In 2183 CE the Battle of the Citadel had ended with heavy losses sustained by Citadel and human fleets, after the battle the Alliance Fifth Fleet is awarded the Palladium Star by the Citadel Council for their involvement in that pivotal battle as well as offering humanity a seat on the council. Commander Shepard had quickly become a legend after the battle, the Alliance sending Shepard to root out any remaining Geth resistances and holdouts. A move that brought the Normandy into a sector where three ships were reported to have gone missing in the space of one month. After just four days of fruitlessly searching for signs of Geth activity, the Normandy was attacked by an unidentified ship of unknown origin. Most of the crew managed to escape however Shepard himself became MIA and later, after countless search teams are sent, is reported to have been killed in the attack. The news is devastating to many who had looked up to the visibly immortal human specter as a hero. The various Council races themselves are are still stunned at the attack on the Citadel and further by the news of Shepard's death—the official report however describes the battle as an attack by a rogue Specter leading an army of Geth, with no mention of Sovereign or the Reapers, in a bid to lessen fears of a possible "Reaper" invasion, and further casting off of such talks as mere rumors. Even when human settlements began to vanish one after the next, they were downplayed and shockingly seemingly ignored by the alliance.
This move angered some within the alliance, primarily those who had taken part in the Battle of the Citadel many voicing their concern and need for preparation should these rumors be true. One such voice was Donald Armstrong, a legendary veteran of both the The First Contact War and Skyllian Blitz as well as a high ranking naval officer. However his warnings and protest for further protection for human colonies fell on deaf ears and just two months after Shepard's death, Donald Armstrong left the alliance going into 'retirement' receiving an honorable discharge. However despite having left the alliance, Donald still felt the threat of the Reapers to be ever present, and if the council and Alliance would do nothing he decided he would take actions to prepare for them himself. Donald Armstrong acquired the help of his younger brother, Michel Armstrong, who was currently head of the Aurora corporation having inherited it from their wealthy father Randolph Armstrong. With the help of his brother and varies contacts he had gained over the years of service, Donald Armstrong began the to build the foundations of a private security firm. At first many of Armstrong's recruits were ex-Alliance vets and soldiers, many having served under Donald before and agreed with him others disgruntled by the complacency of the Alliance in regards to the many targeted colony worlds, and not wishing to join the radical Cerberus group. The Blades Of Aurora had been born and many of it's first clients lived and worked within the lawless Terminus system.
Their contracts often lead them into conflict with the Terminus system's many gangs and pirate bands, earning Donald Armstrong many enemies however despite his best efforts he could find few leads to the disappearances of the many colonist. Resigning to the fact it was a problem currently beyond his resources, Armstrong turned his attention to building the Blades Of Aurora's wealth and influence. Under Donald Armstrong's leadership the Blades of Aurora's fame quickly spread through the Skyllian verge and Terminus system as a disciplined, elite, and well equipped, albeit small, mercenary group. However, unlike larger such groups like the Blue Suns or Eclipse, Aurora never took part in drug running, smuggling, racketeering and piracy. Because of this they become known as trust worthy and loyal until the contract was fulfilled, even refusing jobs of illegal or questionable nature. This earned the less then friendly attention of larger established groups, and the Aurora's shift to protecting the interest of every innocent sapient being, in a bid to expand their clientele, only caused them to further step on the toes of other mercenary gangs.
Two years have since passed and the remote and seemingly random attacks on human colonies still continue, though the Blades of Aurora has grown now expanding it's recruitment to trustworthy Sapient Aliens and it's wealth and influence undeniable. But at long last one of Armstrong's most ambitious projects has been completed, "The Polaris". Thanks to his contacts within the alliance combined with the latest in ship building technology by the Aurora Corporation, Armstrong was able to obtain the resources and technology to craft an advanced starcraft, partly based on a prototype of the early Normandy. The Polaris was stat-of-the-art, expansive, and incredibly efficient, built for speed and rapid deployment with tougher armor and shields of even the former Normandy at roughly larger size and of greatly different design. With a lead in the missing colonist a network of agents at his disposal, Armstrong has yet to pull together a squad that will help uncover this mystery. What roles they will play and how is yet to be seen though Armstrong does not yet know he is not the only one seeking answers.
