it's fist armor, with the explosive chemicals 'inside' of it instead of behind it, causing it, once punctured into a target or surface, to explode.
Type 3: Palm of the Sun: A broadening effect is added to the Meltdown system, allowing the palms to be coated in molten Multi-fluid, where they can then be slashed at or just palmed onto a target to cause rediculously painful burns, or weaken most armors.
The suit 'has' a power source of course, normally it solely goes into powering important self repair functions, Shielding, or the various multi fluid functions.
This ability augments the Power source with multi-fluid fuel, normally minimal in terms of serious energy output, to put out a devastating increase of energy for a short time.
After using this, which can generally last between 2-20 seconds depending on the form of discharge used, it can take a good while to reboot the power and restore basic functions, during while he'll be slown down by the armor's lack of power and lose all advantages otherwise given by it.
Type 1: Super shield: For the duration of the over-charge the shielding capabilities are multiplied, widening it's range and strengthening it's ability to resist and even repel hostile weapons fire, as well as gaining a radial Electrical effect that can zap threats that get too close.
Type 2: Storm: The energy will be discharged in a general direction to strike at various targets within range, devastating to shields and generally causing painful stunning effects to targets without a shield to take the hit, or that lost shield, but anything around maybe a Krogans Constitution won't likely be affected at all.
Type 3: The Blast: All of the over-charging energy is directed into the claws, creating a huge collection that will discharge in a single direction and likely over-power most shields and electrically vulnerable targets that aren't perhaps on the same level as a Heavy mech, which can still be shortly stunned.
Muandi Armor - Medium Mk3 Custom: A personally Customized variation of Armor commonly used by his Caste in the Home worlds for both engineering and combat purposes. He actually has the capability to use various other types that he has been working on as well, being 'light', Heavy, Light Mech Type, and Heavy Mech Type armor Variants, though the Mech variants are still in the development phase [meaning 'in his head' and in pieces allover a personal engineering room.]
The Main feature of Muandi Armor's is the ability to take nearly any type of material, and melt it down into a fluid, not unlike omni-gel actually [cept I came up with this 10 years ago XD hahah], that can be used for nearly any purpose imaginable, ammo, repairs, forming connectors, 'crafting' things by hand, and so on. The Medium Armor has a Storage Capacity of approximately 5 Gallons of the Fluid, and this fluid is used for nearly all higher Armor Functions.
Standardly the armor probides ballistic protection, defense from it's own 'multi fluids', Shielding, and augmentation of physical abilities such as strength.
The Armor itself bears a resemblance to an armadillo's Shell, overlaying plates in a smooth rounded shape Coat the users 'outer' body, in a layout that gives an appearance as though they could curl up into a defensive ball. There is a 'main' section, Coating the torso, which also stores all 'Multi Fluids' as well as holds the armors when retracted. The Armor when extended seems to flow over the outer edge of the Arms [to the back of the hand claws], The legs [to the Front of the Ankles and feet], Along the back and tail, And over the top of the head. Under each of the plates of armor there is a small shield node for his personal shield, effectively allowing him to 'curl up' to reinforce his shield by bringing the nodes closer together, or use similar methods other ways
There are a number of built in functions, Variable Weapons, Boosters [mainly useful in low gravity or for aided dashing]. The Weapon systems are build into the Fore-arms, and are set to use the Fluids stored within to produce weapon's materials, such as a spike launcher, or a stun gun or some such, though the functions aren't so complex that they can mimick more powerful dedicated weapons [think effects like the basically available weapons from the game], leaving reason to use other types of weapons still.
Most non programmed 'tools' he needs he can create using the Multi-Fluid of the armor, but given the availability of it he'll use normal tools when needed.
Blast Spike: A Tube-like attachment to be attached to one of hte Fore-arms of his armored suit. It uses a compressed solution of the Multi-fluid to form a contained explosion that packs all the power into a single spike that is propelled from the the arm with devastating force, very likely to ignore shield resistance to pierce most armors, but the armor must initiate self repair after producing such an explosion within itself and resisting the blast.
Neural Link-up: A Mod installed in the Armor that allows him to mentally link up with mechanical objects, wirelessly of course, though a wired connection is stronger it also allows for more vulnerabilities to the user. In this state he can mentally manipulate unguarded functions, or hack through to unlock higher functions or do various other things while inside. During this time he is nearly incapable of combat, unless using a camera to view himself or something, and otherwise his body will react as though he were handling controlls for something.
Personal Ship: (if any)
A Fairly small ship, functioning more like a war bike of sorts, though it has enough room to comofrtably fit maybe 4 people, 6 or 7 if you're desperate enough to stuff them all in there.
