Hidden 11 yrs ago Post by von_das
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von_das

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NEW: Access Project Viper database
OOC Intro Music (Never you mind that it's from a different game.)

The Spectres. Agents of the Citadel Council’s Special Tactics and Reconnaissance Branch. The ghostly agents of rightful vengeance and justice, as the asari call them; deathly shades, to the turians; black paladins of imminent retribution, to the salarians. The first and the last line of defense for the Citadel Council and the galactic civilisation over which it rules supreme. Picked from the elite of the elite of the Citadel species, Council members and associates alike; every known Spectre is deadly on the battlefield, and most have many other useful talents as well. Spectres are special agents, soldiers, commandos, spies and detectives all in one. They answer directly to the Council, and their authority cannot be checked by anyone else in Citadel Space – at least in theory. The Citadel Council gives them their targets and overall objectives, but grants them an exceptional amount of operational discretion and overall freedom in how they achieve their goals. Spectres do not fight for freedom, equality, justice, or any religion or ideology in the Galaxy; their sole concern is galactic stability, destroying threats to Citadel Space, often nipping them in the bud long before they could become a serious menace or anyone even knows that they existed. And when a Spectre goes rogue, the only thing to do is to send another Spectre to take him down.

Or so it is believed.

There are tasks to which the Spectres are ill-suited, and places they cannot easily reach. Their authority stems from the Citadel Council, and declines rapidly the further they get away from the Citadel itself and the Council race homeworlds. Spectres had been top secret once, some 1500 years ago, but not anymore; while some of them still remember how to keep a low profile, the criminals, terrorists and conspirators that plot against galactic stability know to watch out for them, and information brokers tend to be aware of their movements even when the news crews aren’t. And though the Council has done its best to keep the public damage to their reputation to a minimum, those who are more savvy know that the Spectres have been tainted by politics and corruption, and worse, made lax and complacent by the centuries of peace.

Although the average galactic citizen is living in an age of economic upsurge and cultural renaissance, comforted by relative political stability after the upsets earlier in this century and excited by the latest cosmographic and technological advancements, mercenaries, soldiers, and other members of the security and intelligence communities know better than to be lured into complacency. They know that organised crime and terrorist activity have both been on the rise, and they are aware of the myriad proxy wars in the Terminus Systems and the rising tensions in the Attican Traverse. Those with better access credentials know about more specific – and disturbing – incidents in Citadel Space. Conspiracy theorists are dime a dozen, but some of them are more right than they fear. Threats on a scale unseen since just before the Krogan Rebellions, when the Spectres were first formed, are moving about in the shadows, circling along the periphery of civilised space, or sometimes lurking under the very noses of galactic authorities. And the Spectres, in their current state, are no longer enough to stop them.

You are not one of the good guys, the heroes with the cheap publicity and galactic acclaim, and a conscience that, if not exactly easy, is soothed by knowledge of having acted for what’s right and with the full and open support of the galactic government. Perhaps you were like that once; perhaps you would like to be. But the Viper Project has not recruited from the same pool as the Spectres. Instead it went to the mercenaries, the criminals and the disgraced members of galactic militaries and intelligence services. It has offered you pardons and a blank slate, as well as a large number of credits, access to the latest in medical, computer and military technology, and – in some cases – vague, tantalising promises of assistance in taking care of any unfinished business you might have. You have also been promised a ship, and weapons – but that much is just tools for your work. What you haven’t been promised is glory and renown, or freedom (while you do have operational discretion, the Project’s Director means to keep a closer eye on your progress), or honour and the ability to sleep at night. They need you to do the sort of work that others would shy away from, they said, and by “others” they meant the Spectres. Dangerous work, secret work done in the dark where Spectres fear to tread, but absolutely necessary and ultimately rewarding.

Those promises are extravagant and their recruiting offer, sent to you personally by private channels and through suspicious-looking intermediaries, could not help but seem shady. And yet, you had some reason to take them up on this offer. Perhaps it was your only chance – to survive, or to atone. Maybe that blank slate is that big a draw. Or maybe you just want money, lots of money. You know that you are skilled, and good at what you do, whatever your eccentricities, abnormalities, past shames and dark secrets. They wouldn’t waste your time on something like this, and they wouldn’t make such promises if they did not believe that they could keep them – and perhaps the fact that they had managed to make contact with you at all is already proof enough of their reach and leverage.