This is a relatively simple RP, set in the Mass Effect universe, a quest that will take PC's all across the Milky Way, on the way they may find hardship, war, love, loyalty, betrayal, and more. Just about any role, position, class, or character type that you may want to play will be accepted if you can create believable reasons and a good enough history to make it believable. Almost any race you may want to play and is feasible can be played, this still however excludes certain races like Hanar, Elcor, Vorcha, Prothean, Collectors, Geth(as much as I would like one), and Rachni. Most of these should be rather obvious however. Each PC will be a member of the Blades Of Aurora, either a member from the start of its founding two years ago (in which case you would most likely be human), or more recently. Majority of the RP will be set taking missions and slowly discovering what is attacking colonies in the Terminus Systems. Events will mostly take place as the did in the story, but with a varying changes and surprises.
The following are key Points that will most likely effect our RP.
- The council was Saved in this story Arch
- Udina was chosen to take the council Seat
- The Rachni were allowed to live
♱ I don't mind post length as much as I do content, this is advanced but as long as you at least write a Paragraph or two at least or more and clearly express you characters feelings, thoughts, etc It should be fine.
♱ No flaming Or arguments allowed in the OOC.
♱ The before mentioned prohibited races cannot be played
♱ Do not join if you intend to drop or not continue, If you can't continue for whatever reason personal or not, that's perfectly fine, I just ask you make us aware of this so we don't sit around waiting for a post that wont come.
♱ A mature setting, so rivalry and swearing and such is allowed IC, just keep it civil.
♱ Everything else it pretty much common sense so do your best and everything should be fine ^^
Closer to a Cruiser The Polaris SS-29 was based on the original specifications of a older Normandy SR-1 prototype, though a variety of upgrades and more recent technology which has been installed, it is equipped with many of the same advanced systems and more. However as the cost was both too great and not wholly needed, The Polaris SS-29 does not posses heat sinks, and thus is incapable of any stealth mode like the true Normandy was. It does however posses a larger and more efficient double standard drive core. This allows far greater FTL speeds then any known ship to date, with a lack of a stealth drive, emphasis was placed on larger and more effective weapons and tougher armor with added shielding. Its interior floor design is not to greatly different then the Normandy, but possess more rooms to accommodate a larger crew.
The ship possess a main command deck which consist of the bridge, the Combat Information Center (CIC) which contains a galaxy map, and a large comm room. The comm room also serves as a conference room for debriefing after missions and is built with a holo-projector in the rooms center, flanking the Comm room is the armory and locker room and across from it the main tech lab facility. The second deck, composed primarily of living quarters, which can be reached by descending one of the four stairwells, two located on each side of the main deck. This is the location of The Polaris's habitation deck containing the mess, crew rooms, the captain's private cabin and office, escape pod hatches can also be found here, and the medical station. There is also a training room complete with VI light mechs, a Life Support Control Room, and a Starboard Observation (where the crew's library is located) opposite of the Port Observation rooms.
An elevator located in the quarters can be used to descend to the engineering and storage sections of the The Polaris. The Heavy vehicles and shuttles are stored here in the hanger; just below the engineering deck, which houses the The Polaris's SS-29 Drive Core. The core is much larger and technologically different from the original Drive Core meant for the Normandy. The lowest deck is the hangar, where the Kodiak shuttle's and other vehicles are stored, as well as a space for the AV-88 Marauder HAIV.
Official Name: AC-3 "Thumper"
Common Name: Thumper
Price: 4,500 credits
Use: Standard infantry
Manufacture: Aurora Corporation
The AC-3 "Thumper" is a sophisticated, and powerful assault rifle and like most weapons of the time uses a mass accelerator to fire it's projectiles. It has a much greater mass than most standard-issue rifles such as the M-8 Avenger, although it is slightly shorter in length. Unlike most rifles, it lacks a stock, resulting in a grip much like a pistol's or a sub-machine gun's. Most Heavy Amor would make shouldering a stock an awkward experience, but the natural strength of a hard-suit wearer compensate for vibrations and oscillation, making a stock redundant. Stocks are sometimes used, however, for those wearing lighter armor. The AC-3 "Thumper" is complex to produce and requires dedicated maintenance, though in the field it is easily repaired via-omni tool. The rifle is also equipped with a auto-sense uplink that can wirelessly be suit-integrated into ones targeting systems.
