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Mass Effect: Untold Journeys

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Zahzi
Captain

Distinct Lunatic

PostPosted: Tue Jun 14, 2011 9:09 pm
Disclaimer


I do not own Mass Effect, nor its sequels.

So shove it.
 
PostPosted: Wed Feb 29, 2012 8:34 am
In the year 2148, explorers on Mars discovered the remains of an ancient, spacefaring civilization. In the decades that followed, these mysterious artifacts startling new technologies, enabling travel to the furthest stars. The basis of 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 called it Mass Effect.

The year is now 2185. Wars and battles have been waged and have ended. Lives have been brought in and taken. Alliances have been tried, broken, and anewed.

Inner and Outer Council Space, Earth Alliance Space, the Attican Traverse, and the Terminus Systems. This makes up for what we know as the Milky Way Galaxy.

Far to vast to be gone through by just one Team. While Shepard and his crew are legendary for their exploits, they can only do so much.

Which is where our story begins.
 

Zahzi
Captain

Distinct Lunatic


Zahzi
Captain

Distinct Lunatic

PostPosted: Wed Feb 29, 2012 8:40 am
Codex


The Map of the Milky Way Galaxy comes in two different varieties.

Policital.

Locations.


Citadel Council


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The Citadel Council is the governing body of the Citadel. Convening in the impressive Citadel Tower, the Council is the ultimate authority in Citadel space, passing judgement for violations of Council law, settling disputes between governments, and maintaining law and order, often through the use of its own covert intelligence service, the Spectres.

The Council is an executive committee composed of one representative each from the member species. Though they have no official power over the independent governments of other species, the Council's decisions carry great weight throughout the galaxy. No single Council race is strong enough to defy the others, and all have a vested interest in compromise and cooperation.

Each of the Council species has general characteristics associated with the various aspects of governing the galaxy. The asari are typically seen as diplomats and mediators. The salarians gather intelligence and information. The turians provide the bulk of the military and peacekeeping forces.

Any species granted an embassy on the Citadel is considered an associate member, bound by the accords of the Citadel Conventions. Associate members may bring issues to the attention of the Council, though they have no impact on their final decision.

Galactic Races


Citadel Races

What makes someone a 'Citadel Race' is their standing and relation in Council Space. Valued members of Citadel Space, working to build a better galactic community.

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The Asari, native to the planet Thessia, are often considered the most powerful and respected sentient species in the known galaxy. This is partly due to the fact the asari were the first race after the Protheans to achieve interstellar flight, and to discover and inhabit the Citadel.
A mono-gender race—distinctly feminine in appearance—the asari are known for their elegance, diplomacy, and biotic talent. Their millennia-long lifespan and unique physiology—allowing them to reproduce with a partner of any gender or species—give them a conservative but convivial attitude toward other races. The asari were instrumental in proposing and founding the Citadel Council, and have been at the heart of galactic society ever since.







Drell
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The Drell are a reptile-like race that were rescued from their dying homeworld by the hanar following first contact between the two. Since then, the drell have remained loyal to the hanar for their camaraderie and have fit comfortably into galactic civilization.

Drell are omnivorous reptile-like humanoids with an average lifespan of 85 galactic standard years. Drell appearance is very similar to asari and humans, but their muscle tissue is slightly denser, giving them a wiry strength. Many of their more reptilian features are concealed, however one unique characteristic is the hyoid bone in their throats, which allows them to inflate their throats and produce vocal sounds outside of the human range. They also have two sets of eyelids, akin to crocodiles.





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The Elcor are a Citadel species native to the high-gravity world Dekuuna. They are massive creatures, standing on four muscular legs for increased stability. Elcor move slowly, an evolved response to an environment where a fall can be lethal. This has colored their psychology, making them deliberate and conservative.

Elcor evolved on a high-gravity world, making them slow, but incredibly strong. Their large, heavy bodies are incapable of moving quickly, but they possess a rather imposing stature and immense strength, as well as thick, tough skin. They move using all four limbs to support and balance their massive bodies. Given their method of communication, they likely have highly-attuned olfactory senses. Elcor speech is heard by most species as a flat, ponderous monotone. Among themselves, scent, extremely slight body movements, and subvocalized infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. Since their subtlety can lead to misunderstandings with other species, the elcor prefix all their dialog with non-elcor with an emotive statement to clarify their tone.

Hanar
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The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. Hanar are known for their intense politeness when speaking, and their strong religious beliefs regarding the Protheans, whom they refer to as "the Enkindlers".