And so it is that you have set out for Omega, to the rendezvous with your employer and your destiny.
Greetings, Agents. This is a game following up on the interest check in my signature. To recap it very briefly, this is a game set in the Mass Effect setting, subtly adjusted and expanded to my own tastes. On the surface, it is more or less the same galaxy as seen in the games, right before the events of the first game. Underneath the surface, however, many of the details may be different, perhaps drastically different, allowing you to explore the setting anew without any spoilers getting in the way. Also, Commander Shepard has never existed, and it is up to a different group to try and save the galaxy from the numerous threats that are threatening to submerge it in darkness and violence.

The tone and the power levels are similar to the games – especially the second game, since the discussion in the interest check has revealed a certain interest in the Renegade side of the spectrum, and in playing top secret agents rather than actual Spectres. The games themselves are therefore a good guideline for what to expect here. Action is going to be important, of course, but exploration and investigation are going to be a big part of it too, and as a matter of personal preferences there will be a good deal of galactic politics – you yourself may not want any part of them, but some of the things you do will influence the balance of power, and the groups involved may well become interested in you as a result. Things may certainly get rather dark and horrifying (think husks, indoctrination, experiments on sapient beings – and the things you can expect from the scum of the galaxy), but the player characters themselves should be at least somewhat sympathetic – dark and troubled antiheroes, sure, but not outright villains and psychopaths (also, some Paragons to balance out the overall Renegade tendencies would be very welcome – again, think ME2 for the range and sort of characters I want to see here). At the same time, while a bit of lighthearted comedy is accepted and even encouraged, your characters as a whole should not be mere comic relief or too silly to use.

Last but not least, you are a team. In-character rivalries and even hatreds are acceptable, so long as they do not keep you from working together most of the time. You might split up at times during missions, or bicker and vigorously disagree on plans and decisions (that last bit would actually be wholly welcome!), but you are still expected to act as one to achieve your overall tasks, and characters who cannot do this at all would be unsuitable. If you plan to act against the other player characters in some way I will strongly advise you to consult me first by means of a private conversation – there are situations where I would allow it, but it would certainly have serious consequences and should not be done lightly.

I am currently looking for an upwards of six players, that I will pick based both on the quality of their submissions and their character concepts, and on their level of activity. I expect everyone to be able to post thrice a week as a minimum requirement. If for some reason you should be temporarily unable to fulfill this requirement, tell me in advance. If someone goes missing for too long without telling me, I will simply NPC their character and use them as I see fit for the remainder of the current mission, and then seek out a replacement – so even if you don’t get into the game the first time, you may very well have a chance to join later (and there is no cut-off point for character submissions, so you may well join after the game starts if there’s a free spot or if I decide to expand the roster). So long as I have at least two active player characters, this will go on.

I do not want overly long posts. While you are free enough to make them in the intermissions, during missions I prefer brevity, precision, coherence and if possible good spelling and grammar. If you can retain that while adding flavour and style, that is all to the good; but in a pinch I will always prefer quality over word count.

Oh, and we’re using a system, Robin D. Laws’ Heroquest 2nd edition. You don’t really need to know anything about it though; I will explain things as we go. It does involve dice rolls though (d20, roll equal to or under your ability rating to succeed), and for that we are going to use the Invisible Castle. Please remember to link your rolls in your posts; the resolution system is somewhat intricate and requires me to know the exact results of your rolls. This is part of why I think Heroquest may be better-suited for PbP than for real time RP.
And now, on to character requirements.

First of all, I want an appearance and a background. You can use a picture for an appearance if you want, but I would prefer a quick write-up to go with it – a couple of sentences will suffice. A background should be somewhere around three or four paragraphs, give or take. I want to know your character’s origins, career, and the reason he or she ended up working for the Viper Project. By the latter I both mean some specific, life-defining incident from their past that established their reputation (a la Shepard’s psychological profile), and the motivation that has caused them to accept the Director’s summons. Both will, of course, have a considerable influence on the game itself and your personal arcs within it.