Official Name: LT7-Kaback
Common Name: Kaback
Use: Policing Sercuity
Manufacture: Aurora Corporation
The LT7-"Kaback" Assault Rifle is modeled after the AC-3 "Thumper" series in terms of size and power. But is tailored made for peace keeper units mainly police forces. Thanks to it's higher rate of reliance and ability to be easily repaired and maintained. It fires smaller slugs, but holds a rate of fire of 585 rounds a minute with a effective range of 1,000 m and a muzzle velocity of 847 m/s. It is however not as modular as the AC-3 thus does not benefit from the same attachments. But is equipped with tactical silencer which and be activated when needed and a red dot to increase accuracy. It also benefits from having a much higher then normal ammo count thanks to a duel built heat sinker and the ability shed heat much more quickly without a Thermal clip. Making it some what heavy.
Official Name: "Harbinger" G290
Common Name: The cannon, G290, Harbinger
Price: 10,000 Credits
Use: By veteran and Warlord Krogan primiarly
Designer: James "Cowboy" Richmen
Manufacture: Auroua Corporation
The "Harbinger" G290 is a heavy, automatic anti-personnel weapon commonly used by hard-suit armoured individuals, and most often by Krogan. Its most notable feature is its incredibly high rate of fire, easily eclipsing that of the M-76 Revenant it replaced. It is a medium-caliber rotary autocannon, with 6 barrels cycled by an electric motor past a single chamber. The weapon was developed after the Battle of The Citadel as a replacement for the Revenant. This weapon is the standard alternative to the heavy weapons used by most Aurora Blade Squads and based on the old human design of the known as the Gatling gun. Its design has changed little, retaining the distinctively long, cylindrical, rotating barrels. Although it lacks the range of most other heavy weapons, the assault cannon is a fearsome weapon when used in the close range role it was designed for. The weapon is prone to overheating due to its high rate of fire - the number of rounds fired per second are counted in the hundreds. The barrels and other firing components are made of a heat-dispersing ceramic/metallic alloy, helping the weapon to withstand the intense heat generated by its high rate of fire. Despite this, the barrels still reach temperatures of over 300°, thermal clips are advised when using this weapon. Due to the high rate of wear on the barrels, the barrels are replaced after every mission. Motor and barrel failure are common problems with the assault cannon, making the weapon prone to jamming from heat during sustained bursts. The weight and complexity of the mechanism, and the heavy recoil generated means that the assault cannon requires a stable firing platform. The weapon is not considered man portable, however the powerful servos, recoil compensators and stabilizers built into their heavy armor and hard-suits allows Krogan to carry the weapon into battle. The assault cannon is well suited to the battlefield role heavy support, providing a massive rate of fire which often compensates for an enemies vast superiority in numbers. In confined environments providing long corridors of fire, such as space ships and urban alleyways, the assault cannon is invaluable. The high rate of fire makes the assault cannon unsuitable for extended engagements when used by most Krogan, ads thermal clips are quickly exhausted. This drawback is negated in vehicles, where heat sinks built into them are larger. The standard slug fired is unique comprising a dense metallic core covered in a non-metallic composite sheath with a diamantine tip. This provides excellent penetration capabilities against light and medium armour and light vehicles like the A-61 Mantis Gunship.
Official Name: T9-Tyrant
Common Name: T9, Tyrant
Designer: James "Cowboy" Richmen
Manufacture: Aurora Corporation
The T9-Tyrant, nick named "The Little Tyrant", is the state of the art pistol with the advantage of a modest rate of fire of 8 shots per second on full burst. The rounds are however smaller then those of rifles, but still do descent damage from mid to short range with a good deal of armor penetrating power.