The Hanar "stand" slightly taller than a human, although most of their height is in their long tentacles which have three fingers at the base. The invertebrate, water-native hanar cannot support their own weight in normal gravity. When interacting with mainstream galactic society, they rely on contra-gravitic levitation packs that use mass effect fields. Their limbs can grip tightly, but are not strong enough to lift more than a few hundred grams each. Hanar also possess the ability to secrete natural toxins.





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Humans, from the planet Earth, are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. They independently discovered a Prothean data cache on Mars in 2148, and the mass relay networks shortly thereafter.

Humans have a fairly robust physiology. Their internal makeup and reproductive processes are typical of most bipedal mammals, and their size and proportions give the appearance of being strong, fast and agile. In comparison to the Council races, humans are roughly physically on par with turians (as very fit humans can punch them over and even throw them off the ground unassisted), and less agile than asari (whom they closely resemble), though fit human males are likely to be far stronger than the average asari. Humans would appear on average to be stronger than salarians but not as fast, due to the extremely elevated metabolisms of the latter. Like most organic races, humans are also capable of producing biotic individuals but there is a high risk of medical complications.

Salarians
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The second species to join the Citadel, the Salarians are warm-blooded amphibians native to the planet Sur'Kesh. Salarians possess a hyperactive metabolism; they think fast, talk fast, and move fast. To salarians, other species seem sluggish and dull-witted, especially the elcor. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; salarians over the age of 40 are a rarity.

Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and inventing, and it is generally accepted that they always know more than they are letting on.






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Known for their militaristic and disciplined culture, the turians were the third race to join the Citadel Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions. The turians deployed a salarian-created biological weapon called the genophage, which virtually sterilised the krogan and sent them into a decline. The turians then filled the peacekeeping niche left by the once-cooperative krogan, and eventually gained a Council seat in recognition of their efforts.

Originally from the planet Palaven, turians are best known for their military role, particularly their contributions of soldiers and starships to the Citadel Fleet. They are respected for their public service ethic—it was the turians who first proposed creating C-Sec—but are sometimes seen as imperialist or rigid by other races. There is some animosity between turians and humans, largely due to the turian role in the First Contact War. This bitterness is slowly beginning to heal—as shown by the cooperation of the two races on the construction of the SSV Normandy—but many turians still hate humans, and vice versa.

Volus
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The Volus are an associate race on the Citadel with their own embassy, but are also a client race of the turians. They hail from Irune, which possesses a high-pressure greenhouse atmosphere able to support an ammonia-based biochemistry. As a result, the volus must wear pressure suits and breathers when dealing with other species.

Because they are not physically adept compared to most species, volus mostly make their influence felt through trade and commerce, and they have a long history on the Citadel. However, they have never been invited to join the Council, which is a sore point for many volus individuals.








Non-Citadel Races

Those comprised here are seen as either the 'lawless' races, those uninterested in aiding the Council, or outcasts.

Batarian
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A race of four-eyed bipeds native to the world of Khar'shan, the Batarians are a disreputable species that chose to isolate itself from the rest of the galaxy. The Terminus Systems are infested with batarian pirate gangs and slaving rings, fueling the stereotype of the Batarian thug. It should be noted that these criminals do not represent average citizens, who are forbidden to leave batarian space by their omnipresent and paranoid government.

Despite several disagreements with the Citadel and simmering hostility toward humans, most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. They have a reputation for being shrewd businessmen and merchants, though in more lawless regions of the galaxy like Omega, negotiations with a Batarian are likely to be conducted at gunpoint.





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The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. The geth were created by the Quarians, as laborers and tools of war. When the Geth became sentient and began to question their masters, the Quarians attempted to exterminate them. The geth won the resulting war, and reduced the quarians to a race of nomads.

The history of the Geth's creation and evolution serves as a warning to the rest of the galaxy of the potential dangers of artificial intelligence and to the legally enforced, systematic repression of artificial intelligences throughout galactic society.







Krogan
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The Krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The Krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately, as Krogan society became more technologically advanced so did their weaponry.

Four thousand years ago, at the dawn of the Krogan nuclear age, battles to claim the small pockets of territory capable of sustaining life escalated into full scale global war. Weapons of mass destruction were unleashed, transforming Tuchanka into a radioactive wasteland. The Krogan were reduced to primitive warring clans struggling to survive a nuclear winter of their own creation, a state that continued until they were discovered by the Salarians two thousand years later.

With the help of the salarians, the krogan were "uplifted" into galactic society, and lent their numbers and military prowess to bring an end to the Rachni Wars. Ironically, after the rachni were eradicated, the rapidly-expanding Krogan became a threat to the galaxy in turn, starting the Krogan Rebellions and forcing the Turians to unleash the genophage. This genetic "infection" dramatically reduced fertility in krogan Females, causing a severe drop in births and, ultimately, population, eliminating the Krogan numerical advantage.

