MASS EFFECT
Mankind now delved into the alien technology, learning from it and making great leaps and bounds in technology. Soon after, Charon, Pluto's moon, is discovered to actually be a massive piece of dormant alien technology, a mass relay that was encased in ice. After it's activaction, the human race had access to many different solar systems. Upon reaching these systems, humanity discovers that the mass relay allows instantaneous travel across thousands of light years to a synchronized mass relay in another part of the galaxy.
Over the next decade humanity expands rapidly, establishing colonies and activating dormant relays to open up more and more unexplored regions of space.
-2155 AD: To protect their growing colonies the humans establish a powerful fleet of ships centered around the nexus of the mass relays. this was done despite yet incontering another race aside from their own. This formed The Alliance military for humanity.
-2157AD: First contact was made, and it wasn't friendly. A race known as the turians stumbled apon the human race, and humans being the jumpy bunch that they are... fired first. Over the next several months a brief but tense conflict known on Earth as the First Contact war ensues.
This conflict draws the attention of the Citadel Council - a multi-species government body that maintains peace and stability throughout the known galaxy. The Council intervenes before hostilities escalate further, revealing the existence of the greater galactic community to humanity and brokering a peace between them and the turians.
-2165 AD: Humans continue to expand, founding more colonies and establishing trade alliances with many of the other species who recognize the authority of the Citadel Council. In 2165, the Council makes official recognition of humanity's growing power and influence in the galactic community. Humanity is granted an embassy on the Citadel, the political and economic heart of the galaxy.
-2181: Nearly twenty years after humans were allowed to represent their race, something happens within the council, and after a long time waiting... the humans are granted a chance to procure a spectre, a special branch of the Citidel government that works above the law to enure galctic security. But this is kept secret, and the test of the spectre is disciused as a testing of a new ship that was codevoloped by the turians, the Normandy. Commander Shepard, the first official human spectre, was sent to bring a rogue spectre named Saren.
RACES:
Asari
The Asari are a bipedal species that have a seat on the Citadel Council. They are gender neutral, but most closely resemble human females. Their bodies can adapt greatly, allowing them to mate with any other species or gender, with whom the offspring is always female; Asari consider it strengthening their species to procreate with other races, attaching a stigma to those born "pureblood" between two Asari. Their homeworlds name is Thessia. Of all the species in Council space, the Asari are the most widespread, powerful, and respected. This is due in part, to their being the first species since the Protheans to achieve interstellar flight, to discover and learn how to use the Citadel, and their position as a founding member species of the Citadel Council. Despite this, the Asari are open in their service to others, to the point where there is no cultural stigma attached to performance arts, even sexual ones. This has led to salacious rumors of Asari promiscuity, which they consider unfounded. Of all the galactic species, they are the most economically powerful, their culture, products and entertainment dominating the galaxy. They are governed by a loose democracy, known as the Asari Republic, and are known to be politically neutral, favoring stability that is conducive to cultural and economic development. The Asari can live for a thousand years, going through three stages in life.
Geth (not playable)
The geth are a race of networked AIs that reside in the Terminus Systems. The geth were created nearly 300 years ago by the quarians as laborers and tools of war. When the geth 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 example of the geth has led to a legally enforced, systematic repression of artificial intelligences in galactic society. It was feared that after they drove the quarians from their homeworld, the geth would turn on the rest of the galaxy, but this never happened, and they followed a pattern of isolationism.
Hanar (not playable)
The hanar are a species resembling jellyfish on Earth. Hanar stand slightly taller than a human and have 3 fingers at the end of each of their tentacles. They are governed by The Illuminated Primacy, a theocracy that worships the Protheans as mythological "Enkindlers", although they are tolerant of other creeds. For this reason, they have difficulty seeing the Protheans as an extinct biological species, instead tending to view them as components of their religious mythology. Their extreme cultural obsession with politeness leads to problems interacting with other species, who may not understand their rules and manners. Among Hanar, it is customary to refer to oneself as "I" or by one's birthname only among family or close friends; with others, "it" or a public name are used. Financial interaction with the galactic economy is limited, and hanar space has few facilities designed to provide bipeds with a means to operate equipment such as computer terminals, contact generally being limited to border trade stations. Being an oceanic life-form similar to a jellyfish, they cannot support their own form in standard gravity, instead using mass effect contra-gravitic levitation packs.
