A few centuries have passed since the death of the greatest icon in the known universe. Commander Shepard gave her life to destroy the biggest threat that any species in their known universe had ever come in contact with, The Reapers. Great sentient machines that were bent on eliminating all known life. With them gone, and the various species suffering tremendous losses, the galaxy has created alliances with each other and began to reconstruct everything that they had lost. The great war machines of Humanity, Turian, Salarian, Asari, Quarian, and even the Geth began to raise up while new glorious cities were erected in their respective boundaries. The Citadel has been rebuilt and life as it was before had finally began to return to the still recovering races.
When all had regrown accustomed to this time of peace, an anomaly began to appear. The signal came from the long since abandoned colony of Eden Prime. The Alliance sent out a Marine detachment to check out the source of the signal. As the mission progressed and everything seemed routine, Alliance Command lost contact with the scout party and sent another. They were lost to it as well.
As time passed, the Council, now consisting of the races that participated in the great war, Human, Asari, Turian, Salarian, Geth, Drell, Krogan, and even the Quarians, met as they discussed that their people were experiencing similar problems. Needless to say, the war scarred races once again prepared for another conflict. Initially they assumed that these anomalies were nothing more than just common pirates, but once military bases became under siege, they finally understood their new enemy.
The new hostiles were never before seen by the sentient races. They turned to the Geth, but their Council representative knew nothing about these beings. Instead, their answer came with a galaxy wide broadcast. Before every screen came the following message from these unknown beings:
From Dark Space we rise. We know your fear; we know your anger; we are you deepest despair. Our existence predates the rudimentary beings you call Protheans. The Reapers have fell before us; they have hidden from us. A curtain falls for them while a new terror arrives. In the coming days, you will know such terrible vengeance that has yet to be seen. We are Legion. We are many. We are all. We are limitless.
After the feed broke, a new panic coursed through the sentient races. Having just recovered, their forces were once again locked into a conflict that had yet to begun. The Council could not dispute the validity of this foe as they did to Shepard when she told them of the Reapers.realism
In retaliation towards the new threat, the Alliance, along with volunteers from other Council Species, created an elite team to find the threat and neutralize it before it could happen. The name given to this group was Echelon. Their only mission was to hinder the Legion and prevent their coming if possible. There are given unlimited resources from the many Species and provided with the best equipment that could be fashioned.
The true test of the Species unification has arrived. Can they root out the spies and sympathizers and track the Legion towards their insertion points? Or will they once again become locked within a war that will bring the galaxy on the verge of destruction?
1. I, the GM, will direct this plot. However, please do not misunderstand this for no contribution. I value folks throwing in an unknown where others - and myself - have to respond to. In short, if you want to do something, do it. If questions about something arises, I'm more than happy to discuss/answer them with you.
2. I have no problem with people posting multiple times before I do. For example, if one of your characters are conversing with another, you’re free to continue the conversation. However, I do ask that said individuals do not post more than three consecutive posts, so others can jump in. Hopefully this will be a good compromise between RPs character interaction while keeping it somewhat easy to follow the overall plot.
3. Do not God-Mod your character. Seeing as we’re not all Commander Shepards, I expect to see characters being wounded. There is absolutely nothing wrong with saving a downed comrade, right? Of course, this is up to you, but I’d rather not see one individual take down twenty bad guys by himself. In short,
4. Copy the following into the ‘Creed’ section: Silently in; Victorious out.
5. If an Operative is seen more than a week inactive without proper clearance for absence, they will be discharged and sent to an undisclosed location. Basically, if you’re going to be gone, give us a heads up. After a weeks time, I will have the right to either auto or kill off your character.
6. All RPers have the right to interact with NPCs. They are not reserved for me alone, so ... use them!
7. If you made it down here, congrats. The last thing I want to add is have fun. That’s why we role play. If I came off as strict from above, that’s not my intention. They only serve as a fail safe to keep the role play enjoyable for all.