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The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Since their homeworld Rannoch was conquered, the quarians live aboard the Migrant Fleet, a huge collection of starships that travel as a single fleet.

Approximately three hundred years before the events of Mass Effect for Humans, the Quarians created the Geth, a species of rudimentary artificial intelligences, to serve as an efficient source of manual labor. However, when the Geth gradually became sentient, the Quarians became terrified of possible consequences and tried to destroy their creations. The Geth won the resulting war and forced their creators into exile. Now the Quarians wander the galaxy in a flotilla of salvaged ships, secondhand vessels, and recycled technology.

Vorcha
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Known for their unique biology and aggressive behavior, the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations, such as Omega. Many Vorcha are trained by the krogan Blood Pack as mercenaries due to their savage nature and adaptability to different environments. The rest of galactic civilization regards them as pests and scavengers, and their presence is generally seen as a blight.














UPDATES OF NOTE:

•The Geth and Quarian have come to an understanding among each other and have established relations.
Many of both races have returned to the Quarian/Geth homeworld of Rannoch to rebuild.
As a result, much of the Migrant Fleet has gone from being the Quarian's only home to being normal ships once again.
Another side-effect from this update is that the Pilgrimage is no longer practiced.

•The Krogan Genophage is no longer viable. At the sacrifice of Mordin Solus, the cure was given to any and all Krogan whom come into contact with their Homeworld of Tuchanka. While the cure has ended the thought of extinction, it has also fortunately kept the Krogan population from exploding at prior numbers. Instead of a female producing near 1,000 eggs a year, it is now down to 100.
Relations with Krogans and Salarians, as well as their relations with Turians, while not completely positive, is nearing the state of Human-Turian relations.








Base Classes


A new character can choose from six different classes, each of which may have one or two focuses in either combat, tech, and biotic talents. Each class has a corresponding class talent which improves abilities important to that class.

Class also decides what weapons a character is proficient with, what armors they may wear, and what other talents they possess.

Note: The Base Classes provided determine where the character stands.
Sub Classes can range into countless numbers; listing would be inadvisable.

Adept
Adepts are biotic specialists, capable of disabling and killing enemies with raw biotic power. While they lack advanced combat training, they are the best at defeating enemies without firing a shot. They are outfitted with L5x implants that can spawn a micro-singularity, damaging enemies and pulling them into the air.

Soldier
Soldiers are pure combat specialists: no one is tougher or more suited to taking down enemies with barrages of gunfire. Soldiers have thorough weapons training and can use all special ammo types as well as grenades. High-level operatives are outfitted with ocular synaptic processors that allow them to focus on targets with lethal accuracy.

Engineer
Engineers are tech specialists, the most effective class at disabling the defense of the toughest enemies or incapacitating them to render them harmless. In combination with their weapons training, Engineers have the unique ability to spawn combat drones that can harass enemies or force them out of entrenched cover positions.

Vanguard
Vanguards are feared for their high-risk, high-reward combat style, closing quickly on enemies and destroying them at short range with weapons and biotic abilities. They are outfitted with L5n implants, enabling them to perform a biotic charge that strikes the opponent with incredible force while bringing the Vanguard in for close-range combat.

Sentinel
Sentinels are unique, bringing both tech and biotic abilities to the battlefield. In addition to complete weapons training, Sentinels are equipped with an advanced shield that makes taking cover much less necessary and rushing their enemies much more productive. This armor system can also be detonated to blast nearby enemies.

Infiltrator
Infiltrators are tech and combat specialists with the unique ability to cloak themselves from visual and technological detection. Their inventory is stacked with a wide variety of weapons, equipment, and powers. Infiltrators are deadly at any range, but particularly so with a sniper rifle. When scoping a target, superior reflexes take over, time momentarily slows down, and the Infiltrator finds an easy picking.

Omni-Tool
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Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks, such as hacking, decryption, or repair. They are equipped by Engineers, Sentinels, and Infiltrators to make use of their tech talents. When equipped, an omni-tool appears over a person's left hand and forearm as an orange hologram.

Omni-tools are handheld devices that combine a computer microframe, sensor analysis pack, and minifacturing fabricator. Versatile and reliable, an omni-tool can be used to analyze and adjust the functionality of most standard equipment, including weapons and armor, from a distance.

The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment and applying medicine from stimulants to medi-gel.

Omni-tools are standard issue for soldiers and first-in colonists.

Classes without specialization with them still use them for administering first aid or activating other non-biotic non-weapon talents, but cannot make use of higher-end omni-tools.