It can reach speeds similar to any small fighter ships or ship to ground transports, can operate by remote [Neural connection actually], has 4 Small missile tubes on the front, 1 Large Laser Port in the center, Side mounted Mine launchers, and 3  Micro Seeker launchers on either side, as well as a modified Shielding mechaniccapable of hardening the shield in one direction in exchange for weakening another.
It's meant mainly for solo travel and personal Defense in unknown Territory, but can serve other purposes depending on the way things turn. It also has a sotrage stock of approimately 1000 Gallons of Multi-Fluid, which is uses for fuel and ammunition, as well as restocking Kell's Armor when he's near a place it can safely land.
Note, That it's remote control protocols do not include complicated combat, though it can fire on a marked target, it is useless without 'that', complicated command planning, or a pilot in place.
Personality: Kell has a habit of appearing to be utterly carefree and even childish, always smiling, laughing at things, making jokes, even if he's in the middle of a fight... That he's considered as an abassador of sorts is a mystery of the highest degree. Otherwise he seems to be highly unpredictable, and habitually shows things on the outside that have nothing do with his actual intentions for a situation.
Biography: It happened about one month prior to the 'return of humanity', Galactic scanners just SUDDENLY picked up a new solar system that simple appeared' on the edge of the galaxy, and all more detailed forms of scanning seemed to be unable to gain information aside from a very symetrical arrangement to the planets. Needless to say all kinds of 'freak the hell out' took place and the citadel prepared to scramble for an emergency, that was of course until the system produced a single ship, maybe the size of Normandy SR2, which made a bee-line for Citadel space, coming to stop before an alerted fleet with guns and shields ready, though no shots were actually fired though as the citadel recieved a very well translated message strangely in english reciting a classic line that none had heard in ages "We come in peace."
The Ship contained a ranking representative of different Castes of a previously unknown Species known as the Kestraai, which were revealed to have been living 'outside' of the galaxy to avoid conflict and notice by the Reapers. They of course detected the Galaxy wide event that wiped out the Reapers, and returned to investigate and to acquaint themselves with the 'modern' species, though the theories around their arrival, those that imply they can move entire solar systems, would hint that they are even more advanced as a species. They were sent as diplomatic Envoys of a sort, though most were not of the abassadorial type or skills, they would be providing many different views and analysies of the reigning culture of the galaxy.
A month later, The singular members of the ship are in exploratory positions in various facets of the Citadel's personell, security, engineering, Communication, that suchj, and the Specific Abassador is scheduled to return to 'the new system' after another 2 weeks. However another interesting event has stirred up interest from someone among them, , and when the new humans meet the council again, they'll find an unusual little creature observing from an out of the way place, feeding his curiosity for these humans he'd heard stories about in the past.
Name: Rachel Havet
Class: Civilian, trained biotic
Abilities: Slam and Throw
Equipment: Kessler pistol level 2
Personal Ship: None
Personality: Happy, intelligent, and very polite towards others. Rebecca is what most girls on earth are expected to be like. She is rather shy, but a romantic and falls head over heels for cute boys who are nice to her.
Biography: Rebecca was born to a family in the city of New York, where bodies of dead husks are still being found in subway systems. She grew up being very close to her brother, who was only about 5 years older then her. When he turned 18 he enlisted in the alliance. Rebecca was alone without her brother for the first time in her life, she had no other friends. She talked him every day via hologram. Her brother was put on one of the ships heading out to the citadel, promising that he would bring her to citadel once they made it and humanity was welcomed back. Rebecca was very much excited for this. Through out her life she had an average ability with biotics. She was trained in how to use her ability and fitted with the best amp she could get. She always has her pistol on her, as it was a gift from her brother himself. She grew a normal girl, but that is all about to change.
Name: Dmitri Marshall
Affiliation: Alliance Navy, N6
Equipment: Customized M-99 Saber, M-5 Phalanx, M-92 Mantis
Personal Ship: N/A
Personality:Very professional, rarely takes time for himself, always prepared for a fight but knows his limits.
Biography:Joined the Alliance marines at 18 and exceeded in all they threw at him, eventually someone decided to test his meddle in the forges of the N1 program, which he managed to claw his way through. Through 6 years of hard training and grueling self discipline he managed to get to the N6 status, but has yet to be offered a chance at being an N7.
Name: Velius Nihelum
Appearance: White Turian carapace and dark green eyes.
Equipment: (Updated/Improved) M-98 Widow (black) custom scope High velocity barrel, all sorts of ammo.
Personal Ship: Tiny olive drab cargo ship he lives aboard.
Personality: Velius is calm and collected, though may experience bouts of intense disgust and rage.
Biography:Velius was born to soldiers, and raised a soldier, he joined and left black-watch honorably, and served a considerable time in the military as well, now he simply moves from place to place with his M98 and kills "dishonorable" people, murderers, rapists, and sometimes thieves. People are aware of Velius' shootings however they are not aware of who it is that is pulling the trigger and he hopes to keep it that way.