And then we need to work on your stats. To start, I need you to pick your two Keywords – Species and Class. Species is self-explanatory: human, volus, turian, asari. Class is based on the PC and NPC character classes in the games, but you can pick others so long as you explain what they mean and I approve of them. I’ve elaborated on what the keywords mean somewhat in the IC thread, but basically, any member of a class gets at least the basic weapons, tools and powers associated with it.

You have ten more Abilities on top of that. Abilities can be anything that is an important part of your character and that you would say helps him or her accomplish their goals in the story. One of the Abilities must be connected to your Reputation that I’ve described above. Others can be personality traits, unique weapons or tools, contacts and connections, or just plain skills and talents. The sky is the limit. I can go on about Abilities for a bit, but I think it may be better if you just make them as you see fit and I then help refine them into something usable if that is needed. I think the Heroquest character creation rules have a way of sounding more complex than they really are.

You also have three Flaws – injuries, personality traits, old enemies and other things that are likely to interfere with you reaching your objectives in some way or another. You don’t have to pick all three of them immediately... but going from my experience I’ll advise you to do so anyway, if you can.

Once you do this we will move on to the next part: assigning ratings and refining your Abilities.
Hidden 11 yrs ago Post by Ayden
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I may as well start it off...

Name: Quash Vayex
Species: Krogan (15)
Class: Soldier (17)
Appearance: Vayex is an average sized Krogan. He has a unique colouring though, he is predominantly a dark green shade but has stripes of a bright Fire Red; the appearance of the stripes similar to a tiger. He also has a scar across his left eye, limiting his vision on one side. Vayex is also never seen without his trusty Varren sidekick, Chomp.

Background: Quash Vayex was the son of Blood Pack second-in-command Quash Hurgott and he always had his pet Varren, Chomp with him wherever he went. When Vayex's father. Hurgott was killed in action, Vayex took his spot. Vayex was an excellent soldier, just as good with a pistol as he was with a sniper rifle. He also had any kind of specialty ammo you could think of; Cryo, Incendiary, Warp...you name it, Vayex had it. His supplier was an old friend back on Tuchanka by the name of Ravanor Krush. Krush had contacts all over the galaxy meaning wherever Vayex was, he could easily get a hold of weapons or ammo through Krush's numerous contacts. The problem with Vayex was he didn't have the typical bloodlust of Krogans. Sure, he would kill a guy but only if it was absolutely necessary, which doesn't really fit into the Blood Packs ways. Because of this, Vayex never saw eye-to-eye with Blood Pack leader Ganar Wrang. One day the Blood Pack had a mission; robbing the most powerful person in Omega; Aria T'Loak. The problem was Wrang wanted T'Loak killed as she just gave a rival gang, the Blue Suns, a job as her protection instead of the Blood Pack. Vayex wanted no part of that. When the mission got underway, Vayex took off on his own, found T'Loak and warned her about what was to come. T'Loak then got Vayex passage on a delivery ship heading to the Citadel.

Vayex spent the next 12 months or so on the run, keeping in contact with Aria. Apparently Wrang knew something was up and aborted the mission so he is still out there somewhere, alive and probably seeking vengeance. One day, Vayex was checking his vid-mail for a new message from Aria when he had a message from somebody he had never heard of. They were a representative from the Council, offering Vayex a job on a special squad. They knew all about his past and offered him an opportunity to do some good while also getting paid a lot of credits. Not only that, but he would have backup just in case Ganar Wrang ever found him.