Biotics

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The term biotics refers to the ability for some lifeforms to create mass effect fields using Element Zero nodules embedded in body tissues. These powers are accessed and augmented by using bio-amps. Biotic individuals can knock enemies over from a distance, lift them into the air, generate gravitational vortices to tear obstacles or enemies apart, or create protective barriers. Three of the main character classes can use biotic talents -- Adepts, Vanguards, and Sentinels.

All other information, including history, wars, and equipment can be found here.  
PostPosted: Sat Mar 03, 2012 10:57 pm
Rules


•No God-modding.
•Spell-check
•No killing another's character without permission.
•I retain the right to make more rules.  

Zahzi
Captain

Distinct Lunatic


Zahzi
Captain

Distinct Lunatic

PostPosted: Sat Mar 03, 2012 11:02 pm
Story


Our story takes place after the Reaper invason. Reconstruction had long since begun and the Galaxy is beginning to heal.

The remnents Cerberus have begun to move and expand its power through the Galaxy, its Xenophobic agenda not slowing down. Colonies have been attacked, homeworlds have been targeted, and they show no signs of stopping.
Slavers, Pirates and others of similar ilk have also begun to surface in a more organized manner, spelling disaster for all those on fringe worlds.
The Council wants this problem dealt with. Due to the low number of available Spectres to deal with it, a few new ones must be employed.

For how the problem is dealt with, that is up to the Spectres. As is who they bring with them.


The Korbal



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A stand-alone warship capable of taking on multiple ships with ease, and take the brunt of any sizable attack without cause for alarm.

Originally an Alliance vessel created to defend border planets, it was 'acquired' by a certain Mercenary group as their main Base of Operations.
So in truth, it's actually doing the job it was SUPPOSED to do, but without the red tape.

A literal moving colony similar to the Quarian Flotilla, the Korbal has enough space to fit the average population of an Earth city.

The Korbal is to be the vessel the new Spectres will command once the Council chooses their candidate.  
PostPosted: Sun Mar 04, 2012 7:55 am
Profile Skeleton



Name:
Race:
Gender:
Age:
Appearance:
Class:
Armor Type:
Weapons & Equipment:
Background:
Extra: -Optional-
Quote: -Optional-
Theme: -Optional-




Profiles



Name: Urdnot Dirge.
Race: Krogan.
Gender: Male.
Age: Unknown; Knowledge of warfare suggests somewhere near the Rachni War era being when he was born.
Appearance: Dirge.
Class: Soldier; Warlord- While most Krogan Warlords rush into battle, capable of Biotic attacks, Dirge relies upon brute force and a small amount of tech to make up for it. An indomitable figure in battle, Dirge is an exception to Krogans. While they are all generally seen as living tanks, Dirge is something far worse.
Armor Type: Heavy.
Weapons & Equipment:Graal Spike Thrower; Warlord Hammer with 'Carnage' Grenade Launcher attachment on pommel; Inferno Grenades; Omni-Tool.
Background: Apart of the now-mighty Urdnot Clan back on Tuchanka, Drige lives and breathes conflict. Known to many both in Citadel Space and beyond as a living monument of war, he has witnessed events that would leave hardened veterans in shambles.


Dirge grew up like many other Krogans, seeing a universe of danger, strife, and war not as encouragement to remain on their homeworld, but as a challenge. After receiving the training all Krogan receive on Tuchanka to fight like a true member of his people, he left the planet after a dispute with the other clans. What he had done in that time, very few know.

What is known about his exploits is as follows:

Out of either necessity, or if forced by the Council, a Turian Military detachment hired Dirge to aid them in the Kelper Verge Cluster. There had been sightings of Batarian Slave Parties in the area, near a still-developing colony. As they searched through the ghost town of the Colony, they were ambushed by the slavers, who out-numbered them three to one.
When the conflict ended, only one Turian, one Human, and Dirge survived. Dirge himself was covered in blood, most of which not even his own. After making sure the Turian and Human made it off-world, Dirge disappeared for a time, but kept tabs on the two.

Dirge, for awhile, joined up with the Blood Pack Mercenaries. The figureheads saw his prowess as a true Krogan and granted him Vorcha and Varren to lead as he saw fit.
For years he began showing disdain for the Blood Pack, seeing them as nothing more than a 'Ravenous Den of Children'.
Once fed up with them, he undermined the leadership and took a small legion of Vorcha underneath his wing, creating his own Mercenary Group:
The Hell-Reavers.

