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Posted: Fri Sep 19, 2008 1:11 pm
Table of Contents:Post 1: Rules Post 2: Storyline Post 3: Character sheets and accepted characters Post 4: Species Post 5: Groups and their weapons and equipment Post 6: Locations More To Come If Necessary
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Posted: Fri Sep 19, 2008 1:20 pm
Rules:
1.) Of course, follow all Gaia TOS rules and the rules provided by King Pumpkin Jack for the RP forum.
2.) I will be controlling all characters from the the Mass Effect game UNLESS an RPer requests to play as one of them. HOWEVER, said RP MUST remain dedicated to the RP AND must know how to play as the character they choose. Besides that, feel free to make up your own characters, whether they be from Mass Effect, a xenomorph, or a Yautja.
3.) I'm fairly laid back when it comes to RPing, however, I will NOT tolerate any a.) God moding, b.) flaming of other RPers, c.) automatic killing of anyone else's characters, or d.) insanely vulgar speech. Not to say that swearing isn't allowed, but be reasonable. Besides that, feel free to do pretty whatever you like in the RP, as long as it makes sense and goes along with the storyline. Please send a PM with your character sheet filled out if you'd like to join. Don't be shy, I will not be critical of your character unless it doesn't meet said criteria above
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Posted: Fri Sep 19, 2008 1:27 pm
Storyline:
Saren is still at large, and not far away from completing his objective of finding the conduit to set the return of the Reapers. Only one man and his crew can stop him now, and are hot on his trail. Commander Shepard and his crew aboard The Normandy are the galaxy's only hope to survive the coming disaster.
However, while searching for the rouge Spectre in the Horse Head Nebula, The Normandy recieves a message from the Council to immediately assist a heated situation on the planet Kordo, a massive jungle planet housing a Council-funded Turian/Salarian/Asari/Human military base called "Norma", in the same system. Batarian, Frogan, and Turian extremists have hired a small army of mercenaries consisting of Krogan, Turian and Batarians to attack this critical military installation in hopes of demoralizing those loyal to the council. But these extremists have one more ace up their sleeves: they have successfully managed to weaponize one of the most dangerous species in the galaxy: the Xenomorph. Much like the Yautja, the extremist group, known as Black Hand, have seeded the densely populated forests of Kordo around the military base with these creatures, hoping to weaken the military base before taking the base for themselves. With the military base under heavy assault by Xenomorphs trying to expand their colony, the Black Hand moved in for their own assault, using their knowlegde of the Xenomorphs to avoid or destroy any opposition. A distress call was sent to the Council by a Salarian general by the name of Zoa from within the military base, causing the Council to act.
Their response was this: covertly send in Commander Sheperd and his crew, accompanied by 3 other Turian Spectres, into the fray to neutralize the situation and rescue any survivors.
But, unknown to all of them, a large hunting party of Yautja have claimed Kordo as their hunting ground, and the war between the factions has made their thirst for the hunt even more intense.
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Posted: Fri Sep 19, 2008 2:47 pm
Character Sheets and Accepted CharactersPM me for confirmation on your character HumansCharacter Name: Gender: Ethnic Group: Class and rank (Marine, crewman, etc. and any rank underneath Commander): Height: Weight: Weapons and Equipment (Be reasonable, but the weapons in Mass Effect can fold up so they are smaller): Appearance (You can use a picture if you like): Biography (Paragraph minimum): XenomoprhsClass (Warrior, drone, runner, etc. Just not a queen): Anything you'd like to share about your alien: YautjaCharacter name: Gender (male preferable, but you can be a female if you want to [females are bigger than the males]): Height: Weight: Weapons and equipment (once again be reasonable): Appearance (noticable qualities that distinguish your Yautja): Biography: Turian(I'm not sure that there's any female Turians, so only be male) Character name: Organization (Black Hand extremist or with the Council): Height: Weight: Weapons and equipment: Appearance (same as Yautja, mention anything that distinguishes your Turian): Biography: Salarian (All Salarians are with the Council) Character name: Height: Weight: Weapons and equipment: Appearance: Biography: Asari (All Asari are with the Council. All are also female...err...appear to be at least) Character name: Height: Weight: Weapons and equipment: Appearance: Biography: Krogan (All Krogan are with the Black Hand) Character name: Height: Weight: Weapons and equipment: Appearance: Biography: Batarian (All Batarians are with the Black Hand) Character name: Height: Weight: Weapons and equipment: Appearance: Biography: Accepted Character's List:Available Characters 2/3 Spectres (All Turian) 5/5 Turians (Both Black Hand and Council Loyalists) 5/5 Humans 5/5 Asari 5/5 Salarians 5/5 Krogans (All Black Hand members) 5/5 Drones 5/5 Runner aliens 10/10 Yautja NPCsHuman NPCsCharacter Name: Comander Shepard Gender: Male Ethnic Group: Caucasian Class and rank: Soldier, Commander Height: Apprximately 6 feet Weight: Approximately 230 pounds Weapons and Equipment (Be reasonable, but the weapons in Mass Effect can fold up so they are smaller): Assault rifle, pistol, sniper Rifle, and shotgun. Appearance (You can use a picture if you like):  Biography (Paragraph minimum): Sherperd gew up on Earth in the criminal underworld until he turned 18 and decided to join the Alliance Military. During his career, he went through a traumatic experience on the planet Akuze where his entire paotton was wiped out by a group of Thresher Maws. For that reason, the Council saw to it he was nominated to become the frist human Spectre. After the events on Eden Prime when the rouge Spectre, Saren, leveled the human colony there in order to get a Prothean Beacon, Shepard was made the first humanSpectre ever. Now he is now looking for Saren to stop him from whatever plot he had to rule the galaxy. But on his way, he and his crew are ordered to help out the situation on Kordo. Character