Purple = Republic World
Orange = Rebellion World
Light Green = World in Conflict Between Republic and Rebellion
Light Grey = Neutral World
Blue = Jedi World
Red = Sith World
Yellow = World in Conflict Between Jedi and Sith
Mass Effect 1: In the year 2148, explorers on Mars discovered the remains of an ancient spacefaring civilization. In the decades that followed, these mysterious artifacts revealed startling new technologies, enabling travel to the furthest stars. The basis for this incredible technology was a force that controlled the very fabric of space and time.
They called it the greatest discovery in human history.
The civilizations of the galaxy call it...
MASS EFFECT
Mass Effect 2: One month after the devastating geth attack on the Citadel, the galactic community struggles to rebuild.
The alliance fleet made a tremendous sacrifice to save the Citadel Council and earned humanity membership in their prestigious group. Now the Council is forced to respond to evidence that the Reapers - enormous machines that eradicate all organic civilization every 50,000 years - have returned. To quell the rumors, the COuncil has sent Commander Shepard and the Normandy to wipe out the last pockets of geth resistance. Officially, they blame the invasion on the geth and their leader, a rogue Spectre.
But for those who know the truth, the search for answers is just beginning...
Mass Effect 3: In 2157, humanity discovered it was not alone in the universe.
Thirty years later, they found a peaceful place among dozens of galactic species. But this idyllic future is overshadowed by a dark past: Reapers, a sentient race of machines responsible for cleansing the galaxy of all organic life every 50,000 years, are about to return. The leaders of the galaxy are paralyzed by indecision, unable to accept the legend of the Reapers as fact. But one soldier has seen the legend come to life.
And now, the fate of the galaxy depends on him.
When Commander Shepard destroyed the Mass Relays in order to defeat the Reaper threat on the Milky Way Galaxy each Relay caused a rip in the space around it, which in turn caused a wormhole where each Mass Relay used to be. Of course after each Mass Relay was destroyed, intergalactic travel was made impossible, so everyone was left to their own corner of the galaxy, and so each corner of the galaxy began investigating the wormholes. Luckily cross-galactic communication was still possible, and so the Council launched teams from each corner of the galaxy to explore the wormholes. These teams were sucked into the wormholes and never heard from again. This was not reassuring to the Council, and so they chose to ignore the wormholes instead of troubling themselves with these phenomenon. The Quarians, having lost their planet once more and joined forces with the Geth, decided to take their fleet and explore the wormholes themselves. By this point many ships and many individuals of various species had been lost to the wormhole. Unknown to anyone, The Illusive Man survived and sent a small fleet of Cerberus ships and troopers to explore the wormholes, going along himself.
In a galaxy far, far away….Those who explored the wormholes caused by the destruction of the Mass Relays ended up in a strange galaxy with strange beings. The new explorers were welcomed as well as they could be and were soon inducted into the Galactic Republic and given seats on the Senate to give their species proper representation. The newcomers were taught the history of this new galaxy where the wormhole spit them out at. The current events of the galaxy is one of peace with the Republic in the seat of power, and the Jedi once more in their temples, having accepted the Asari Justicars into their ranks as well as any other newcomer who showed signs of being Force-sensitive or having biotic abilities. The term Justicar actually became a rank amongst the Jedi; it was given to the Jedi who chose to follow a more active path in the peace of the galaxy and carry a blaster and a lightsaber into battle. The Sith continue their plotting in the shadows as they always have and will continue to do.
It took time, but the newcomers adjusted and began their lives anew in this new galaxy and shared their technology with those of their new home, and all was well until a blight followed them: The Illusive Man. He managed to snake his way into the rank of the senate and approached the Chancellor with plans for super soldiers. He had studied the cloners of Kamino and the workings of biotics from his own galaxy and combined the two, seeking to make clones with biotic abilities and endless ranks. His proposal was denied at first, seeing as it was a time of peace in the galaxy, so the Illusive Man staged a rebellion in secret so his plan would be reconsidered and eventually accepted, making the surgical implantation of biotics a military practice only now. He searched for healthy human specimens for the perfect template for his biotic clone army. He ended up choosing a Mandolorian just like the clones from The Clone Wars were cloned from. Having got what he wanted, the Illusive Man intended to steamroll over the rebellion he started, but when word of his super soldiers was leaked, it only fueled the fire and strengthened the rebellion’s resolve. Of course, the rebels had very limited supplies and weaponry. Their weaponry consisted mostly of the heat round-firing guns brought from the Milky Way and older ships as opposed to the Republic’s laser weaponry and more advanced ships. When these biotic super soldiers were created, the Republic felt they no longer needed the Jedi Order and drove them out, forcing them to the edge of the galaxy; they made their new home on the world of Ilum. With the Jedi exiled and looked upon with hatred and fear once more, the Sith reemerged, having formed a tribunal of Sith Lords with each Darth having an apprentice of their own and a legion of Dark Force Users under them as an army.