The Hell-Reavers, unlike most Mercenary Groups, did not discriminate with what species were allowed to join, and were actually allowed into Citadel Space due to their less-hostile nature compared to the other groups.
From Bodyguard services to suicide missions, the only jobs Dirge refused to have his group take were those deemed 'dishonorable'.
While still Krogan at heart, he had help with the more 'sensitive' matters with his group, namely relations with other people, collateral damage, and so on..
He was fortunate that the child he had helped back in the Kelper Verge had grown up and joined his group to help..
She turned out to be a great field operative, as well.
Extra: While most founders of a group like his usually sit back and let his people do the fighting, he has always been one for fighting alongside them, giving their morale a boost.

While normally a calm and sarcastic person, he has been known to go into a rage when pushed too far. When it happens, even his own soldiers show fear in what occurs..

Unlike most Krogan the Galaxy knows, Dirge has done something many believed to be impossible: To let go of hatred directed towards the Salarians and Turians.

Dirge saw heavy combat during the Reaper Invasions, leading his soldiers onto countless battlefields, Earth being the last one before the fighting finally ended. His victories against Reaper Ground Forces in multiple thought-lost battles were what brought towards him the attention of the Council. More than usual, anyway.
Quote: "What does not kill be best be able to run very fast.."
Theme: Encounter In the Abyss.


Name: Zal'Yardo.
Race: Quarian.
Gender: Male.
Age: 28.
Appearance: Zal'Yardo
Class: Engineer; Mechinist- Zal's way with tech goes far beyond hacking and data. He turns it into an artform that gives evidence towards how the Quarians even made the Geth in the first place. Once he's into a system, he can make it dance if he wants it to.
Armor Type: Light.
Weapons & Equipment: M-4 Shuriken; Advanced Omni-Tool.
Background: Zal grew up like most Quarians upon the Flotilla, being encased inside an environment suit from day one. While combat was never his forte, technology was.

When sent upon his Pilgrimage to bring something of use back, he returned to the Migrant Fleet within one year.
Most come back with information, or a used frigate...Zal somehow managed to acquire a brand-new Turian Dreadnought before it was added to the Council registration system...
How he had pulled off such a task, is a mystery. Most think he was lucky. Others think he was just plain crazy. Probably both..

After his Pilgrimage, Zal grew bored upon the Flotilla and requested to go back into the Galaxy under the guise of 'independent research' to the Admiralty Board. Whether or not they knew his intent, the request was approved.

Zal has chosen to be on the Citadel for a time, awaiting anything 'big' to happen.
So far the biggest problems he has been in deals with casinos, as he is banned from a majority of them due to 'an unlikely natural winning streak'.

He pondered on returning to the Fleet after hearing that the Quarians and Geth stopped trying to shoot one another, but found that aiding where he was against the Reapers seemed more useful.

After it was all said and done, Zal returned to his usual shenanigans upon the Citidel once it was placed back to where it had been before the Reapers had moved it to Earth.

Extra: Zal recently built a companion that follows him about wherever he goes. A red-eyed sphere named Chykal, with the VI of a loyal pet.

Zal has always been keen about tech, ships, and all things in-between.
If he is not glued next to something of the sort, he is on his way towards it..
Hacking and integration are also second-nature to this Quarian.
Quote: "You act like me taking control of a Gunship is a BAD thing..."
Theme: [X]



Name: Jack Caymen.
Race: Human,
Gender: Male.
Age: 28.
Appearance: Jack. Suited Up.
Class: Soldier; Firestarter- Taking a note from the Turian Havoc program, which used a small jetpack system to enable a soldier to move in and out of battle with ease, the Firestarter program was born to replace finesse with scare tactics and Psychological Warfare. The now-enlarged jetpack, neuro-linked to the soldier's thoughts, launches out jets fire that enable the soldier to move just like the Havoc version, but can also ignite an entire area in a matter of moments.
Armor Type: Heavy.
Weapons & Equipment: Two N7 Hurricanes carrying flame rounds; Omni-Blade; Omni-tool.
Background: Another soldier born from a Batarian attack on a Human colony.
Only this one wasn't expected to live. Batarians had hit and burned an entire colony, picking their slaves and setting the rest to burn in piles as they left after being shot in the head. Whether luck or cruel torment, the shot only blinded one of Jack's eyes. The entire event traumatized the child and left them without any chance at a normal life.
First joining the Alliance military at the age of eighteen, he was discharged quickly after one-too-many overly-aggressive attacks outside of Citadel Space. All dealing with Batarians. Most were blown off as most ended up being connected to Pirates and Slavers, anyway. But when an entire district was shot up over a simple slur, the decision had to be made.
Later on, Urdnot Dirge took note of the discharged soldier and decided to make a project out of his spare time..
Extra: Besides mental instabilities which tend to be linked towards fire and Batarians, he can come across as completely normal...Until something triggers a bad response.
Quote: "Crash and burn, burn and crash. I don't care, 'long as you turn to ash."
Theme: My Songs Know What You Did In the Dark.