Abilities

Weapon Master: While most Krogan are generally proficient with shotguns and assault rifles, Vayex can pick up any weapon and master it almost instantly. He is just as comfortable picking people off from a distance with a sniper rifle as he is in a close-quarters firefight with a shotgun or an omni-blade. (15)

Friends In High Places: Vayex uses his alliance (?) with Aria T'Loak to his advantage. Aria has contacts upon contacts upon contacts and can find people, places or anything else Vayex might be looking for, but she doesn't work for free. (13)

Ammo Specialist: Vayex has a friend on Tuchanka, Ravanor Krush, who can get specialised ammo or weapons on just about any planet in the galaxy, due to his seemingly endless supply of contacts. Vayex doesn't know how Krush knows all these people, but he does know not to ask. (13)

Extreme Regen: All Krogan have the ability to regenerate their health, due to multiple organs etc. Vayex's ability however, is much more potent than normal Krogan, giving him the ability to regenerate health at thrice the rate of normal Krogan. (13)

Calm for a Krogan: Vayex has always been very level-headed and calm...for a Krogan anyways. This helps him control his rage in situations where keeping calm is key. Negotiating deals, convincing people to let him stowaway on ships etc etc (15)

A Way with words: Whether he is smooth-talking someone or strong-arming them, Vayex has a way of convincing others that what he is doing (or wants to do) is beneficial to everybody involved. (13)

Well-Travelled: Due to his many travels, from both his Blood Pack days and his days on the run. Vayex has been to many different planets in many different systems. This gives him an extensive knowledge of the Terminus Systems. (13)

Battle Veteran: Vayex has been in battles since his pre-Rite days and as such feels at home whenever there are guns blazing. This allows him to deal more damage during gunfights and also withstand more damage. (1M)

Krogans best friend: Vayex is never, and I mean never seen without his trusty Varren, Chomp by his side. Chomp helps out in battle by way of alerting Vayex of incoming attacks or even attacking others itself sometimes. (13)

Natural Leader: Vayex is a natural born-leader, mainly due to being born into a naturally high position in the Blood Pack. Because of this. he is good at rallying allies before a battle of any kind and can sometimes also coerce other Krogans who may be against him to join him. (1M)

Flaws

Limited Vision: After a raid one day, Vayex took an omni-blade hit across the face, leaving a scar going down his face, over his left eye, This limits his vision on the left side to a mere 80 degree angle rather than the typical 120 degree angle Krogans possess on each side. (3)

Hated by Blood Pack: Due to his betrayal of the Blood Pack to save Aria T'Loak, Vayex is a marked man. Granted the Blood Pack were wittled down after the attack at Omega, the leader, Ganar Wrang survived and has no doubt rebuilt the organisation and Vayex will be a top target until one of them is dead. (1)

Distrust of Turians: Vayex has a strong distrust, bordering on hatred of Turians due to the genophage. He doesn't come out shooting when he sees a Turian but it would take a lot for him to not even be hostile towards one, let alone trust one. (2)
Hidden 11 yrs ago Post by von_das
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Actually, there was someone else who was potentially interested in making a krogan... So I guess I'll let you sort it out among yourselves. You did post first, so I suppose you have dibs, but I recall you said you were willing to be flexible.

If you do go with this, I assume Quash is the name of his clan? That sounds pretty krogan alright. :P Why would he keep in touch with Aria after that, though? Or rather, why would she keep in touch with him?

I can see a lot of abilities that could be wrung out of this. The relationship with Aria should definitely be one, if you expand on its nature a little bit.
Hidden 11 yrs ago Post by Ekirei
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I'm here. I'll get to work on my character soon

Also, shouldn't you be the one to roll for our actions? If we roll our own, and say we get a bad roll, couldn't we just roll again and link the better roll? I'm pretty new to rolling dice
Hidden 11 yrs ago Post by Ekirei
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Name: Moss

Age: 8

Gender: Male

Species: Vorcha (13+2=15)

Class: Sentinel (13+1=14)

Appearance: Moss is a relatively tall, strong male Vorcha, standing at 5' 7" and weighing around 200lbs. Moss is notable for his abnormal purplish-blue skin, a byproduct of Element Zero affecting his DNA while in the womb. Along with the normal grey eyes, jagged teeth, pronounced ears, and other Vorcha characteristics, Moss wears golden warpaint across his face and limbs as a sign of his authority. For clothing, Moss wears leather underwear that cover his genitalia, as well as numerous leather straps as added protection on his chest and legs, as well as a belt. On these straps, Moss carries his needed supplies (food, grenades, etc.), and wears a leather-covered iron pauldron on his right shoulder.