Name: HK-Jet Pack
Manufacture: Aurora Corporation
Designer: James "Cowboy" Richmen
Common Nicknames: Jump packs
History/Description: A Jump Pack is a back mounted device containing turbines or jets powerful enough to lift even a user in heavy warlord armor They greatly enhance a soldiers mobility by allowing him to travel quickly across the battlefield, a miniature elemental zero core combined with specialized VI programming allows them unparalleled mobility and control, making great bounding leaps over obstructions and launching themselves into the melee. Its roaring engines allow a user to slow his descent when leaping from low-flying aircraft, allowing him to Deep Strike behind enemy lines with relative safety or directly into the fray.
The F-20 Logistics dropship is a two-engine VTOL craft that combines advances in shielded hardware, redundant software protocols, and networked aeronautics into a heavily armored tactical platform capable of insertion and extraction in even the most hostile situations. Its standard ten-man carrying capacity, dual hardpoints, and reinforced plating allow it to operate independently in any situation, alternately tracking and engaging enemy targets and ferrying troops into and out of harm's way. The Logistics class is the ultimate troop transport. A vehicle that, was developed by Aurora corporation for Blades of Aurora operations. It armed with duel mounted Cobra Missile Launcher units with auto reloading software and a nose mounted "Harbinger" G290, the F-20 can lay down a considerable amount of cover fire for squads.
The Marauder Heavy Attack Infantrymen Vehicle (HAIV) serves as an anchoring unit for many planetary engagements, fulfilling its role as a long-range and heavily armored transport unit. Equipped with thick and resilient armor plating and kinetic high-capacity shielding systems, it is a tenacious defensive vehicle, able to withstand persistent onslaughts from entrenched enemies. The Marauder class pushes its power plant, to the limit, achieving improved damage output and excellent protection from its greatly enhanced armor. Designed for clandestine operations, the Black Ops HAV comes factory equipped with a robust suite of scanning and electronic warfare systems. A low scan profile and a built-in make the Black Ops ideally suited for troop insertion behind enemy lines, and its hull formidable enough to keep them alive once they’re there and its micro-thrusters and a small element zero core, enable it to be used to increase mass and provide greater traction. Thus the core can reduce it enough to be safely air-dropped (a maneuver normally requiring a minimum of 100m of open terrain). With its 25 mm cannon which fires up to 800 rounds per minute via mass accelerator cannon and coaxial-mounted machine gun, the Marauder can provide a fire team with weapon support as well as mobility. Has a capacity of 12 soldiers in somewhat cramped conditions.
The UT-47 Kodiak Drop Shuttle is a personnel carrier capable of planetary flight and is capable of limited FTL travel. The BOA uses a prototype variant of the shuttle, known as the UT-47A or A-model Kodiak. The The Polaris SS-29 holds two UT-47A in its hangar bay. These shuttles are painted gold and white with the Aurora logo. The A-models are equipped with a pair of front-mounted mass accelerator cannons that can be used in an attack role against enemy vehicles. It also has an upgraded eezo core and prototype stealth technology based on the Normandy design. The UT-47A is rated at 1000 atmospheres and in theory could withstand the pressures of a deep sea dive. This however, that has yet to be tested in the field.
The Hellhound VTOL-35 Gunship is driven by vectored-thrust engines. In flight, the aircraft utilizes its twin vectored engines in order to not only vertically take off and land, but also hover in mid-air, allowing for greater accuracy in deploying its twelve passengers. These engines can be sealed, and an on-board oxygen supply employed, for when operating in hostile environments. Common methods for deploying from a Hellhound range from simply jumping off (if the height from the ground is low enough) to fast-roping and rappelling. When unable to operate that low to the ground, deploying via high-altitude jumps using Jump-packs are possible, though highly dangerous. Like the UT47A it is equipped with front-mounted M350 mass-accelerator machine gun on it's nose, that can be used in an attack role against enemy infantry and is also armed with a set of two forward-facing missile bays under each wing, normally armed with Inferno PKRs (Precision Kill Rockets), and a pair of wing-mounted mass accelerator cannons along with four Cobra missiles under each wing for a total of eight, and two door-mounted "Harbinger" G290 machine guns. It also possess a potent FTL drive for short range space flight. The Hellhound houses an element zero core which lightens the engines with a mass effect field, allowing it to take off vertically and hover in place using minimum fuel. Finally in terms of defense an adamantium inner hull is layered on top by titanium rolled plates, followed by a thermoplas fibre mesh, and then two layers of ceramite, the second of which is ablative based on Asari-made Silaris armor however with adamantium rather then diamond. The ceramite and thermplas fibre layers are increased in depth to provided the craft additional protection in order to perform repeated atmospheric entries, making them thicker than those on a Mantis Gunship, at the expensive of thinning the titanium and adamantium layers. These armour layers makes the Hellhound well-protected and particularly resistant to most weapons.