It has been twenty years since the newcomers from the Milky Way arrived in the galaxy and fifteen years since the Rebellion first started. Each faction has had time to gain their own footholds in the galaxy. The Jedi and Sith only have a planet each to their Orders' names to train Force Users they seek out in secret to train, as the Republic attempts to stop all Force Users from becoming Jedi or Sith. The Jedi control the planet Ilum, and the Sith control the planet Lehon, which is also referred to as Rakata Prime.
The technology from both galaxies has blended and improved upon. Datapads were forgotten for new advanced omnitools. Laser weaponry is more favorable over the more primitive heat round guns of the Milky Way Galaxy. Hyperdrives have been improved upon with what little knowledge of the Mass Relays followed the newcomers from the Milky Way. Ships are piloted through the new and improved holoscreens, the knowledge of which followed the newcomers from the Milky Way. Credits are entirely digital now instead being physical pieces of money. The knowledge of the Atlas from the Milky Way Galaxy has helped in the advancement of powersuits. The Quarians have been cured of their low immunity problem with the advancement of medical technology, and can now go about without their biosuits.
GM - Ink Blood
Co-GM - Leos Klien
Republic Soldier Classes
Name: Titan Powersuit
Classification: Powersuit
Weaponry:
2x Wrist-mounted Gatling Lasers - These smaller variants of the laser gatling gun found on the Lazarus Dropships fire just as fast (2000 rounds per minute) but with less power than the variant found on the dropships. Being mounted on the wrist of the Titan Powersuits makes it more stable and minimizes the recoil. There is also an automatic cooling system installed in the arm the lasers are mounted on; the system activates once the guns build up too much heat and will release the heat by opening the back of the guns in order to release the built up heat. Until the guns are properly cooled, they are unable to fire again.
1x Shoulder-mounted Maelstrom Quad Missile Launcher - These smaller variants of the Maelstrom missiles found on the Lazarus Dropships are fired from the shoulder-mounted launcher on the Power Suit at high speeds from one at a time clear to all four at a time. The missiles are automatically reloaded from an ammo cache found in the same shoulder. The armor over the cache is doubled in order to protect this weak point.
Armour and shielding:
The Titan Powersuits are outfitted with titanium and aluminium alloy plated armour, it also contains magnetic weaves and a solenoid underlay, which is essentially two sets of armour. The shielding is designed to prevent kinetic energy deal any serious damage, and to prevent flak weaponry having any serious affect. The shielding is only active around the head of the pilot, not the entire Power Suit.
Flaws:
Because of the amount of armour the Powersuits have, they move rather slow through the battlefield. While the shielding around the head of the pilot is pretty strong since it’s focused over such a small area, it can be taken out with a few well-placed shots from a high powered sniper rifle, even one firing heat rounds. The legs on the Powersuits are also a weak point for rocket launchers.
Republic Ships (Purple trim instead of the red and orange.)
Name: Excalibur Star-Fighters
Classification: Star-Fighter
Weaponry:
2x Twin-barreled 'Exceletron' energy cannons- These baby's are the fore front of anti-shield weapon technology, much akin to the Colossus' Gauss cannons, continued fire from these weapons can completely overload shields, this can apply to Corvettes and Frigate shielding, giving the Star-Fighter a very successful and diverse use on the battlefield which never existed previously. They fire incredibly fast and have an equal effectiveness against enemy star-fighters and bombers. These weapons are the next generation in Star-fighter weaponry and application.
4x 'Oculus' Autonomous Assistance Drone(AAD)- Something produced by Cerberus manufacturers and applied by the Republic. This is a basis of the Reaper Oculus drones that were used during the Reaper wars and has been designed to assist Star-fighters in space battles, they detach from nodes on the rear of the ship where the engines are and using the same IFF system as the Triton's Anti-fighter cannons use, they start seeking out targets and begin pursuing and destroying anything it can, however if the host ship is locked in a dog fight they will return to it and begin assisting the ship and try and ensure it wins. If the host ship is destroyed however they begin a detonation sequence and launch themselves at top speed towards clustered fighters or near by ships, the resulting explosion is powerful and can do serious damage.