Abilities:


Flaws:
Hidden 11 yrs ago Post by von_das
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...Interesting stuff so far. Not the most conventional group, but I suppose it might be par for course.

Ekirei said
Also, shouldn't you be the one to roll for our actions? If we roll our own, and say we get a bad roll, couldn't we just roll again and link the better roll? I'm pretty new to rolling dice


Partly there's the honour system. Partly I'm going to ask you to use your character names for the rolls, meaning I can just search the site and find them if you made and then discarded rolls. :P But hopefully it shouldn't come to that.
Hidden 11 yrs ago Post by von_das
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Righto, both Moss and Quash are provisionally okayed; our third would-be krogan* has agreed to make something else. Interesting that Vayex seems so calm for a krogan. Would you say he has Paragon tendencies, or is he just pragmatic?

*I knew krogans were popular, but I was expecting turians or maybe salarians to get the most interested players. Instead they have one each, and no one wants asari or humans so far. :P Live and learn...
Hidden 11 yrs ago Post by Ayden
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To answer your questions...

Yes, Quash is the clan name. He goes by Vayex though.

Aria and Vayex keep in touch for a few reasons. He gets information off her as Aria sees and hears a lot of things. It's kind of Arias way of saying thanks for him helping save her life. But also, Aria knows how good a soldier Vayex is and she wants to stay on his good side because if the time comes where she needs backup, she is pretty confident Vayex will help her.

Vayex does have Paragon tendencies, especially compared to other Krogan. He has no problem killing, whether it be protection, self-defense or even some kind of vengeance but he won't kill without a valid reason. In that sense he leans towards Paragon but don't be mistaken, he is still about getting paid and has done some bad things to make sure he does including robbery, extortion and other such ventures. He was the second-in-command of the Blood Pack after all.

I definitely want to use his relationship with Aria as an ability, along with his ammo specialty, gun proficiency and krogan regen ability. What would/could be some other examples?
Hidden 11 yrs ago Post by von_das
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It's still a bit odd that Aria would attach this much significance to one krogan, considering her status as Omega's queenpin for the last several centuries. Skilled though Vayex might be, they are kind of on very different levels, especially now that he's on the run; she has no shortage of other mercenary and criminal contracts to turn to, and unless I'm mistaken doesn't seem to maintain a very close contact with... well, anyone.

That being said, it's not unknown for her to take a liking to skilled individuals who respect her authority and perhaps help her out along the way - like Mordin Solus or Commander Shepard. I imagine it might be something like that. She can be grateful, though somewhat grudgingly. Her friendship may be a two-edged sword in that she may have some plans for him as well, though - why destroy the Blood Pack when you can eventually try and put an altogether more reliable kind of krogan at its head, if opportunity shows? Both asari and krogans live long lives, meaning there'll be plenty of time for such opportunities to appear...

I'll get back to you on abilities in more detail a little later. Mind you, krogan regen kind of falls under the krogan keyword anyway, unless you want to show that his is exceptionally potent. Something like Calm For a Krogan or Cool-Headed Professional would make a good ability too. Hated by Blood Pack would be a good flaw, as would that blindspot you mentioned.
Hidden 11 yrs ago Post by von_das
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Weapons Dealer Contacts might be good too. Ravanor Krush can't be the only one he knows, after all, and in any case he's back on Tuchanka.

Something like Prudent Negotiator might work well too.

I'm curious what you meant earlier by him wanting to do some good. What does he mean by it, and why does he want to? Krogans aren't exactly known for their altruistic ethos, even the level-headed ones. Unless maybe he wants to do good for the krogans specifically?
Hidden 11 yrs ago Post by von_das
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So, is anyone else interested and just waiting in the wings? I'd want a minimum of four people to start this with. Of course, more people would be able to join in between missions if there are spots.

If anyone needs help with any part of the character creation process, feel free to ask here or by PM.
Hidden 11 yrs ago Post by Ampharos
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I'm working on my sheet now. I should have it up by the end of the day.
Hidden 11 yrs ago Post by Ampharos
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Name: Leryn Valos

Age: 29

Gender: Female

Species: Turian (13)

Appearance Click here!