Greetings Operator. I’m Sira, the on-board AI of this vessel. As stated from my list of directives, I’m to assist the members of the Reavers to the extent of my capacity. Before we proceed, the Council has asked for a submitted current dossier of all new operatives. Seeing as this is a shadow group, your records were never given until this point. Please. Insert your dossiers here. It should include:
Authorized Official Physical Description:
Armor and Weapons:
Any other notables:
Upon completion, please submit your file here while it’s authorized. A warning. Any uncleared individual will be shot and removed without official declaration.
Silently in; Victorious out.
Authorized Official Physical Description:
Stands at 5’9”. Operative has very light blonde hair with piercing ice blue eyes. Her skin is a light copper tone. She has minor scarring from combat across her right shoulder. Also, her left eye is a cybernetic implant, for during combat, a bullet gazed the affected area, which required her to receive the replacement or be blind in that eye for the remainder of her life.
N7 Engineer ‘Demolisher’ Armor.
Earth, European Sector
Laura was born into a lower-middle class family where she never really knew the luxuries of being rich or being absolutely dirt poor. She, along with her parents, held and sort of job that was able to properly sustain the shelter they owned in the lower parts of Berlin. Though the images on the screen talked about how their was a new era of peace where prosperity was for all, she had never felt the fruits of this prosperity. If anything, the new improvements that were being done due to the rebuilding from the Reapers did nothing but bury the lower class into a plummeting state of depression.
Though her parents pay checks were meager, they were still able to afford her the money to attend a pretty well off private school where she took everything that the institution had to offer. Though she lacked the side to understand the abstract, she excelled with number and sciences. Her physics and mathematics were so advanced for a child of her age that the Alliance began to look into her more deeply.
As her years in school came to an end, an Alliance representative offered her a way to pay not only her progressing studies in engineering but also support her family. She took the offer in an instant and enrolled into Alliance training and attacked everything they had to offer in Engineering. She also showed prowess in combat, which only strengthened her standing within the Alliance.
Soon enough, she was assigned to the 116st and was assigned to a colony, which was suppose to be quiet and out of danger. She worked with the defense and programming calibrations of the defenses until everything went to hell after several weeks of tranquility.
Slavers had began a barrage onto the colony. Normally, the competition would be little to none, but what the slavers lacked in combat ingenuity, they made up with overwhelming numbers. With the turrets still deactivated, the halting of the slavers ships couldn’t be stopped and the fight took to the grounds.
Since the colony was nothing but a backwash settlement, the Alliance had seen fit to only assign the 116st, which consisted of fifty Alliance personnel. As the fight progressed into the third day, the 116st were pushed back to the docks where they made their last stand to hold, so the slavers wouldn’t breach the inner colony where the colonists hid.
Thinking quickly, Adams quickly made for the automated defense turret controls. Because of their commanding officer laying dead in a pool of his own blood, she assumed command be it correct or not. Though her orders meant the death of her and the 116st, she knew it was right. The remaining Marines were to hold their position and take all the incoming fire and cover her as she worked the defense turret mainframe.
She worked as quickly as she could as she knew her comrades died all around her. When the turrets finally came back online, the 116st were nothing but beaten and tattered remains of the proud company. The turrets made short work of the slavers and caused them to retreat, but it wasn’t soon enough to save the Marines from the fate that had overcome them.
After a weeks time, Adams awoke to find herself onboard the USS Iverson within its extensive med bay. She was met by the same representative that had met her back on Earth. Later after they chatted, she was told that the Alliance heads knew of her sacrifice and actions and invited her into the revered N7 program.
She accepted and committed to the program with untold tenacity. Her motivation to push through the hellish training was that of her dead comrades of the 116st. Because of their sacrifice, they were able to save the colony and give her another chance to redeem their names through the code of war.
Shortly after graduating from N7, she was met by another representative, not Alliance. He expressed to her that she was invited to join and lead a secret joint-species force known as Echelon and would only give her information if she said yes. He went on to tell her that she’d receive addition training in combat and cybernetic and engineering warfare. She’d also be declared dead to everyone and her existence would end and a new one would begin.
Without reflecting on what her parents would think, she said yes.