Humans
Human society,called the Systems Alliance, advanced significantly with the advent of interstellar travel, made possible with the discovery of lost Prothean technology. Humans quickly expanded outwards and established more and more colonies on uninhabited planets. This fast expansion brought them into contact with the turians, with whom they quickly had conflict. The human-turian First Contact War brought humans to the attention of the species of the Citadel Council, who wasted no time in ending the war. In the brief decades since their "discovery", humans have quickly risen to prominence. In addition, humans have recently been given an embassy at the Citadel Council.
Humans are generally seen as intelligent, aggressive, and highly adaptable. Their brisk population growth and rapidly developing military strength have led to resentful speculation that the newcomers will soon be given an invitation to join the ranks of the Council itself. Despite their rising military strength, they are limited by the Treaty of Farixen, which limits the Alliance military to 1/5th the number of dreadnaught warships the turians possess. The Alliance agreed to this to gain an Embassy on the council.
Keepers(not playable)
This race is known only to exist on the Citadel Station, and are suspected to be remnants from the Prothean era. The keepers were on the station upon the arrival of the asari many years back. They resemble large aphids and it is debated as to whether or not they are actually an intelligent species, being incapable of any conversation. Some citizens on the station believe them to be organic machines, designed only to serve and perform tasks given by masters. No matter how many of them perish, their numbers are mysteriously maintained, perhaps from within the bowels of the Citadel station. Attempts to capture and study them result in a sort of self-destruct, in which acid is released, dissolving the keeper into its constituent molecules.
Krogan
The krogan are a species of large reptilian bipeds native to Tuchanka, a world known for its harsh environments, scarce resources and over-abundance of vicious predators. Once hailed as the saviors of the galaxy, the krogan are now a shadow of their former prominence. Due to the hostile environment of their home world, natural selection has caused them to evolve various adaptations that make them a hardy species. Krogan naturally reproduce and mature at an extremely high rate, but due to a biological weapon unleashed on them called the genophage, only 1 in 1000 krogan births is successful. Because of this, the krogan are a dying species; faced with this slow extinction, many krogan have become very self-centered. The large shoulder humps on a krogan individual store fluids and nutrients, which enables them to go for long periods without food or water. Krogan also possess multiple instances of major organs, in which secondary organs serve as backups should a main organ be damaged, including four testicles. A krogan individual possesses a thick hide, which is extremely hardy and very resistant to cuts, scrapes, and contusions. Krogan are also highly resistant to radiation, poisons, and extreme temperatures. Biotic individuals are rare, though those who do possess the talent are typically quite strong in their abilities.
Quarian
The quarians are a nomadic species of humanoid aliens. Quarians are generally shorter and of slighter build than humans. They dress in a scavenged assortment of materials, hiding their faces behind visors, goggles, or breathing masks. It is possible the quarians are cybernetic, a blend of machine and biology that can survive for a time in the vacuum of space. Due to living upon completely sterile spaceships for their whole lives, quarians have virtually no immune system, and cannot remove their life-support systems until returning to their fleet. Due to their limited amount of resources, quarian families are only allowed one child.
Salarian
Salarians are a species renowned for their technical skill as well as their high aptitude for espionage. Salarians have a very high metabolism rate, lowering their life expectancy to about 40 Earth years. The salarians have a seat on the Citadel Council. In the interstellar community, they have created many of the major technological advances that now fill the galaxy. They favor political liberalism, making them a counter-balance to the conservative turians and neutral asari on the Citidel council. The Salarian Union is largely governed by a group of dynastic families. Of the three council species, their economy is the smallest, but still substantially larger than that of the human Systems Alliance.