Armour and shielding:
The Excalibur Star-fighters come with a Light Silaris armour composite. which is a variation of the Silaris heavy ship armour, the difference being is that it has been merged with various other metals to ensure maximum thermal resistance, this however offers little resistance to kinetic based rounds.
The shielding is nothing to brag about, but it serves it's purpose.
Flaws:
The Armour of the ship was not designed like this out of intent, rather to accommodate the Exceletron energy cannons which have an incredible over heat issue, pilots must learn how to use these to great effect otherwise they could do significant damage to their own ship, including the fact that they could destroy their own cannons.
These ships aren't as expensive as the bombers but Cerberus make sure they come out with a hefty profit.
As a result not many are made, same as the bombers.
(Purple stripes instead of green ones.)
Name: Triton Bomber
Classification: Bomber
Weaponry:
The Triton bomber is outfitted with a High powered Thanix Cannon which is what the Protruding rod appears to be at the Front of the ship, this offers the bomber almost unlimited fire power as the Thanix cannon uses energy from a mass effect generator which is one board each bomber. This modified Thanix cannon which is considerably smaller than the ones found one cruisers and dreadnoughts is a great deal less powerful and doesn't exactly offer a lone bomber the ability to deal catastrophic damage to an enemy ship, however a squadron of bombers focused on one ship can destroy it incredibly fast making these bombers a considerable threat.
4 AI assisted Anti-fighter blaster cannons- These are completely autonomous and work with a sophisticated IFF sequence in order for it not to accidentally shoot friendly star-fighters. These ensure that the bomber isn't shot down mid-flight and work especially well in close quarters.
Armour/Sheilding:
The bombers come with Titanium and aluminium alloy plated armour, it also contains magnetic weaves and a solinoid under lay, which is essentially 2 sets of armour.
The armour on each bomber is very durable but the shielding is rather insufficient, offering only very basic kinetic barriers.
Flaws: The republic can fund the building of these but they are incredibly expensive to make, this is because they can pack a humongous punch on ALL ships however they can only do so as a team, they lack the average prowess that is normally associated with a lone bomber, which if lucky can take out capital ships with just one bomber.
This will never happen with the Triton bombers, but they shouldn't be underestimated for if they find a hole in your defense line and at least 7 or 8 get through and start unleashing their weapons upon a cruiser, it won't last long.
(Grey with Purple trim.)
Name: Lazarus Dropship
Classification: Offensive type- Dropship
Weaponry:
1 x Smart anti-Infantry Gatling laser.- Found on the front of the ship, this can fire up to 2000 rounds in a minute, designed to suppress and allow the ship to land in hot zones to either to drop off reinforcements or pull soldiers out.
2 x Maelstrom class missile launchers.- Attached to the wings, these are fast firing and highly damaging little rockets that can easily destroy vehicles and emplaced positions with little more than a few shots, each ship has 80 available before they must restock.
Armour and shielding:
The armour is a light Titanium and Cortosis weave, offering durability and speed inside planets gravity well's.
The shielding is designed to prevent kinetic energy deal any serious damage, and to prevent flak weaponry having any serious affect. The ship is also outfitted with 'below Zero flares' these are unique in that any targeting system is rendered useless against the ship whilst they're in affect.
Flaws: In orbit Star fighters can tear this ship apart, and they lack any real counter measures against them.
Name: 'Snap Jaw' Frigates.
Classification: Sentinel Frigate
Weaponry:
6x Maelstrom class missile bays. These are a variation of the Hydra missile bays seen on the Colossus, they're designed for defense rather than offense, they contain several very powerful 'Space depth charges' these are designed to unleash a immensely powerful shock wave which can destroy all incoming projectiles and seriously effect the clairvoyancey of enemy fighters, and on top of that it can disengage Mass effect drives of enemy ships, if the missile ever gets close enough.
12x Blaze Flak cannons- These are rather unique in their design and application. Flak cannons are normally used on the ground against in orbit air units, however these have been modified to have some effect within space, these versions have 'smart shell' technology within each round, this doesn't raise the cost of production that much as the AI within each round is incredibly simple and requires little more than a couple of chips. These 'smart shells' will explode when near the proximity of a size able object, each explosion sends out shards of super heated tungsten which can shred through metal plating with relative ease.