Class: (Basically all the classes in ME1-3)
Appearance: (Picture with small description or detailed description)
Unique Marks: (If any)
Gear: (armor, weapons, etc. Custom weapons and Armor are allowed as long as they obey the laws of the ME universe)
Biotic/Tech talents: (if applicable, also include special skill's if any)
Known History: (Something that would be found doing a search from Law enforcement, simple records keep, or the word around town about you)
Unknown History: (Any dark secrets you have or information you want to keep hidden)
Naara Templis(Turian Wraith)
Captain Jonathan Huang(Sentinel)
Grant Hoss (Solider)
Simbel Xho-Dan vas Nothing (Engineer/Pilot)
Veya Shi'ra (Vanguard)
Staff Commander Merle Garnet (currently a NPC)
Born on earth, Donald Armstrong was brought up and raised in a very well of family, his father was head of the Aurora Corporation, a company who produced the leading edge in ship building and space programs as well as other advanced sciences. Donald's father, Randolph Armstrong was a ruthless and skilled business man having inherited the company from his own grand father. Due to his rich upbringing, Donald was able to receive the best schooling money could buy. However he also had to exceed his own fathers high expectations, as Randolph wished for Donald to exceed him, and was constantly pushed to do better. His relationship with his father broke down over the years, until at last at the age of 18, Donald defied his father by enlisting in the Alliance Army. It was here he learned true discipline, and his natural charm and almost uncanny skills quickly made him a natural leader, one men would follow to their deaths. Armstrong first saw major action in the first contact war where he lead his own squad to many key victories. Armstrong's fame among Alliance soldiers grew, and his infamy among Turains did as well, though many commanders had a begrudging respect for the man.
After the contact war Donald did not see major action again until the Skyllian Blitz war, where Donald helped play a pivotal role in. However during the intense fighting Donald was faced with a difficult choice, save members of his squad trapped by an ambush , or complete the objective and sound hundred of lives. Armstrong's decision that day had costed him the lives of his men, who he had known since the first contact war and some even when he had first joined the Alliance. It had hardened him and from that day on, Armstrong made efforts to place the lives of his men before all else, above especially his own life. He had become tougher, always pushing his men to the breaking point, all to prepare them for anything they may face, but also going out of his way to see them through a mission, this granted him the the loyalty of any under his command for they knew his concern for the safety of those under him was genuine. Donald also participated in the Battle of the Citadel witnessing first hand the power of Sovereign. After a fall out within the Alliance just three months after the Citadel fiasco, Armstrong left the Alliance and quickly fell off the gird entirely. There is however rumor that Donald is now head of the Blades of Aurora a joint-company splintered from the Aurora Corporation, however this cannot be verified.
The One-Eyed Man is the codename of the legendary soldier who is rumored to have founded the N7 Marine program. He is also the founder and commander of Blades Of Aurora, or BOA which led to the creation of Inner Haven, a remote base on the planet Noveria. The One-Eyed Man later gaining a sizable influence on Noveria, began using their many research labs to head the project that created The Polaris SS-29.The One-Eyed Man was considered by many to be "The Greatest Warrior of the 22th Century" and a brilliant military leader and was hailed as a war hero by admirers and feared as a tyrant by his enemies.
OriginsThe Blades Of Aurora, abbreviated as the BOA, is a private military company founded and led by The One-Eyed Man. Because of their mercenary status, their tactics on the battlefield, and their usage of a space station early on in it's creation as a forwarding base in the middle of the Skyllian Verge, they were frequently referred to by their enemies as pirates. Though nothing could be further from the truth.