Turian
The Turians were the last of the Citadel species to join the Council. The Turians gained this position after defeating the Krogan for the Council during the "Krogan Rebellions". To defeat the Krogan, the Turians employed a biological weapon called the genophage which virtually eliminated the possibility of new Krogan births and caused that species to go into a steady decline. Turian features are avian, making them resemble Terran birds or raptors. They have a reputation for skill and bravery in combat, but they are not known to be bloodthirsty. A rigid code of honor and strict discipline are the hallmarks of any Turian officer. This includes humane treatment of prisoners and conquered enemies. A Turian unit will never willingly leave behind one of their own, no matter what the cost of going back to retrieve their comrade. Their species is governed by the Turian Hierarchy, and of the three council races, they possess the largest military force, even if they are not as powerful as the technologically, diplomatically and economically superior Asari.
Volus
Little is known to date about the volus, but their pressure suits and breathing masks are necessary when away from the much thicker atmosphere of their home world. Their home planet's gravity is 1.5 times that of Earth's, with a high-pressure atmosphere, making their bodies short and almost spherical, and requiring them to wear protective suits. Their political independence was given up to the Turian Hierarchy in exchange for military protection and stability, making them a client state or protectorate. They are known to be prolific traders, and possess an economy far larger than their territory would suggest.
CLASSES (names may vary dependant on race and social status)
Soldier: Soldiers are combat specialists, ideal for the front lines of a fire fight. Soldiers are able to wear any type of armor and can specialize in heavy armor. There is no weapon they are unable to wield.
ENGINEER: Engineers are tech specialists. Using the holographic onmi tool they can decrypt security systems, repair or modifies technical equipment, disrupt enemy weapons or shields and even heal their squad throught the use of medi-gel. Engineers can only use light armor and only receive weapons training with pistols.
ADEPT: A biotic... the result of dark matter getting too close to a pregnant woman, the result is a strange sight. A normal looking person but with powers to use the electromagnetic pulses of their minds to control the area around them. Their bodies are in tune to dark matter and can manipulate it almost at will. However it does tire them out and they have to have specialized implants or else their bodies wear out and in some cases, die. The most recent is the L3 Implant; a large improvement from the L2. the L2 was infamous for a large list of mental and psychological problems that often resulted in the death of the biotic.
INFILTRATOR: Infiltrators combine combat and tech abilities to specializing in killing or disabling enemies at long range. Infiltrators are trained to use omni tools, focusing on description and offensive abilities rather than healing. Their weapon focus is on sniper rifles and pistols.
SENTINEL: Sentinels are biotics that received aditional tech training. They however are different in a slight way, their weapons combat is reduced to minimal and have to rely completely on their powers. They excel at biotic powers and tech combat.
VANGUARD: Vanguards are biotic warriors. They combine biotic powers and weapons to take down opponents.Especially deadly at short range, they use pistols and shotguns and are capable of using medium armor.
Biotic/Tech Abilities:
Tech:
Decryption: The ability to overide security systems to open locked doors and containers. Allows tech experts to sabotage enemy weapons to cause them to backfire.
Hacking: The ability to hack Geth and other AI systems, making them turn against their own kind.
Electronics: Increases the shield strength of the user, also allows the tech expert to overload enemy shields, effetively disableing and forcing the kinetic barriers to harm the enemy.
Biotics:
Throw: Generates a biotic field that throws objects within its range.
Lift: Creates a biotic field that lifts objects into the air.
Warp: Generates a biotic field that slowly tears the very geneetic fabric of what it touches, doing damage and reducing armor effectiveness.
Singulairty: Generates a gravity well that pulls objects into it and violently spins them in an obit, smashing them into eachother and other nearby objects.
Character Info Page.
[b]UserName:[/b]
[b]Name:[/b]
[b]Age:[/b]
[b]Sex:[/b]
[b]Race:[/b]
[b]Look:[/b]
[b]Preferred Weapons:[/b] pistol, shotgun, assault rifle, sniper rifle. choose two. everyone has all 5.
[b]Biography:[/b] one paragraph for where you grew up. one paragraph for what caused you to go into space, and one more paragraph listing your thoughts on other races and any notable encounters you have had. 3 paragraphs total.
[b]Social Status:[/b] Spectre, C-Sec, Alliance Military, Civilian, Colony Defense, Mercenary, Ambassidor, Pirate.
Note: Spectre status has to be aproved by the council(approved members who are of council races: Turian, Salarian, Asari and Human or me until people have been apointed to the council)