Name: Gregori Klein.
Race: Human.
Gender: Male.
Age: 42.
Appearance: Klein. Suited Up.
Class: Vanguard; Slayer- An N7 project created in tangent with the N7 Shadow project, in which an operative would be able to move around the field with a blade for either assassination as the base point. Instead of tech, the Slayer relies on heavy biotics to move around the battlefield effortlessly.
Armor Type: Light.
Weapons & Equipment: N7 Eagle; Tungsten-Carbide Sword; Omni-tool.
Background: While much of Klein's military record is held in the Alliance database, much of it has been blacked out of view to all but the highest in the Alliance Command. Even the Council has no real authority over the data.
What is known about Klein is that he was an Alliance soldier who underwent the N7 project just prior to the Reaper Invasion. His last recorded battle was on the Human Colony of Tiptree. The refugee ships from the Colony only consisted of children. All of the Alliance soldiers along with Klein were considered K.I.A.

Only recently, sightings of a man fitting his description began surfacing in the Terminus Systems.
Extra: Klein still wears his N7 armor, but all insignia regarding the program, and the Alliance itself, have been scratched off.
Quote: "There are those who want Dominance. Others wish for total unification. Subjugation. Rationalization. It all serves the purposes of those sort of people....Then there are those that just want to watch the Universe burn.."
Theme: -Optional-




Name: Jeeluis Qarduin
Race: Turian
Gender: Male
Age: 67
Appearance: Jeeluis
Class: Soldier
Armor Type: Medium
Weapons & Equipment: M-92 Mantis, M-96 Mattock, Omni-Tool
Background: Hailing from the Turian colony, Magna, Jeeluis lived and grew through the accepted hard culture of his race, starting off with boot camp on his fifteenth birthday as he choose to go into the military for his career. After a year of sniper training, Jeeluis was deployed into service for the Turian military, working at the command of his leaders, whether it was brought on by his government or the Council using their favored army to do their biding.
For fifteen years, Jeeluis served happily with great success in his work. As he didn't want to leave the field, he stayed a relatively low rank than he truly should have been. During what would be his last mission, Jeeluis was sent out to provide long distance support to a squad investigating a recently silenced colony. Not a single person could be found within the ghost town, raising questions as to what had happened. When the squad was calling in Jeeluis so they could leave the area, cries of an infant were suddenly heard in one of the many abandoned homes. While Jeeluis worked to reposition himself near the house, the squad went inside to investigate the source of the crying. As they expected a trap, the squad was quite surprised to see nothing more than a lone baby human was the cause of the crying. Just as Jeeluis was settling into his new position however, a cloud of smoke covered up the house. Gunfire and shouting soon followed as an ambush broke out upon the house, all the while Jeeluis was helpless and useless to the men below. Yet again, Jeeluis left his position, this time to fight on the front lines. By the time Jeeluis made it to the house, the only survivors of the ambush were the child and a long friend of Jeeluis, Dirge, a Krogan mercenary that had been hired to go with the squad. Devastated by the ambush, Jeeluis blamed himself for the deaths of the squad members as he made no effort to the fight. Wanting to redeem his mistake, Jeeluis retired from the military and took the child the squad had died for and raised it as his own, wanting to ensure the life they sacrificed for would survive.
Extra: Having raised Chanil-Lee since the ambush, Jeeluis sees her as his daughter, regardless of their difference of species. Through him she grew up in the Turian culture, and although she is not officially recognized as a Turian citizen, Jeeluis himself considers her a blood-kin of Turians.
Quote: "An end is only a beginning in disguise."
Theme: Preliator, Danger Line