After leaving the Alliance in 2183 CE, Donald Armstrong, a.k.a. The One-Eyed Man, formed the "Blades Of Aurora," so as to provide military force for anyone who needed them, as well as a cover to discover the nature of colony attacks in the Terminus system, later expanding it's services to any sapient being regardless of nations or ideologies. As such, the BOA also specialized in providing the full range of military services, including combat, logistics, training, weapons, outfitting, and R&D. In addition, the BOA was also designed to merge the small footprint and exceptional performance of Special Forces groups such as the N7 Marine program and the full military might of a full regular army, as a means to fully break free of nation-states, as many in the early BOA were former Alliance soldiers tired of the politics of the Alliance. Employed by the Colony government of Noveria sometime after 2183 CE, Donald and the BOA fought an opposing mercenary unit led by a man named Kazuhira Miller. After BOA defeated the enemy force, Armstrong offered Miller a place in the group, which he accepted, later becoming its second-in-command. During this time, Miller also viewed BOA as being a "new kind of business" regarding guns-for-hire, that is neither tied to mercenaries nor to a foreign legion, and operated vastly different than previous groups like the Blue Suns or Blood Pack, and also intended to help Armstrong succeed in his goals for BOA. In addition, between its founding and its employment under the Noveria government, it often relocated there in order to avoid the STG.
Logo and Slogan
The BOA's emblem design was based on the Aurora Corporations, only with two blades crossing behind the Logo, the companies name derives from the fact that in it's early days it specialized in spacecraft building and star-charting. During their operations in Noveria, the Blades of Aurora's slogan was "Libertad o Muerte", which is Spanish for "Freedom or Death." The slogan was made famous during the independence struggles of several other Colonies, notably Boro, Gei Hinnom, Ramlat, the battles on Hito's moons, Intai'sei, and Vana.
Name: Sevryn Kishik
Nicknames: Known as Xaiver Darelliun on the Citadel and when he served in the Black Robes.
Referred to as "Ripper X" by C-Sec and the Intergalatic news
Occupation: Serial killer | Former Black Robe Assassin | Illegal arms and drug dealer
Personality: Simply calling Sevryn "sadistic" or "evil" would be the understatement of the century. He loves nothing more then watching people (mainly pretty girls) writhe in pain under him and his knife. He gets off on watching the life fade from his victims eyes and feeling their blood between his talons. This is more then likely due to his traumatic childhood and the slew of mental issues that came along with it. Sevryn was taught at a very young age by the Black Robes that murder was simply a useful tool to get what you wanted.
Due to his brain washing by the Black Robes cult, he does not think that what he does is wrong in anyway and is quite annoyed that most think otherwise. Sev hardly ever lets his emotions get the best of him, a simple task thanks to his training, and is generally aloof, cool headed, and practically unfeeling. His emotional stability plays a huge part in his charisma. Sevryn is actually quite suave and is the type of gentlemen most women dream about. This works well as a lure and provides most people with a false sense of safety. While rather patient most of the time, Sevryn has been known to get irritated around those who show him complete disregard and those who would be foolish enough to scream in his face. But, instead of getting angry, he'll outright kill them to shut them up.
Backstory: They say that behind every serial killer is a screwed up past and childhood. Sevryn is no exception to this rule. His life has never been normal and he never knew what it meant to grow up in a warm home. He grew up in the over populated urban area of Palaven under the loving care of his mother. She was kind, warm and was the only one who ever showed him what love felt like. His father on the other hand, who he say little of, was a very cruel turian who had a nasty addiction to drugs and alcohol. Sevryn never saw much of him and when he did he was almost always severely beaten for not being "man enough". When Sevryn himself wasn't being punished, he would be forced to watch his poor mother undergo the same treatment. When he was six years old, his father finally left. The next three years would be the best years of his life.