Class: Cabal Vanguard (3M) – The Turian Cabals are an elite biotic unit within the Turian Hierarchy. Cabals are among the few turians who have developed biotic powers and have thus been snatched up by the military and raised from a young age to serve as covert operatives. Cabal soldiers are often deployed in cells of about ten to fifteen operatives and perform in missions related to reconnaissance, infiltration, sabotage, and even the assassination of highly dangerous individuals that could not be taken down through traditional measures. In times of emergency, Cabals may serve as shock troopers and lead traditional turian foot soldiers into battle. In addition to their advanced biotic training, Cabal soldiers are highly skilled in small arms, explosives, infiltration tactics, and the piloting of various land and space vehicles. The role that Turian Cabals unit play within the Turian Hierarchy is similar to the Salarian Special Tasks Group (STG), and in combat, they are similar to Vanguards within the Systems Alliance.

Leryn Valos specializes in close-quarters combat.

Background: “I was born and raised on Aephus, a turian world known for its massive shipyards and sometimes referred to as the 'Dry Dock of the Hierarchy.' My father was an engineer, responsible for overseeing the maintenance of the automated factory systems. My mother, however, was a soldier, born and raised in space, and enlisted at her first opportunity. They met when my mother was brought to Aephus after being wounded in combat during the Relay 314 Incident. She stayed on Aephus at a medical facility, receiving treatment for her injuries, and one night, she met my father at a local club. They began talking, dating, and eventually my father asked my mother to marry him. She said yes, and nine months after the wedding, she gave birth to her only child, me.

From a young age, I was fascinated with the military, military service, military vehicles, and everything else that my mother would talk about when she was home. I spent hours at a time reading about battles and wars fought by our military and about the various admirals, generals, and other influential leaders who helped shape the Turian Hierarchy into what it was. Then, when I became an adult, I enlisted in the military, and ultimately, discovered my biotic powers. Right in the middle of basic training, my biotic powers manifested, and that night, I was shipped off to become part of the Turian Cabals.

I rose through the ranks quickly, distinguishing myself among even the best and the brightest that the Turian Hierarchy had to offer. I was assigned to highly dangerous, top-secret infiltration and reconnaissance missions, and on more than one occasion, sent off to assassinate a high-priority target such as rogue agents, terrorist leaders, and mercenary warlords who wandered into Citadel Space from the Attican Traverse.

Five years ago, I was approached by one of my superior officers. He sat me down and asked me a wide range of questions, ranging from my political views to what I thought about other races, asari, salarians, humans, etc, though, I suspected that he already knew the answers to these questions. Nevertheless, I answered his questions to the best of my ability. I explained to him that I felt that the Turian Hierarchy had become corrupt and inefficient and that the military was one of the only institutions that had not yet withered and died, though. I also told him that I felt that the Primarch needed to assert himself in galactic affairs, rearm the military, and use it as an instrument for advancing our interests in both Citadel Space and beyond. Regarding other races, I expressed my distrust of most non-client races, stating that they are only out to advance their interests, just like we do, and if we don’t act to preserve our position of power, it will certainly erode in favor of the asari, or worse yet, the up-and-coming humans.

It was all true. Initially, I was enamored to become part of the military and to be part of something greater than any single turian: the advancement of our people as an interstellar species. However, I quickly learned that the Turian Hierarchy was inept, having long since become complacent, satisfied with being one of three members on the Citadel Council rather than leaders of these lesser races. I thought that it was our military strength that defined us and determined our position in the galaxy and that the Turian Hierarchy was letting all that power go to waste, just to satisfy the demands of some asari slime.

This answer satisfied my commanding officer, and after several more of these talks, he invited me to become part of an initiative to restore the Turian Hierarchy to its former glory. I learned that a number of key figures, ranging from powerful military figures to influential politicians to wealthy businesspeople, were all part of a conspiracy to overthrow the current government and establish a new order that would reverse our society’s stagnation and usher in a new golden age. In the final month of 2178, our faction would stage a coup, ousting the Primarch from power, and asserting ourselves as the new heads of the Turian Hierarchy.