Name: Chanil-Lee Qarduin
Race: Human
Gender: Female
Age: 26
Appearance: Lee
Class: Infiltrator/Undergoing Shadow Training
Armor Type: Light
Weapons & Equipment: M-25 Hornet, Electric Slash, Shadow Strike, Tactical Cloak Upgraded Omni-Tool
Background: After she was adopted by Jeeluis, Chanil-Lee was taken to his home on Magna. While she spent her adolescence surrounded and raised by Turians, Jeeluis got a grip on parenthood and the difficulties his and Chanil-Lee's different diets. When Chanil-Lee was ready for school, Jeeluis moved with her to the Citadel Wards, wanting her to get exposure of other species, as well as other humans. After their move to the Citadel, Dirge started to become a regular figure within Chanil-Lee's life. She at first thought of him as the occasionally visiting friend, but over time the Krogan became an idolized uncle figure to her. She admired his strength and courage, and often worked and boasted in attempts to impress Dirge. Later in life, she ended up undergoing back yard boot camp exercises and tests under Dirge's command.
While she was attending school at a young age, Chanil-Lee encountered a second Krogan in her life. And by a stroke of luck, it was a Krogan child named Berlioz. Unfortunately, Berlioz was a schoolyard bully who pushed, shoved, and beat just about anybody in his angry path. Out of idiocy and bravery, Chanil-Lee called out the Krogan for his rude behavior and sought to correct it by force. She ended up losing the fight, but earned the respect and friendship of Berlioz and the two became inseparable.
After Chanil-Lee finished her education, she went into work with Citadel Security. Fascinated by stories shared by her Uncle Marz, Dirge, and Jeeluis, Chanil-Lee was attracted to the military/combat style of life. However, she hardly found such a thing with C-Sec. While it did have it's intense highlights and operations, Chanil-Lee wasn't as thrilled as she was expecting to be. In response to the boredom, Chanil-Lee left the work of C-Sec and joined up in a mercenary group that Dirge had created, the Hell Reavers. Being an Infiltrator, Chanil-Lee became quickly useful in gathering desired intel and black ops missions for Dirge and his clients. Roughly after a year of work when Chanil-Lee had just turned 20, she was approached by another Infiltrator within Dirge's ranks - an ex-Alliance N7 Shadow. The Shadow said that Dirge directed them into offering Chanil-Lee further Infiltrator training, to which she happily accepted. For the past six years, Chanil-Lee has been through pain staking, exhausting, and difficult training under the Shadow's guidance. While the work is maddening, Chanil-Lee has managed to make fun out of it by having a small competition with Berlioz as he was instructed by Dirge as well to take Vanguard training.
Extra: Chanil-Lee bares the same face mark as Jeeluis and Marz. While she was a child, Jeeluis had left her face alone as the face marking was a Turian tradition. However, Chanil-Lee sought to have the mark herself as a young adult as she felt like Turian (after being raised like one), and bored Magna's mark since she was first technically raised there by Jeeluis.

Chanil-Lee shares a strong father-daughter bond with Jeeluis, and equally strong uncle-niece relationship with Dirge and Marz. They had been the prominent figures in her life, and she took after them in her own ways.
Like Jeeluis, she views work as something to be taken serious. The job needs to be done, and it needs to be done quickly. Unnecessary delays are not to be taken, unless it is to help civilians in possible danger or squad mates in need of help.
Like Dirge, Chanil-Lee has learned to take on problems head on with a fierce battle cry, to hit the enemy hard and strong so if they're lucky enough to live, they'll think twice before crossing her path.
And like Marz, she has learned that life is to be enjoyed. While Chanil-Lee holds a high value into work, she knows how to step away from the job. If the opportunity is right and no work requires immediate attention, she'll lay back, relax, and attend a good party or two before returning to her duties.
Quote:
Theme: Iridescent



Name: Marz Qarduin
Race: Turian
Gender: Male
Age: 75
Appearance: Marz (Face Marking)
Class: Sentinel
Armor Type: Heavy
Weapons & Equipment: Phaeston, M-3 Predator, Warp, Overload, Omni-Tool
Background: Hailing from the Turian colony, Magna, Marz lived and grew through the accepted hard culture of his race, starting off with boot camp on his fifteenth birthday as he choose to go into the military for his career, unknowingly setting the path for his younger brother, Jeeluis, who idolized Marz in his youth. Where his brother would go into sniper work, Marz went onto the front lines, using his abilities to take down shields, poison enemy health, and gun accuracy in battles.
While Marz would serve the military for many years, he never settled down into the serious soldier personality that Jeeluis had taken. Marz was in fact quite the opposite. During leave, he would often frequent bars, looking for women, drinks, and drugs, should any of them be available at the time for his use. If he could, Marz would drag his younger brother along in attempts to make him loosen up, which often ended in failure and some anger from his brother. The anger never lasted too long though, and Marz would end up doing the same thing again.
Even after he aged pasty thirty, Marz stuck with his military career. He had planned to stay with it until his days of usefulness passed. But after tragedy struck Jeeluis and he left the military, Marz followed suit to help care for his younger brother and new found human daughter. It was through this young, awkward, growing family, he came to know Dirge and befriended him as well.
When Jeeluis moved to the Citadel, Marz followed suit, wanting to keep an eye on his baby brother and niece, seeing how Jeeluis was still a stick in a mud and this worried Marz he'd turn the child into another boring person. Like Jeeluis, he went into C-Sec, going into the Special Response branch as it better suited his abilities, and offered a higher pay which gave him the option of having more play money for his less than good habits.
Extra: Though Marz and Jeeluis are like night and day in personality, the two brothers are close and protective of each other. Though Jeeluis would never admit to it, he still idolizes his brother's skills and enjoyment with life. In turn, Marz is envious of the life Jeeluis came to have by raising a child and making a family for himself. That envy does nothing though to stop him from his habits. If he can get sex, booze, drugs, or any combination of the three, he'll take it. And more times than not, he'll end up dragging someone along with him, for better or for worse.
Quote: "We only live once. So live awesomely."
Theme: Sexy and I Know It
, Bow Chicka Wow Wow Wow