His mother moved them to a place out in the country where she did her best to raise and teach young Sevryn herself. He was pulled out of school when it became apparent that he got a sick sense of amusement while torturing and killing small animals. Already he was showing signs of becoming a serial killer. His mother might have had a chance of correcting this had his father not come back on his tenth birthday. In his drunken stupor, Sevryn's father knocked him unconscious then proceeded to rape and murder his mother. The young turian awoke to the awful sight and stench of the dead turian woman. With her went his innocence. It was then that his father stepped in claiming that she had killed herself and it was all little Sevryn's fault. The man somehow convinced his son that it was because he was a failure. He then proceeded to attempt to beat his child, but this time Sevryn fought back.
His father was big and strong and he had no chance in even harming him. But it was his bravado that impressed the older turian. Seeing potential in Sevryn, his father offered to raise him and teach him, offering him the arts perfected within the black robes. Having no other family or friends and no place to go, it didn't take much to convince Sevryn to accept. His resentment for his father slowly diminished, but never quite disappeared, as he spent a considerable amount of time with the man. He quickly came to learn that his father was not only a mercenary, but a member of a Black Robes splinter group and a brilliant serial killer. His father was the one who ingrained the idea that murder was not wrong, but convenient, into Sevryn's mind.
He was taught that if there was something you wanted, you took it anyway way you could. The older turian started out by taking his son with him on "field trips" were he would claim a victim and have Sevryn watch and learn. He then proceeded to teach the young turian the art of using a knife and taught him all the sweet spots on each different race. Sevryn became a quick learner and also became quite proficient in the use of ballistics and hand-to-hand combat.
When he was thirteen, his father decided that it was finally time to put Sevryn's to the test. He gave him a target and was ecstatic when his boy exceeded his expectations and then some. Sevryn had become cold, ruthless, he had no fear and no remorse. In his early teenage years, he had become the perfect killer. And for once in his life, his father had become a father-figure and the closest thing he ever had to a friend. The two traveled around the galaxy taking contract's from the Black Robes and leaving a bloody trail where ever they went.
One night in a shady bar on Omega, he and his father shared a drink. Sevryn limited himself to just one while his father helped himself to several. While under the influence of several drugs and alcohol, his father finally admitted to killing his mother. On the outside, Sevryn remained cool and calm as if it didn't matter to him. But behind that mask, his aversion for his father returned and grew as time went on. It was then that Sevryn made it a point to not get too emotionally attached to anyone. Especially his father. Finally, when he was around the age of seventeen, his father and mentor became an inconvenience. The old turian overspent their hard-earned money on booze and illegal narcotics leaving his son with little spending money.
Without the old man, he could have the ship and credits from contracts all to himself. Sevryn dealt with this issue the only way he knew how. He slipped into his father's sleeping quarters one night and slit the man's throat. With a hand tightly cupped over his father's mouth to muffle him, he watched with slate-cold eyes as the man struggled and eventually suffocated. His father's body was ejected out of the airlock while in deep space and Sevryn was finally able to move about as he wished. He kept many of his father's old contacts and continued to make a large income working as a, now lone, freelance mercenary, having cut ties with the Black Robes, they surely would not look kindly on him killing one of their own members. It was at this point the black Robes had larger concerns, as Cerberus had begun to dismantle their operations. He eventually pooled his money together and saw the profit in dealing illegal drugs and weapons. It didn't take long before the young man was the head of a lucrative black market business that operates on Omega.
None of his employees ever really found out who he really was. No one did. All anyone knew was that he was dangerous, intelligent and very powerful. This provided Sevryn with a large, comfortable gap between him and the public. His identity was only known by two individuals who worked as his messengers. Both of them were closely watched. With his seemingly limitless resources, Sevryn's business spanned out through the Terminus systems and eventually the Citadel where he has taken up current residence. There he is known as Xaiver Darelliun, a humble co-owner and cook of a gourmet restaurant. Of course he still avidly keeps up with his hobby. For this he has stirred up C-Sec and earned the name "Ripper X" due to the fact that they are unable to identify the killer at all. Sevryn enjoys toying with the detectives by leaving behind false evidence and clues. It has become a sort of game to him that he enjoys quite often.
Cerberus, a human-survivalist paramilitary organization formed from a former Alliance black ops team, acts under the guidance of the mysterious figure head known only as the Illusive Man. This organization has been separated into individuals Cells to maximize the obscurity of their operations; no one Cell knows of the other, which prevents the weak willed from collapsing or endangering other operations... You are a member of one of these Cells... You are a member of the Prometheus Project.