Any other notables:
Though she has committed to live a new life, she has somehow kept a family photo that she hides on her and shows to no one.
Creed:Silently in; Victorious out
Authorized Official Physical Description:
Armor and Weapons:Armor: N7 Sentinel Armor -- Made to amplify Shields, Shield Regeneration, and Power/Tech/Omnitool Damage.
Weapons: (No weapon specialty; only uses pistols when not using his fists/Omni-tool, though)
- Tech Armor
- Cryo Blast
Home World:Earth, United North American States (UNAS)
Biography:Born in the UNAS, Uriel lived with the aspiration to fill the footsteps of his deceased father who had died while in service of the human Systems Alliance. His father died before Uriel was born while fighting against Pirates in a terrible battle that resulted in the explosion of the pirate's vessel, killing everyone inside. The body was never found, so the father was presumed dead. When Uriel was first born, they found out that eezo had affected him and caused him to have biotic abilities. Therefore, he was sent to the Ascension Project to hone his skills. His early life there was routine and not too special.
Uriel spent his youth doing his best in everything so that he could become every bit of a man that his father was. Uriel idolized him, and saw his father as a hero worthy of as much honor as Commander Shepard. Therefore, once he hit puberty and was implanted with the newest version of the Lx implants, he began to take extra training in military uses of his abilities. At first, he merely spent more time honing his biotic abilities, physical prowess, and war strategies. Upon reaching the age of around 14, Uriel graduated from the Ascension Program and was merged back into human society. Uriel did not want to be just another citizen though, so he continued to find ways to improve his military prowess, even at such a young age.
Uriel soon found an opportunity in a special program that gave basic training to capable youth (think a Systems Alliance-version of JROTC). Taking the opportunity, Uriel excitedly began this new program. The program was called the "Junior Alliance Training System" (JATS). Here, Uriel began his early junior military training, which really only exposed the young students to the bare bones of the Alliance military. The program was somewhat extreme, but since it was created for younger people, it wasn't too intensive. It was in JATS that Uriel began early specialization in the Sentinel class, finding that he was just natural in terms of being a defense and support in the team, as well as the fact that his father was a Sentinel as well. Regardless, Uriel worked his way through the program successfully until he ended the program, by turning 18 and being quickly transitioned into a solider of the Alliance.
Upon finally being a soldier of the Alliance, Uriel was given different treatment and considered a "gifted, military prodigy", being given the rank of Serviceman 2nd class (instead of Serviceman 3rd class), due to his prior training in JATS and due to his intense passion to be the best. Immediately, all of Uriel's work paid off and he began completing various missions, and working up the ranks. Within a couple of years, Uriel was given the position an officer, where he continued to climb up the ladder. Uriel also was assigned to the Special Operations unit, going through the rigorous training for years until he graduated at an N6.
It was when he was a 1st Lieutenant and N6 soldier that his defining moment was made. Uriel and a small group of soldiers were sent on a mission to Mavigon in the Han System located in the Gemini Sigma cluster. They were tasked with recovering a military base that had been invaded by pirates. The mission began as any usual one would, however the group quickly realized that it was no ordinary mission.
Upon, reaching the ruined base, the group found evidence that the invaders were not the usual pirates. All evidence and remnants of the attackers was different from anything they had ever seen. While, exploring the ruins, they were ambushed. The assailants were not anyone they had encountered before! It was a small band of Legion warriors (though they did not know the existence of the Legion back then). Surprised and having no knowledge of the enemy, the team held their ground for as long as they could. The battle was easily one sided, with the Legion waning the numbers at an alarming rate. When it was only Uriel and one other Lieutenant with the call sign "Amber", the two were forced to make extreme decisions. They would have to blow up the remnants of the base to kill the foes, even though it meant the death of them. They figured it was the most honorable, as well as strategic, way to end the fight. If they couldn't win traditionally, they had to go to extreme measures. Quickly, they concocted a plan, as they hid, knowing the enemy was approaching.