2x Hyper Laser cannons- The frigates only real defense against enemy class ships above the class of Corvette.
Armour and shielding:
The Frigates have an advanced GARDIAN defence system, as well as a Point defence system, both are designed to intercept incoming projectiles, near or direct to the ship.
It has standard armour and an above average shielding system that is specifically designed against Laser based projectiles, and thermal energies.
Flaws:The frigate seriously lacks any direct fire power and is designed to assist and defend, only.
Name: 'Velstrite' Corvettes
Classification: Offensive class Corvette
Weaponry:
8x Quad Stream laser cannons- The basis of any self respecting Corvette, designed to unleash a flurry of laser fire with the sole intent over overwhelming anything caught in its fire radius.
Tesltron mine deployment bays- These mines are immensely powerful and can seriously inflict large portions of damage on any ship that is fool enough not to scour the area ahead of them, these are primarily used in a retreat in order to prevent any rebel fleet following them without them first preparing.
Armour and shielding:
These Corvettes come with powerful shielding that can easily protect the ship from the majority or fire, and the ships relatively small size adds to this benefit. However it can't withstand constant fire for too long. The armour on this ship is fairly light and durable but is standard class and not of much note.
Flaws: The ships is relatively weak and is not much use beyond it's capability to eliminate enemy fighters and bomber, as well as covering their tracks.
Name:'Starblaze' Dreadnought
Class: Hyper Beam class Dreadnought
Weaponry:
As the name suggests this ship is outfitted to do damage at a long range, this is once again, developed by Cerberus Manufactures and once again has some basis on The Colossus.
Much like the Colossus the front of the ship is a massive weapon, but it is not a Kinetic based weapon it is thermal based.
The front of the ship unlocks and the front splits into a 4-pronged star,(Think of the Citadel from ME opening up its arms, its like that) inside it is the infamous weapon...
The Celestial Devastator.
The basis came from the Thanix cannon, but it is the length of half the ship and it's power is insurmountable.
Once the 'arms' of the ship open up the front of the ship begins absorbing light and dark matter, once the charging begins it creates a blot of sheer and absolute darkness on the battlefield; this is warning enough that its cannon is charging. When it is at the very least 45% charged it can be fired, the length of time differs from place to place in the galaxy so it's impossible to tell how long it actually takes.
It well then unleash all of the absorbed energy in either one direct small beam, which can deal massive damage(If the Devastator is fully charged it will annihilate any ship in a single shot) to Cruisers and Dreadnoughts, other ships are too small to be targeted.
Or it will unleash a Nova of energy which is a great deal weaker but is enough to eliminate smaller ships within a frontal cone of the cannon.
In short this craft lives up to its Class.
4 x Particle cannons- Explosive rounds, does good damage against all ships armour, but very little against shields.
2 x Quad stream Laser cannons- Bigger variants than the ones found on the Corvettes.
Armour and shielding:
This ship uses massive energy so it has no shielding system, which makes it a very soft target for bombers and any Kinetic based rounds.
However the armour certainly makes up for this shortfall, the armour is a Solinoid and Cortosis weave, as well as an exo-skeleton of Silaris Heavy armour MK-2.
Flaws:Bombers can make mince meat of this ship if allowed through defense lines, as well as the fact that if any direct shot hits the Devastator mid-charge it will result in a devastating explosion which can seriously affect the shields and armour of any near by ship; friend or foe, however it can only be destroyed from the sides, the front whilst charging just absorbs energy and anything fired at it. (If destroyed when fully charged its possible that the energy could collapse and create a black hole, but the likelihood is very small)
Turning these ships are a pain. if retreat is issued these are the first to leave so it opens up a nice window for enemy vessels.
Name: 'Tartarus' Cruiser
Class: J.O.A.T Cruiser (Jack Off All Trades)
Weaponry:
Out of all the ships this one contains the most numerous amounts, but they're basic Star ship weaponry and nothing extravagant or pioneer class.
24 x Turbo Laser cannons.
18 x Particle Cannons.
4 x Quad stream Laser cannons- Corvette class- Keeps those nasty bombers at bay, these are strategically placed so it covers as much of the ship as possible to prevent bombers utilising blind spots.