The Prometheans are soldiers of Cerberus hand picked by the Illusive Man himself to serve as a covert operations team to act out the Illusive Man's agenda. Similar to Operative Kai Leng, who acts as the Illusive Man's personal assassin, this team is the best of the best brought together to give Cerberus a true foothold in the universe...
Cerberus Operatives are humans augmented with physical and biotic enhancements to level the playing field against their Alien competitors. These augmentations have been separated into classifications to properly divide soldiers into specialty fields and training regiments.
Assault Augmentation - the Soldier
-Mental training has forged the Assault-Soldier into a fearless fighting machine; they are nearly unshakable in battle.
-Maximum proficiency with nearly all forms or firearms
-No Biotic or Technological capabilities whatsoever
Combat Engineer Augmentation - the Engineer
-Engineers often rely on turrets, protable sheild generators and tech powers to fight
-Proficiency with Heavy Pistols
-Immense Technological capabilities
-No Biotic capabilities
Nemesis Augmentation - the Infiltrator
-Nemesis-Infiltrators are equipped with a self destruct function in their cerebral augs; as they are often operating alone, this ensures that their bodies are not recovered by Alliance Scientists, should they fail
-Expertise with Sniper Rifles and Heavy Pistols, limited training with other firearms
-No notable melee training
-Minor Technological capabilities; cloaking, scanning and various grenades
-No biotic capabilities
Guardian Augmentations - the Sentinel
-Guardians operate with a mixture of Biotic and Technological upgrades; often equipped with Tech Armor and heavy shields
-They excel at close quarters combat, namely Sub-Machine Guns and Heavy Pistols
Phoenix Augmentations - the Adept
-Operatives of Project Phoenix have been equipped with incredible biotic implants; but overuse of these implants often leads to brain damage and cerebral hemorrhaging.
-Phoenix-Adepts are trained in Heavy Pistol and Sub-Machine Gun usage, but are limited with other weapons- taught to rely on their biotic abilities
-Immense Biotic capabilities
-No Technological abilities whatsoever
Phantom Augmentations - the Vanguard
-Phantoms are focused in melee combat and are often equipped with a Monomolecular Blade
-While their weapons training covers Heavy Pistols and Shotguns, they are trained to focus in the use of their Blade and biotic abilities - Phantoms lack the cerebral alteration chances that Phoenix Operatives have
-Immense Biotic capabilities
-Limited Technological capabilities; often given cloaking technology to operate properly as assassins
Character Name: Zayne Bennet
Position: Head of Project Prometheus
Class: Assault Augmentation
Skills: Marksman and Ballistic Blades
Bio: Classified as Head of Project (NPC)
Character Name: Allan [Blacked Out]
Position: Cerberus Machinist
Class: Combat Engineer Augmentation
Skills: Deploy Turret
: Hack AI
Bio: Allan attended [Blacked out] for three years before coming under investigation for unauthorized experimentation with VI. Cerberus approached Allan with a choice then, join up or be left to face trial in a practically open and shut case. Allan took the offer. Since then he has served as combat engineer for Cerberus.(NPC)
Character Name: (blacked out) Morris
Skills: Adrenaline, inferno ammo
Bio: Morris was born and raised on earth. He was skilled at fighting and had a desire to join the alliance to fight and kill aliens. When he got older he saw that this was not the aim of the alliance and decided to go merc instead. He formed the (blacked out) and went on many human centric jobs killing aliens and helping humans. He was noticed by Cerberus and left his pregnant wife to join a group that cared for humanity and sought human Dominance.(NPC)
Character Name: Pandora Bones
Position: Promethean Phantom Operative
Skills: Lash, Biotic Charge
Bio: An child born on Earth, from an early age Pandora Bones portrayed outstanding potential for biotic mastery, along with a physical control from dancing that could hardly be matched. Her parents, a wealthy family, sent her off to an academy that would train her to use her abilities, increase her vast intelligence. She grew up in the hands of Cerberus, and as such is a very dangerous, silver-tongued, and attractive young woman. (NPC)