They were able to lose the enemy for a moment, which gave them ample time to put their plans on blowing the base up in action. Amber ran to one side of the base, while Uriel went to other. They would plant large concentrations of their leftover explosives throughout the base, as they ran around it, to blow up the whole base, and encompass the enemy is the rubble or explosion. Uriel had an advantage in this, using his Sentinel abilities and speed to make it through the fire of the enemy. After many adrenaline-pumping minutes, Uriel and Amber finished the placement of their explosives. The two met each other on the opposite ends of the circular base, where they detonated the explosives. Uriel doesn't remember what happened after that.
He woke up about three months later in a hospital bed. He later found out that he had somehow survived the impact and had been in a coma and had undergone intensive, surgical procedures. He was told that their mission had been successful, with no evidence of the pirates anywhere; however, he also found out that Amber had not survived. Confused and angry, Uriel questioned why he had survived. However, the rest of the alliance celebrated him, promoting him and giving him the position and glorified number of "N7". Resenting the fact that he couldn't have saved Amber (or the rest of his squad's) life, he made a pact with himself to do his very best to protect any troops who fight with him. That would be how he would make his father proud, how he would make his mark, and how he would redeem himself. As soon as he could, he rejoined the military and began accomplishing missions again.
Uriel was given the opportunity to join the Echelon troop, when officials got wind of the amazing survival and war story of Uriel. Although they believe that the enemy he fought on Mavigon were in fact just pirates and a part of the Legion, they still think he be a very capable warrior in fighting them.
Any other notables:In combat, Uriel is tends to be the "support" so to speak. He focuses on protecting himself and others, although when he gets enraged, he becomes a sort of "Hulk", using his impeccable defense to rush at enemies and punch their brains out.
Call Sign: Drake
Creed: Silently in; Victorious out.
Authorized Official Physical Description:
Armor and Weapons:
M-96 Mattock outfitted with an extended barrel and stability damper
M-23 Katana with a shortened barrel and weight reduction mod
Class Specialty: Soldier
Home World: Earth
Biography: Werner was born in Cape Town, South Africa to a pair Alliance soldiers who both signed up at a very young age, and thus lacked any advanced education. The family lived a very meager lifestyle due to their fairly low income, but this did not stop them from maintaining a joyful existence. Since his parents lacked one, formal education was always stressed, and for the first sixteen years of his life, Werner was usually nose-deep in a textbook of some sort. His reading generally focused on history, and he discovered a yearning for the romanticized lives of pirates and highwaymen from long ago. Werner's parents blew this off as an adolescent infatuation, and continued encouraging him to expand his horizons. They firmly believed that he possessed the makings of a great scholar or scientist, and did not want him to become a soldier like them. When he was not reading, Werner could be found with his childhood friend, Abri. The two were inseparable despite their contrasting personalities, with Wenrer always fantasizing about the past, and Abri being a more serious child who focused on here career. The first blissful chapter of Werner's sheltered life came when his parents were deployed to the Citadel, and their ship was raided by batarian pirates. The batarians still held a deep animosity towards the Citadel races even after the war since much of their home planet was destroyed, and some continued to wage brutal guerrilla warfare whenever possible. All of the soldiers on the ship were killed, their bodies tossed out of the ship's cargo bay into deep space like garbage. Word of this tragedy came to Werner from a cold Alliance recruiter, who shortly after informed him that he should sign up for the Alliance military. Werner did not go against his parent's wishes, but vengeance, he decided, must be taken. Abri pleaded that he did not go, that his parents wouldn’t want this revenge, but Werner felt that it had to be done.