20 x Hydra Missile bays (Offensive Class)
And 8 x Rail cannons- Very small class versions of the Colossus' Hyper collider, Very effective against Shields and Armour alike. These also carry rounds designed to bombard enemy positions on planets, the yield of each shot is 100 tonnes, useful against enemy fortified positions and enemy armour, lacks the ability to rack up large amounts of ground troop casualties however.
Armour and Shielding:
This ship has a GARDIAN Defense system on it as well as a Silaris heavy armour MK-1, however it does also contain one iniquity to it that no other ship has, it's called Liquid Metaloids, this is a self repair system that the amrour contains when met with thermal energy, it melts instead of tearing or bursting into shrapnel. Once it melts it solidifies over the area of impact and bonds back to it's original form, this makes taking the ship out incredibily difficult, it requires extensive damage to the armour through kinetic energy in order to properly breach the hull.
The shielding is a diverse multiple Quad core system, it has a low stress threshold but if it see's a break in enemy fire the ships shields restore to full strength in a matter of seconds. Taking the cruisers out requires constant fire.
Flaws: It's only flaw is that it isn't designed to tackle a single situation, it is mediocre at handling every situation.
Other: This ship has a crew carrying capacity of 6000
2000 crew and 4000 ground troops
it also can carry a year of supplies, 100 ground vehicles and has a docking bay for Drop ships and bombers, the capacity of this is 5 bombers and 70 Drop ships.
The Colossus (Republic Flagship)The Retribution (Rebellion Flagship)Temples of the Force (The two ice pillars flanking the doors have been carved in the likenesses of Jedi.)
(The temple is actually surrounded by dense jungle, not rock.)
Races from both Star Wars and Mass Effect are present in this RP.
Star Wars SpeciesMass Effect Races
CastRepublicHigh General Vallen (Kaleesh High General of the Republic) - Leos Klien
Xer Loa (Kel Dor Admiral) - Ink Blood
Lieutenant Kellan Vos (Jedi turned Republic Lieutenant) - MiddleEarthRoze
Rear Admiral "Viin" (Geth Rear Admiral) - Leos Klien
Rebellion Aldo Forte (Human Grand Admiral of the Rebellion) - MiddleEarthRoze
Lance Brewer (Human Staff Sergeant) - Enalais
Admiral Karn Anuvis (Turian Admiral) - Skull
Flynn of Clan Drau (Krogan Squad Leader) - Ink Blood
Jenson Trist (Defect Mandalorian Clone Captain) - Leos Klien
Tel’yah nar Rayya vas Thry (Quarian Rear Admiral) - Zran
JediZetram (Salarian Jedi Justicar) - Skull
Krios Gerulin (Drell Jedi Shadow) - Ink Blood
Rozalia "Roze" Éathliel (Avalian Jedi Knight) - MiddleEarthRoze
Karstis Greon (Turian Jedi Master) - Leos Klien
SithTribunal Member - Darth Scelus (Kage/Zelosian Sith Lord) - Ink Blood
Tribunal Member - Darth Reaver (Human Sith Lord) - Enalais
Tribunal Member - Darth Genitrix (Asari Lady of the Sith) - NPC controlled by Ink Blood
Darth Vistark (Diathim Sith Apprentice to Darth Scelus) - Leos Klien
Darth Seraphim (Human Sith Apprentice to Darth Reaver) - Enalais
FreelanceAeila Secarius (Turian Bounty Hunter) - Enalais
Alexio Kadmizari (Human Smuggler) - Skull
Wrrlevge (Wookiee Smuggler) - NPC controlled by Skull
Corrin Hethe (Chiss Slicer/Mechanic) - Ink Blood
Zaygra (Zabrak Bounty Hunter) - NPC controlled by Skull
Rulmar Kev (Volus Informant) - NPC controlled by Skull
Stravon Dridis (Human Right Hand to the Illusive Man) - Leos Klien
Rules1. Be polite and courteous to the other players.
2. No God Modding or Power Playing.
3. I am the GM. I have final say and will end any arguments.
4. I don’t mind graphic scenes and cursing, but keep it tasteful and don’t go overboard with it.
5. Follow the RPG rules already in place.
Name:
Age:
Gender:
Race:
Appearance: (Description or picture allowed)
Personality:
Faction: (Republic, Rebellion, Jedi, Sith, Other)
Rank: (Your rank in your designated faction)
Gear: (What your character has on them)
Skills:
Flaws:
Bio: (This is optional. If you choose to not write your character's bio, you must explore their bio in the RP at some point.)
Other: