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W h a t R e m a i n s

Even after a great war, peace remains unsustainable...




It's been four years since the legendary Commander John Shepard, human Spectre and Officer of the Alliance Navy, dealt the final blow to the Reaper invasion. By using the Crucible, all synthetic life was destroyed in order to put an end to the cataclysmic cycle that had ravaged the galaxy for what felt like an eternal process. Such a move sent a shockwave across the galaxy and put the order of galactic politics, society and conflict at a complete standstill. The Reapers were gone, as were the Geth, and everything seemed to go silent for a while. The Mass Effect relays were damaged in the process of final victory, and the last three years were dedicated to repairing and reactivating all surviving nodes of intersystem travel. Come the end of the third year, the natural order of the galaxy's original state returned in theory, yet nothing was ever to be the same again.

If one thing is for sure, then it goes without saying that the Reaper Invasion left a traumatising mark on all sentient life. Homeworlds had been brutalised. Planets had been wiped clean. Entire colonies had disappeared without a trace. The loss of life was all but ghastly. Human, Turian, Salarian and Asari militaries were devastated by the fighting, whilst non-council species differed in devastation. There was no real natural order of life anymore. Some species, such as the Batarians, were whittled down to as little as fifty-thousand survivors. Large swathes of galactic space had been reduced to echoes and silence. There was no great relief the moment Shepard pulled the trigger on the extinction cycle. Many had no real clue of what to do next. Bureaucratic stagnation returned to folly in the wake of billions killed. Repair and recovery coordination was admirable at best, and lopsided, disjointed and failing at others.

The Citadel and its Council fell into an identity crisis. Some ambassadors made large for enacting normalcy to a galaxy that could barely resemble it. Others called for great reformation, some even devolved into demands for reparations in a sea of debt-struck citizens. There was never quite the happy ending as once heralded by the countless news networks throughout the war, but at the very least, life lived on without having been harvested once more. Despite this, countless threats still plagued Citadel Space, from within and from the reaches of the Terminus System, or throughout the desolate wastelands left ravaged by the invasion. Civil conflict, those who see others unfit for leadership, sits as a close prospect in many systems. That universal unification of all life fritters whilst some fall to insecurity in the face of annihilation. It seems that the sudden revoke of the apocalypse set in motion a grand disturbance throughout. But at the very least, there remains hope among those that wish to persist with the aftermath seen by their saviours. It is simply a test to see whether said ideals come to fruition, or if they die in the ever-changing galaxy.




C a u g h t I n A L a n d s l i d e

...for the guns stop firing only when they need to reload.




Mass Effect: Intervention is to follow crewmembers of the SSV-Intervention, an Alliance vessel leased to the Citadel that was constructed from 'Andromeda Initiative' ship designers back in 2184. The Intervention is captained by one Te'yany Janniius, an Asari put in command of one of many new ships in the name of the Citadel's centralised military endeavours, beyond that of system-by-system policing by the Turian Empire and Systems Alliance. A new doctrine, inspired by the actions of the SSV-Normandy, has set out a number of autonomous companies who's intent is to provide flexible and effective military force between the cracks that formed in the damaged fleets' coverage. Though a licensed design in Alliance hands, the ships authority lies on the Citadel, and thus a range of races and species are found on board the ship. The Intervention is a relatively new vessel, having ran only several exercises and a few missions since its construction. Finally, it is to be bathed in baptism. The crew has been fully assembled. And with it comes its first task.

After the conclusion to the Reaper Invasion, it was easy to forget another major foe that still lurked in and out of Citadel space. Cerberus, the fanatic human organisation, remains, though much of its physical strength has been reduced to atoms. The death of the Illusive Man drew what many hoped would be the fatal strike to the group, however it served more to break the limbs of the beast than to sever its head. Cerberus remains out there. Their goals are once more uncertain, though the Citadel Council are more than eager to shut down any instances of its existence. Any cells and outposts that are discovered are immediately met with detainment or elimination. Ships like the Intervention specialise in removing these threats. Most recently, Cerberus activity was picked up on Virmire, in the Sentry Oemga, far into the remnant lands of lost battles. The assignment has been left to the Intervention to investigate the reports, and to either detain, disrupt or destroy any presence found.



W e l c o m e !

...for the guns stop firing only when they need to reload.



Hello and welcome, interest checkers and newcomers, to Mass Effect: Intervention, the thread set aboard the aforementioned SSV-Intervention, a reconnaissance and security frigate commissioned for Citadel matters. We're here to bring together a wide variety of characters all in the same boat, from different walks of life, in a post-Reaper Invasion galaxy. A lot has happened to the galaxy, and though the Mass Relays are only just starting to reach a condition viable for usage, there's a lot to reconnect and recover in the wake of a destructive war. We will all fall under the initial command of the vessel and create an interactive breathing space for these characters to develop, add to the story and to forge their own path in a time left over by the legends that preceded them.

I think you get the gist of the story setup. For the tl;dr: Citadel want to root out pockets of Cerberus, and the SSV-Intervention, a relatively fresh ship in a tested design, is being sent to Virmire to investigate a reported presence. The main focus of this RP is surrounding the characters and how they interact/bounce off of one another. The plot should be the vessel for them to develop and engage in varying levels of relationships with one another, be it the professional camaraderie, the friendships, rivalries, disdains and even romances that stem from a ship's community-like crewspace. Of course, this means that over the long course of the setting, we'll be visiting different planets, locations and stations to help flesh out a series of connected stories. Depending on how the RP goes, we'll either focus far more on the ship's micro stories or its macro stories. Either way, combat, working lives and tragedies are sure to strike along the way. The galaxy is still very much a dangerous place, and the hole left if the galactic balance of power post-invasion has put many in precarious spots in life.

So, it should go without saying that first I should introduce to you the SSV-Intervention. As mentioned before, this vessel was a System's Alliance design obtained from the Andromeda Project before they set out. Since its acquirement, the Alliance had begun development on their own version until the Reaper Invasion cut plans short. Out of the ashes of the war came time for innovation once more. The ship's design schematic - the Hood-Class Frigate - was then brought into fruition as a cost-effective, yet highly resilient, vessel that brought to power a new doctrine of galactic peacekeeping. Shepard's spearheading of this doctrine through his use of the SSV-Normandy SR2 was then brought to the Citadel Council at first notice, to which they purchased licenses for existing ships and brought them into their own ranks. And though the ship hasn't seen much wide adoption outside of Alliance in their attempt to rebuild strength, the Citadel Security Fleet has employed around 90 of these, many still bearing Alliance designation. One of these, freshly out of trials, comes the Intervention.




But what of the characters of this vessel? Well, to begin with, there'll be a pool of races to choose from, with the non-Citadel Security Fleet races being allowed as secondary characters down the line if they were to be introduced aboard. For the most part, the crew will differ from all sorts of backgrounds. Some of you might choose to have characters already know one another, either minimally or extensively, prior to the maiden mission of the SSV-Intervention, whilst I assume most will be there as new faces to the ranks.

There is one somewhat important prerequisite to the character you make: they must at least be a serviceman for their home systems' organisations (i.e. Alliance Military, Turian Fleet etc.) or a recruit of the Citadel Security Fleet. Now this doesn't just mean the brunt and brutes of soldiers, this could be down to the more logistical and civilian-like positions found throughout, such as doctors, scientists and researchers if you want your characters to fill those niches. I was asked this during the making of the OOC thread. If you don't have a desire for the "militaristic" background, then the Citadel Fleet fills that gap more, acting more initially as a civilian-like job. Of course, they'd end up being recruited officially for service aboard the Intervention, whether through requested transfer or necessity, and with the Galaxy still bandaging its heavy wounds I can suspect there might be a good array of backgrounds that precede their introductions.

Another topic to quickly touch on is the characters' jobs. Not every character has to be a combatant first and foremost. I've talked the interested and we have such ideas as the ship's main doctor, think Chakwas for the Normandy, or a pilot. I'm fine with these, eventually people will have the space to make landfall in their own ways, should a major story event come about, and I'll try to best include everyone where I can, but just keep in mind of what might influence your character in their specified roles. Also, alongside these roles comes the topic of "class". I wouldn't say there's any super strict class structure for combat-based explorers and peacekeepers, such as the general soldier, engineer, adept and onwards, but it is worth looking at the six "classes" to better narrow down any combat skills, of which you'll choose from three, just to make sure we don't overextend what our characters can do from the beginning. There may be opportunities to better equip and hone a characters' skillset, but I don't generally want to gameify the abilities too much as this is a narrative RP foremost.

Last side note for the character sheet: I'm posting the most basic skeleton for it. Some people like format their sheets differently, and I'm all cool for that. So long as you include all the necessary information here, you're green to go ahead, and if you want to put in any additional information, then go for it.




Again, bare minimum format, so feel free to decorate or reformat the sheet to your heart's desires, because who doesn't love a bit of flash and flair to their introductory character sheet?

Overall, I do dearly hope you enjoy the RP we've got here. Those who've shown interest already, I'm super excited to see what you bring to the table, and if anyone new is interested in joining simply drop your interest in the OOC here and I'll be excited to see what you come up with. If there are any problems with submitted character sheets I'll query about them as best as I can to make a compromise if it's something that I feel may harm the experience (which honestly is a rarity). Thank you all for reading this, and to send it off, I'll leave a small list of major events detailed by Shepard's exploits to summarise the galactic events that are still in influence today.


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Hidden 3 yrs ago Post by Jeep Wrangler
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Hidden 3 yrs ago 3 yrs ago Post by BogeyDope
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Powers List



Here's a list of standard powers from Mass Effect 3. This is mostly here as a template that y'all can CTRL+C and CTRL+V from if you need any parts of it to assemble your power list for your character sheets. This isn't the complete list, as I've omitted powers that I felt were either redundant, or wouldn't apply to organic characters. But yeah feel free to use to your heart's content! To get the source code, just click on the "RAW" link at the top of the post. Descriptions are copy and pasted from the Wikia, with Andromeda descriptions often used (as they carry more in-character explanation).

Due to the narrative nature of this RP, the powers can be modified a bit to fit a character and world better. Just be sure to check in with your local DM first when making said modifications! As for ammo and grenades, they don't necessarily count as powers. However, any given character can have one of each (one grenade type, one ammo type.)

Combat ===============================================

Concussive Shot - When activated, the user's weapon fires a single high-powered round that damages a target and can stun it for a few seconds.
Carnage - Rip a target to shreds with this vicious blast. Major collateral damage to enemies nearby. Effective against armor.
Turbocharge - Temporarily vents weapon heat via armor to improve thermal clip efficiency and boost weapon firing rates.
Fortification - Reinforce armor using protective Foucault currents. Purge the current and send its charge to your gauntlets for increased melee damage.
Proximity Mine - Deploys an explosive mine that triggers when an enemy comes within proximity of or crosses a sensor laser. Enemies suffer more damage the closer they are to the mine.

Tech ===============================================

Combat Drone - A spherical tech drone with the capacity to seek out and stun targets.
Cryo Blast - When activated, the user's omni-tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius.
Overload - Unleashes an electrostatic discharge upon a target. High damage to shields and synthetic enemies.
Incinerate - Fires a plasma projectile that does bonus damage to armor and inflicts ongoing burning damage to unshielded foes.
Sabotage - The tech ability to sabotage weapons and hack synthetic targets. Sabotaged weapons often overheat, while synthetic targets will fight for you.
Sentry Turret - A deployed automatic turret that would provide covering fire for its user.
Tactical Cloak - Employs light-bending technology to render the user invisible at the cost of shield regeneration.
Tech Armor - The power generates an energy armor suit that boosts the user's shields. The holographic energy armor can also be detonated to damage nearby enemies.
Decoy - When this power is activated a hologram copy appears approximately 3-5 meters away. This hologram mimics the activator's appearance and movements but does not actually move, nor does it actually attack.
Energy Drain - Restores shields by sapping electromagnetic energy around the target.
Shield Boost - Reinforces the shields of all nearby allies, providing a large initial boost followed by several seconds of ongoing shield regeneration.
Submission Net - Entangle opponents in an electrified net, dealing massive damage to armored targets and incapacitating unarmored targets as they break free.

Biotic ===============================================

Biotic Charge - Alters the biotic's mass, launching the user at an opponent. Restores some shield strength at the charge's end.
Nova - Channels energy into a point-blank, high-damage explosion around the user.
Pull - Lifts an unshielded, unarmored enemy helplessly in the air and can drag the target enemy or object along with the user.
Shockwave - Blasts enemies with a line of explosions that proceeds through walls and other solid objects.
Singularity - Deploys a gravity well that lifts and damages unshielded and unarmored enemies.
Throw - Hurls a gravity field projectile to throw unshielded and unarmored targets away. Combine with the Pull power to hurl held targets.
Warp - Shred an enemy with rapidly shifting mass effect fields. Weakens enemy armor, but is less effective against shields.
Stasis - Stop an enemy in its tracks with this powerful mass effect field. Enemies eventually break out of Stasis after taking major damage.
Barrier - Reinforce armor with this biotic field. Detonate the field to lift and dangle nearby targets. Reduce all forms of damage taken.
Reave - Reave employs mass effect fields to biotically attack the target's nervous or synthetic systems and prevent healing.
Slam - The power lifts a target and slams them to the ground inflicting damage.
Dark Channel - Plague an opponent with a persistent, damaging biotic field. Effect transfers to a second target if the first is killed.
Dominate - Disrupt the synaptic harmonics of an organic brain so it can't differentiate between friend and foe. A single affected target will fight on your side for a short time. Targets grow resistant to the power over time.
Lash - Latch this biotic field onto enemies to jerk them towards you, doing massive damage in the process.
Flare - Focus and expend all biotic energy to unleash a huge flare that throws enemies within its range, causing massive damage.
Biotic Focus - Focus your biotic energy and atavistic muscle structure to decrease damage taken and to increase melee damage and movement speed for a short time.
Biotic Sphere - Create a defensive shield that surrounds the caster and nearby allies.

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As stated above, ammo types and grenade types are separate from powers. A character can have one of each.

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Ammo ===============================================

Cryo Ammo - When activated, the user's weapon is empowered and has a chance of freezing enemies without any special defenses for a short time, preventing them from moving. Frozen enemies are more susceptible to damage and can even be shattered for an instant kill.
Disruptor Ammo - When activated, the player's weapon is empowered by an electric field that causes additional damage to shields. The ammo also deals increased damage to synthetic enemies and adds a chance to temporarily disable them. In addition, the ammo has a chance to overheat enemy weapons thereby disabling them.
Incendiary Ammo - When activated, the user's weapon causes fire damage to enemies, burning through armor and setting them on fire. This stops health regeneration, and can cause unprotected sentient organic enemies to panic.
Armor-Piercing Ammo - Your ammo is shaped and hardened to pierce targets, inflicting extra damage to armor and health.
Warp Ammo - Transforms absorbed biotic energy into heavier damage against health, armor, and biotic barriers.

Grenades ===============================================

Frag Grenade - Rip your enemies apart with this shrapnel-packed grenade.
Lift Grenade - Lob this grenade into a group of enemies to send them flying.
Sticky Grenade - Stick this grenade to your opponent, and the explosion will tear apart the target and shrapnel will damage other enemies caught in the blast.
Inferno Grenade - Launches a volatile grenade that explodes on impact, sending searing waves of flame in all directions. This fire damage is effective against armor.
Arc Grenade - Stun and electrocute your enemies with an EMP-packed grenade.
Homing Grenade - Launch this seeking grenade to track down a target, causing a massive explosion on impact.
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Hidden 3 yrs ago Post by Daxam
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Daxam Majin Boo

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Awesome! I'll get around to making my CS ASAP!
Hidden 3 yrs ago Post by TheRedWatcher
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TheRedWatcher Stabby Shadow

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Working on Riegel quietly in the background
Hidden 3 yrs ago Post by Jeep Wrangler
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Got my sheet up and ready for those who might need a physical example to help them out. Don't worry about writing nearly as much as a biography as I have, just as long as you have enough
Hidden 3 yrs ago 3 yrs ago Post by Sad Ogo
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Hidden 3 yrs ago Post by Theyra
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Hidden 3 yrs ago Post by Jeep Wrangler
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Jeep Wrangler VROOOOOOOOOOOOOOM

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>What living in London does to a mf

I'm gonna accept this one!
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Hidden 3 yrs ago Post by Jeep Wrangler
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Also going to be accepting this
Hidden 3 yrs ago Post by BogeyDope
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BogeyDope

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@LetMeDoStuff I got a present for you



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Hidden 3 yrs ago Post by PrankFox
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PrankFox Disaster Master

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Hidden 3 yrs ago Post by Jeep Wrangler
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Jeep Wrangler VROOOOOOOOOOOOOOM

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Accepted my boyo!
Hidden 3 yrs ago Post by Jeep Wrangler
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@LetMeDoStuff I got a present for you





Also going to be accepting the lass
Hidden 3 yrs ago 3 yrs ago Post by TheRedWatcher
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[Character Tab - Accepted on Discord]
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Hidden 3 yrs ago Post by Jeep Wrangler
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Will have more time to look into stuff after I get back from Holiday on Friday : D
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@Daxam@TheRedWatcher@Sad Ogo@Sanity43217@AWACS@PrankFox@Shoryu@Theyra

With Crimbo out of the way, I'm going to begin gearing up for writing the introductory post for this RP, but obviously I'd like to make sure people get their sheets in on time. Do keep in mind, if the RP starts, then that's not locking out any new sheets, I'll still be taking new ones as we go along. But I'd like a good update from all on how things are going, what people are planning and if you're busy and all that, just a friendly reminder so I don't bug you accidentally!

Sorry for the delays but the December start of a new RP is always a tricky one haha

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Hidden 3 yrs ago Post by Sad Ogo
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Present and still very excited about getting started!
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Hidden 3 yrs ago Post by TheRedWatcher
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TheRedWatcher Stabby Shadow

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Here as well - and excited
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Hidden 3 yrs ago Post by BogeyDope
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Standing by.
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