What became known as the 2178 Incident failed catastrophically. Apparently, there was an informant within our ranks, and the Primarch was aware of the coup we were planning. He allowed us to attempt it, and when we thought we had him in our clutches, he sprung his trap.

The galaxy did not know about the 2178 Incident. The various collaborators and conspirators that orchestrated the event all 'retired from public life' or mysteriously disappeared, most of which simply going missing and conveniently leaving their assets to the government. Many of the rank-and-file soldiers, and even some officers went 'missing' while on patrol in some of the more dangerous sectors of Citadel Space. Nevertheless, rumors sprang up across the Extranet about a 'Turian Conspiracy' asking whether or not the 'Primarch ordered the purging of key military officials and other prominent figures thought to be involved in anti-government activities'. No credible sources ever reported on these events, however, and the 2178 Incident remained known only to a select few within the Turian Hierarchy and on the Citadel.

I narrowly escaped Palaven with my life and fled to the Terminus Systems where I met up with a number of fellow conspirators, again, most of which either 'resigned' from their posts or 'retired' from public life, according to official stories, while others, myself included, were 'killed in the line of duty' but, unfortunately, our bodies never recovered. We spent the next year in seclusion from one another, keeping in contact through the most secure channels, but somehow, an agent of either the Turian Hierarchy or the Citadel Council, possibly a Spectre, found us and began cutting us down one-by-one.

I didn’t stick around to find out who was hunting me, instead deciding to cut contact with my former associates and take refuge somewhere else.

Our the next four years, I worked with various mercenary bands, travelling across the Terminus Systems and playing the part of just another gun-for-hire.

That’s when I was contacted by Project Viper.

Amnesty?

Exoneration?

Redemption, even?

No, just an opportunity for me to return to Citadel Space and finish what I started."

Abilities:



Flaws:

Hidden 11 yrs ago Post by Ekirei
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Finished my character, added his flaws and abilities
Hidden 11 yrs ago Post by von_das
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Alright, good work both of you. Hopefully Ayden will catch up soon. One more after that and we can move on to the next stage - though new people would still be welcome to apply indefinitely.

Ekirei, I'm a bit on the fence about Vermin, since it kind of applies to Vorcha as a keyword anyway. That said, most vorcha don't exactly aim high, and so would not be hampered by it nearly as much as him, so I guess it works.

As for Abilities, Technical Knowledge and Biotics naturally fall under the Sentinel keyword as it is, so you may want to redefine them or even just take some other ability instead? Technical Knowledge, from your description, could be replaced with something like Scavenger or Junk Technician, or something else to emphasise the low-tech nature of his ability. Biotics could be replaced with Telekinetic if you want to keep a redundant biotic ability (redundant abilities can come in handy, in a way I will elaborate on later).
Hidden 11 yrs ago Post by Damo021
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I love mass effect and could be interested in this, however I have never done a stat/heroquest style of roleplay before. I am also tempted to work in my favourite class of Sentinal mixing engineering with Biotics :)
Hidden 11 yrs ago Post by von_das
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von_das

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Not a problem - I don't think anyone beside me has any experience with Heroquest over here, and it is quite different from the usual stat-based systems. Basically, focus on the character concept; I'll help figure out the mechanics as we go.

Note, we do already have a Sentinel. Though since there are so many different ways to play one in such an open system, I wouldn't mind if you still made one and gave him or her a different focus (more high-tech, maybe?).

Any thoughts as to species?
Hidden 11 yrs ago Post by Damo021
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Damo021

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Human Sentinel - Former N7 operative who got discharged from service after something went south on a op against Batarian extremists.

I didnt realise there was Already a sentinel and was thinking a balance mix not going heavy on weapons. I have been looking through power combinations already to get an idea for my character. The second classes I like After Sentinel. ( which is favourite by far.) is biotic classes such as Vanguard and Adept.
Hidden 11 yrs ago Post by von_das
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von_das

Member Offline since relaunch

Huh, so we might have a human here after all. Interesting. I have no problems with you making your character a Sentinel or any other kind of biotic.

Looking forward to seeing more.
Hidden 11 yrs ago Post by Damo021
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Damo021

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So how many powers/Abilities can we have again, I read through everything and can't remember which post it was on again
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