Name: Berlioz
Race: Krogan
Gender: Male
Age: 28
Appearance: Berlioz
Class: Vanguard in training
Armor Type: Light
Weapons & Equipment: M-22 Eviscerator, Minor Biotic Talents (still under going training)
Background: Years before Berlioz was born, both of his parents lived on the Krogan home planet of Tuchanka, his father comng from the Jurdon clan and his mother the Jorgal clan. After the Krogan rebellions and the genophage, Berlioz's father left Tuchanka to pursue a career in mercenary work like many other males had done in response to their unnatural sterilization. Unwilling to give up, his mother followed him across the galaxy. They eventually caught up on the Citadel while he was at work, and rekindled their attempts to make a child. By a stroke of luck, Berlioz was conceived, and his father retired to raise his only successful child.

Growing up was difficult and frustrating to Berlioz mentally and emotionally. At a young age, it was discovered that Berlioz had strong biotic capabilities. His father, however, strongly disliked the idea of having a biotic son, and verbally lashed at and shamed his son enough to make him hide away his powers. Berlioz quietly practiced his biotics when he could, but gave up at an early age when he had been caught yet again and brutally punished for using his powers. School wasn't any easier for Berlioz, as he had been the only Krogan child in class. No one equaled him and he was marveled or harassed more by his classmates over the rarity it was for there to be a Krogan baby. In turn, Berlioz became the school bully. Naturally strong, other species were easy pickings to the frustrated child. He eventually started to rule his class with an iron fist, as no one dared challenged him. Until one day, someone actually did - Chanil-Lee. While Berlioz was busy beating on a Salarian child, Chanil-Lee stepped up and challenged Berlioz to take on someone who could actually fight. Having to defend his pride, honor, and 'throne', Berlioz accepted the challenge. Much to his surprise, it didn't up as a one punch fight; Chanil-Lee managed to hold out and fight against Berlioz. Where he had brutal strength, she was quick and agile. Though she lost the fight, Berlioz walked away with a new found respect in her, and quickly forced himself into becoming a best friend to Chanil-Lee. And it was through their adventures and antics, Berlioz met Dirge, whom he came to idolize and see more as a father than his own. As Chanil-Lee and Berlioz bonded, tensions rose between Berlioz and his father. After it had been discovered Chanil-Lee had a Turian father, Berlioz's father disliked and forbid Berlioz for being around the family. Berlioz rebelled his father's wishes and ended up spending more time with Chanil-Lee, using her as an escape from his own family.

Once childhood and school passed, Berlioz quickly left the Citadel to join up with Dirge's mercenaries, wanting to both escape his past and stay near those who made him happy. Again, his father was upset with the choice in career Berlioz made - especially since he was working for an Urdnot - and confronted his son on one of Dirge's ships. Berlioz stood quietly while his father shouted out his frustrations and disappointment in the choices his son had made, and in a fit of rage smacked his and Berlioz's heads. In turn to the insult, Berlioz too became enraged and lashed back at his father, using the biotic ability he had buried long ago. After his father was sent flying across the room, Berlioz was praised for standing up for himself and having such strong abilities. Rather than reburying them, Berlioz began to have them tutored and trained, slowly changing his Warrior class to Vanguard.
Extra: Berlioz has a profound bond with Chanil-Lee and her family. He always found love and support amongst the family than he ever could within his own. He grew up seeing Chanil-Lee like a baby sister, Marz and Jeeluis as uncles, and Dirge as a father than he did as simple friends. As such, Berlioz has an extreme loyalty to them and would defend them without second thought.
Berlioz also has a slightly more gentle nature to him than most other Krogans. He had spent so much time around Chanil-Lee, who was much weaker than him in means of strength, that he learned from an early age how to handle things with a softer touch. He still knows how to throw a bone breaking punch, but he's also capable of a gentle hug.
Quote: "If you got something to say, say it to my face. Just don't get pissed when I break your's."
Theme: Black Out
, Carry On My Wayward Son  

Zahzi
Captain

Distinct Lunatic

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