For one year, Werner dedicated himself to training his mind and body to kill every pirate who was responsible for the death of his parents. He familiarized himself with the rifles that his parents left him in their will, honed his hand-to-hand combat skills, and tracked down the batarian criminals. Based on numerous news articles and military reports on the band of pirates known as The Plague, Werner managed to pinpoint their location to the remote planet Gellix, within the Minos Wasteland. The planet had at one point been a garden world, but was ravaged by infighting between krogan warlords, and was now a haven for criminals. Werner spent every credit to his name for a one-way flight to the planet, a young man with grief in his heart and two heavy rifles slung across his back. A mixture of hubris and blind rage clouded his judgment and allowed him to believe that he could single-handedly slay hundreds of seasoned pirates, a feat that a group of trained marines failed to accomplish. When his boots hit the grey soil of Gellix at the spaceport, Werner asked every person he encountered where he could find the leader of The Plague, and this drew much unneeded attention to him. Soon enough, the chief pirate, Zhail Perren, caught word of this young human seeking him out, and found it very amusing that a human could be sold bold and stupid. He ordered ten of his men to bring the boy to him, and once Werner was standing before the batarian pirate, surrounded by hundreds of pirates of varying species, he quickly reformulated his plan. Instead, Werner stated that he hated life among the civilized, and yearned for the excitement and adventure of a corsair. Zhail laughed at him, but then considered the advantage of having a human aboard his crew. The possibilities of infiltration were endless, since a batarian walking through security checkpoints always aroused suspicions. Besides, Werner traveled across the galaxy, and Zhail admired his persistence. In a roundabout way, Werner’s childhood dream came true, and he became a pirate, although it wasn’t as glorious as he thought.
Werner started out as little more than a slave aboard Zhail’s ship, slowly bidding his time until he could kill the chief. He changed his name to Drake in tribute to Francis Drake, an ancient English privateer. For the first two years, he was limited to physical labor, and a fair amount of physical abuse as well. However, he grew strong due to his work, and rarely a morsel of fat was present on his lean frame because of the measly rations he was given. When he was 19, it was finally time for him to join the ranks of the murdering, thieving crew. He embarked on his first raiding party, equipped with his father’s rifle and nothing more. Their target was easy, a small Alliance cargo ship whose engine malfunctioned in their territory and was currently awaiting repairs. Several hijacked Alliance shuttles carrying the raiders were sent to the ship, and Werner was able to convince the cargo ship’s crew that they were in the area and received their distress call. The ship opened up their bay, only to have a wave of pirates flood through their ship, slaughtering all on board. Werner killed two men, and for a month after, he was racked with guilt, although he did not let the others know this. He justified his actions by telling himself that he had to kill Zhail, and any casualties would be balanced out by his death. After many more raiding parties, however, Werner no longer thought to justify his killings.
Werner slowly climbed through the ranks, proving himself at every opportunity he could. Zhail was not blind to this, and did not regret his decision of allowing the human to join him. Now fully grown at the age of 21, Werner was just as capable and fierce as the rest of the pirates, if not more so. He also possessed something that the other crew members did not; intelligence. While Werner was no genius by any means, his knowledge of ancient combat books and strategies allowed him to command a small group of men. The criminals were also able to branch out into other illegal enterprises like arms dealing, slaving, and mercenary work with the combined guidance of Zhail and Werner. He was constantly looking for opportunities to eliminate Zhail, although he never found the perfect moment.
Almost seven years later, Werner finally earned the trust of Zhail after a botched weapons deal on Garvug. The two landed on the planet, escorted by a three krogan pirates, and entered a small shack, where ten krogan await them. The warlord, a massive creature even by his species' standards, began demanding more weapons at a cheaper price, or else the merchants would pay the consequences. Both Zhail and Werner denied these terms, even when everyone had their weapons raised. It was Zhail who fired the first shot, hitting one of the krogan soldiers between the eyes. A firefight ensued, with the warlord charging Zhail head on. Werner saw the blood-thirsty krogan, and wouldn’t allow him to take the kill he had waited for so long. He dove in front of Zhail and the krogan plowed directly into him, shattering his left arm into mere fragments of bone, and his claws etching into Werner’s face the two scars that he carries with him today. Despite the agonizing pain, Werner was able to grab the warlord’s sidearm and emptied the clip into his skull before blacking out. Zhail saw what he believed to be an act of brave loyalty, and once the fight was over, he hauled Werner’s broken body to the dropship. He was taken to a doctor and treated, where his arm was completely amputated and replaced with a prosthetic based from geth technology. After displaying his unwavering devotion, Zhail kept Werner close to his side from there after, although this period of time did not last long. After just a year, Werner killed Zhail with a single bullet from his pistol. He had forgotten his past desire for the man’s life to end, and now only the hunger for power and wealth motivated him to kill the captain. The pirates hailed Werner, or Drake as they knew him, to be their new leader, and he obliged. Under his leadership, the formerly rugged band of pirates became a group of merciless trained professionals, now known as The Bloodied. Werner led these men to their fortune, his true identity never discovered, and his past life long forgotten.
Werner’s last act as a pirate was one that would give him and his entire crew enough money to retire for the rest of their lives, even the asari, with their 1000 year life expectancy. The plan was to hijack the human flagship, which contained many important diplomats, and ransom them back to the Alliance, or sell them to slavers. The entire mission revolved around Werner boarding the ship itself, and with his fake identity and credentials, it would be hard not to gain access. Werner entered the ship from the Citadel and disabled all security systems, and soon, his pirates came flooding into the ship and took the hostages. One familiar, scared face stood out from the crowd of politicians, which belonged to his childhood friend, Abri. Despite the years passed, she had no trouble recognizing him, and ran to him only to be struck down by a vorcha under his command. Without thinking, Werner killed the vorcha and helped his friend from the ground. Abri was mortified by the turn that his life took, and declared that this is not the path his parents wanted for him. Memories came flooding back to him, and Werner realized all of the disgusting crimes he had committed throughout his life. At the urging of Abri, the two abandoned the flagship in a shuttle and Werner reactivated the security system, knowing that many of the pirates would be killed.
For once, Werner had a normal life before him. Abri showed him the error of his ways, and he anonymously donated all of the money in his bank account to those whose lives he ruined. Nobody aside from the pirates knew what he looked like, and Werner had a clean slate for a new life. Now that the two were adults, their old friendship evolved into new love. They settled on Rannoch among the peaceful geth and lived the modest lives of farmers. Werner’s past continued to haunt him though, and the nightmares he suffered from when he was young returned. His life was once again reduced to nothing after a year of a peace, when the remnants of The Bloodied sought revenge on their traitorous captain. They hunted him down throughout the galaxy, and finally pinpointed his location. While he was in town, The Bloodied assaulted Werner’s tiny home with full force, killing Abri, who was pregnant, and razing his farm. The instant he saw his home destroyed, Werner knew that it was The Bloodied who committed the atrocious act. He realized that they wanted him to pursue him and seek vengeance, but he was not going to repeat the same mistake he did in his youth. Instead, Werner turned himself in to the Citadel as the pirate Drake who had wrought havoc upon their forces for so many years. The council, now facing a new threat greater than the Reapers, felt that while his crimes would be punished, his skills could be used for now against the Legion, and Werner would achieve the redemption he so highly sought.
Any other notables: Werner speaks a plethora of languages without the use of his translator, including Batarian, Krogan, Asari, Arabic, Afrikaans, and English.
Call Sign: Bastion
Creed: Silently in, Victorious out.
Authorized Official Physical Description: Athletically built, standing at 5'8" with pale blue skin. Darker blue runs in a cross-shaped marking from her forehead down to the tip of her nose, sweeping out over both eyes.
Weapons: Black Widow anti-materiel rifle with High-velocity barrel and Concentration mod
M-15 Vindicator Assault Rifle with Precision scope and Ultralight materials
Armor: Hahne-Kedar heavy armor, Recon hood (modified for Asari)
Class Specialty: Infiltrator
Powers: Tactical Cloak, Armor-Piercing Ammunition, Disruptor Ammunition, Warp Ammunition, Barrier
Home World: Thessia
No race forgets tragedy easily, least of all the long-lived Asari. The reaper invasion may have sown destruction across the galaxy, but it was the razing of Thessia that taught the Asari what fear and disgrace truly felt like. If there was one thing the Asari learned after the reaper invasion was finally over, when they came home to lick their wounds and rebuild, it was this: Thessia must never fall again.
Arileth was born with this one truth instilled in her mind, raised to be one of the finest warriors of her kind. Her youth was spent in rigorous training, her early maiden days occupied among Thessia's own military squads. Like many young Asari, her people chose her to be one of a new wave of soldiers, ones who would never allow an enemy to land upon Thessian soil ever again.
And Arileth rose to the challenge.
She has proven her mettle time and again in the fires of combat, moving unseen from skirmish to skirmish, disabling armor and assassinating well-defended targets from range. The invasion of Thessia showed the Asari that even they could not always win on finesse alone, and Arileth is one of their answers. The 'muscle' supporting the fluid tactics of her kin, she has now been chosen to be one of Echelon, tasked with showing this new enemy that the Asari would never again be made to yield.
Any other notables: Apart from an unshakable pride in her people and a near-obsessive fear of failure, Arileth is rarely seen utilizing biotics in combat, appearing to reserve such abilities as a last resort, and relying instead on stealth and superior firepower to win her battles.
Call Sign: Phalanx
Creed: Silently in; Victorious out
Authorized Official Physical Description: http://fc05.deviantart.net/fs70/i/20...ra-d31k62p.png
Stands around 6'4
Armor and Weapons: Regular Geth armor, having a few extra plates on the chest and back. Specializes in sniper rifles and shotguns.
Class Specialty: Infiltrator
Home World: Rannoch
Biography: Phalanx went online on Rannoch, having only the recollection the Geth had. Sharing memories and the history of where they come from and who the Creators were. When the Reapers appeared, Phalanx was one of the ones who disagreed with the working with the Old Machines to destroy organics. Having some properties of Legion, at times Phalanx had emitted the notion of sheer curiosity for the the world outside the Veil and even showed signs of eagerness when Legion sent information back to the Geth.
Years passed until it came to the day of the final war. Shepard saving the Galaxy, and Legion making the greatest sacrifice and giving the Geth full intelligence. Able to think on their own, Phalanx functions grew more excited as the Creators returned. Odd functions such as organics called emotions started to well. Yet Phalanx did not understand any of it. Happy the Creators had returned, Phalanx strived to learn from them. Sure, logic was always there, yet there was something about hearing such things by a live organic that made it more meaningful.
Such as organics way of differing between male and female. Geth were always referred as 'its' as things as many say. It was logically true, yet Phalanx wished to be part of the color. As Shepard had referred Legion to a 'he' Phalanx wished to be referred as a her. Many Quarians found her odd, even some Geth found her illogical for trying to sieze something she wasn't and to learn things she should already know and understand.
Still, she is a great soldier and is naturally curious. In a way hoping she could go on a adventure like Legion had once did with Shepard. Perhaps learn these illogical things he came to learn as well.
Any other notables: Uncontrollable sense of curiousity and tends to ask even the most embarrassing questions. Be forewarned.
Name: Urdnot Solus, of the Aralakh Company
Call Sign: Maul
Creed: “Silently in; Victorious out.”
Age: One hundred and Twenty Eight.
Authorized Official Physical Description: A physical juggernaut that was a descended from the ‘perfect’ lineage of the Urdnot Krogan line. Like most of his clan, he is as physically as imposing a Krogan as one could hope not to be on the charging end of. Solus stands at a dominating Eight foot, two and is as broad as a brick wall. His faceplate is coloured a deep-grey and his skin is a dirty scarlet hue, like a salamander. His eyes are yellow and reptilian, with slits that are known to reflect his emotion rather admirably.
Solus has a couple discernible features that could help one identify him quickly enough. The first is a set of four gouges just inches above his left eye: The deep claw marks of a Vorcha which he proudly shares the story to with anyone. The other major thing of note is a white tattoo under his right eye: in the shape of an ‘X’ under his right eye. Not even Solus knows where the tattoo came from: although he speaks about a night on Omega where he out drunk nearly everyone at the bar...nearly.
Armour: Kassa Fabrication’s newest Colossus armour.
Weapons: Good ol’ fashion M-300 Claymore for when he is about to kiss the bride or his trusty M-96 Mattock for taking pot shots at the people who are just out of head-butting range.
Class Specialty: Vanguard
Home World: Tuchanka
Biography: Even after centuries of relative peace: Tuchanka remains a harsh realm that encourages the simple law of Darwinism. In the Reaper wars, the Krogan race became galactic heroes again and, under the guiding rule of the Urdnot clan they managed to learn from their mistakes after the Rachni wars. Their expansion was less aggressive, and their people would only take worlds unclaimed.
Other mistakes were not so easily forgotten and over the last few centuries: swarm tactics were becoming favoured by the Krogan again. The quality of Krogan battlemasters was forgotten by the sheer quantity of disposable Krogan workhorses and the galaxy began to forget about the fearsome legends of Clan Urdnot’s battlemasters: be it the fearsome Wrex or the tank-borne Grunt.
The swarm tactics of the past were not the only thing being dug up from the past, as some Krogan clans were attempting to split with the long dominant Urdnot. The dissident clans were lobbying for more aggressive expansion to accommodate whatever boom in population growth would ‘inevitably arise in the future.’ A smart Krogan could read the signs well enough: a Krogan civil war, followed by a second Krogan uprising, followed by a new ‘solution.’ The Urdnot clan fought it tooth and nail, and has thus far managed to avert civil war.
Amongst the Urdnot clan though, one sect did not forget about the heroes that had won the galaxy its right to existence and the Krogans the right to the cure for the genophage. Rather uncharacteristic for a Krogan family: This sect started to keep genealogies and started to selectively ensure the breeding of its warriors. The sect produced mass Krogan young and the best were selected for candidates of the Aralakh initiative which hoped to encourage the growth of battlemasters that could rival the legends of old.
Urdnot Solus was one of the elite few youths chosen for the Aralakh initiative. He was selected for an early ferocity and a dormant talent with biotics: A rare enough gift amongst Krogans. For the first several decades of his life: Solus was pushed above and beyond breaking points he didn’t even know he was born with. He strove to prove himself as a battlemaster in every respect. As he reached his first century: he was heralded as the greatest success for the program. He outperformed the rank and file Krogans in every respect; he was faster, stronger, smarter and more accurate. The only thing he lacked was proper experience and a level of controllability.
At first, Urdnot Solus was put upon missions as both a bounty hunter and a mercenary where relevant. Whether it was blowing the head off of some cocky Batarian or punching the lights out of an over-smart Yahg. All of it was controlled and all of it had the Krogan succeed with an overwhelming level of success.
The Krogan wished to show off this example of the Aralakh initiative’s work: to show the fruits of Krogan science and selective engineering and, perhaps most importantly, to quell the dissidents in its own species’ ranks and prove the superiority of the Battlemasters, in comparison to the old swarm tactics. They had used Spartan methods and created a Krogan Warrior to match the heroes that accompanied Shepard, now they just needed a galactic stage to prove it.
The arrival of the Echelon was almost too perfect for the Krogans. They volunteered Urdnot Solus as their representative for the Alliance’s mission, and Solus himself was more than willing to get a chance to stretch his muscles away from the prying eyes of the Krogans that watched and controlled his life.
Potentially volatile element if presented with a group that comes off as ‘weak.’ He will seek to test the leadership of the group from an early stage. Once proven, Solus becomes an extremely loyal member of any group.
Named after the hero Salarian, Mordin Solus.
Avery Johnson - Pilot
Navigator Rob Jensen
Executive Officer Iaria
Victus Arterium - Auxiliary Officer
Anthony Crocker - Auxiliary
Rolock - Auxiliary
Sarien Vakaris - Auxiliary
Hey everyone. If you've made it here, great, welcome to the rp. A little bit of info before getting started on the stuff below. I will be accepting up to a total of six characters.If there happens to be more interest, I'll ask for writing samples, which will help decide the accepted.
This also happens to be a reboot of one of my older roleplays, which I didn't have time to GM at the time. However, I've recently gained some free time, and I'm finding myself wanting to resume this. Anyways, if there are any interest or questions, just post them here. If enough interest is gained, I'll go ahead and post an OOC and such.