Name: Ashely Williams Gender:Female Ethnic Group: Caucasian Class and rank: Soldier, Gunnery Chief Height: Approximatley 5'7" Weight: Approximately 150 lbs Weapons and Equipment: Sniper Rifle, pistol Appearance (You can use a picture if you like):  Biography (Paragraph minimum):A human female Alliance Marine who enlisted straight out of high school and is a competent non-commissioned officer; specifically, a Gunnery Chief. She joins the party during the first mission, replacing Corporal Richard L. Jenkins (who was killed in action). Ashley is a pure soldier, skilled with weapons but unable to use advanced tech abilities or biotics. She is a possible romance interest for a male Commander Shepard. Williams is highly religious, though her precise faith and denomination are never elaborated upon. She also occasionally expresses "human-centric" views, as a result of her grandfather having been disgraced in the First Contact War against the turians. Character Name: Kaiden Alenko Gender: Male Ethnic Group: Caucasian Class and rank: Soldier Biotic, LT. Height: Appoximately 6 ft Weight: Approximately 200 Weapons and Equipment: Assault Rirlfe, Pistol, light armor Appearance:  Biography (Paragraph minimum):A 32 year old human male party member that accompanies Shepard from the very beginning of the game, and a possible romance interest of a female Commander Shepard. Alliance Navy Lt. Kaidan Alenko is what is known as a Sentinel, highly skilled in both tech and biotics. Alenko has had a troubled relationship with his biotic abilities - this is due to the implant type (referred to as an L2) he and others were fitted with to control their abilities, as it is known to have been responsible for a long list of side-effects on many users. Alenko is regarded as "one of the lucky ones" as he only suffers migraines as a side effect. Character Name: Jeff "Joker" Moreau Gender: Male Ethnic Group: Caucasian Class and rank: Pilot, LT Height: Unknown Weight: Unknown Weapons and Equipment: None. Appearance:  Biography (Paragraph minimum):The pilot of the Normandy. He suffers from a hereditary disease that caused the bones in his legs to become brittle to the point where his legs were already breaking in the womb. Born and raised at the Alliance colony on Arcturus, he was constantly surrounded by Alliance ships and personnel, and soon joined the military. Due to his disease, he opted to go through flight school, where he received his nickname from an instructor, who joked about his apparent seriousness. He excelled at flight school and came out at the top of his class, and is now the best in the Alliance fleet. Character Name: General Richard Tassadar Gender: Male Ethnic Group: African Class and rank: Officer, General Height: 5'11" Weight: 189 lbs Weapons and Equipment: Pistol, radio Appearance:  Biography (Paragraph minimum): General Tassadar is the Human CO within the Norma Military base, and is a highly seasoned and strategic leader. He grew up on Earth in a Christian family, despite the the Prothean ruins were found on Mars, he and his family kept the faith ever since. When he turned 18, he enlisted in the Alliance Military and. after years of service, has been awarded the rank of General. When the attack occurred on Kordo, he and his general aquaintences were relocated into a safe room within Norma, where he and the others monitor the situation via security cameras. Xenomorph NPCsQueen Alien Yautja NPCsCharacter name:L-uij-bpe Thwei Gender : Male Height: 7'2" Weight: 356 lbs Weapons and equipment: Classic Predator mock up, complete with wrist blades, shoulder caster, smart disc and naginata. Appearance:   / L-ulij also has a scar in the shape of a cresant moon above his right eye, hence why his clan is called "Cresant Scar". Biography: L-ulij-bpe Thwei is the elder of the Cresant Scar clan. He is 789 years old, and has much experience in both hunting and warfare. He is a highly skilled Yautja who also has a bad temper and a strict mindset about things. He is known to toy with his prey and has spent hours hunting the same prey before. He is highly respected among the Cresant Scar clan, and nobody challenges his decissions and judgment when it comes to hunting. Turian NPCsCharacter name:Garrus Vakarian Organization: Council Height: Approximately 6 ft. Weight: 240 pounds Weapons and equipment: Pistol Appearance:  Biography:A male turian, Garrus is a member of the Citadel Security force (C-Sec). He has never liked or trusted Saren and was investigating his activities, but wasn't able to prove any blatant acts of treason. He chafes under the red tape, rules and regulations of Citadel Security and had become unsatisfied with his role there. He believes in using any means necessary to either prevent or solve crimes, almost seemingly regardless of the consequences; this is a direct result of a case he was involved with that came to an unsatisfactory conclusion. During his investigations, Garrus came across a case in which a salarian named Doctor Saleon had sold many organs through the black market. When his employees were questioned they were found to also be Dr. Saleon's test subjects as they were growing the cloned organs inside their own bodies, in many cases resulting in traumatic physical and psychological injuries. Unfortunately, the doctor escaped C-Sec custody and fled the Citadel, and Garrus felt that it was the hesitation and regulations governing C-Sec that allowed Dr. Saleon to escape. Garrus was at one point targeted as a Spectre candidate, but was dissuaded against it by his father, a C-Sec officer who was strictly "by the book" out of personal fear that Garrus would end up like Saren. When given the opportunity to pursue Saren alongside Shepard - who is not bound by rules and operates outside the law - he is happy to accept. He is a Turian Agent, skilled at both weapons and engineering, similar to an Infiltrator class. Depending on Shepard's advice and actions, Garrus may at one point apply for the Spectre program, with or without re-applying for C-Sec in the process. Character name: Blonas Organization: Black Hand Height: 6'7" Weight: 280 lbs Weapons and equipment: Assault Rifle Appearance:  Biography: Blonas is the Turian leader of the Black Hand organization. Being a Colonel during the First Contact War, he was greatly displeased with the Council's decision regarding the amends the Turians had to face. Because of this, he seceded from the Council and formed the Black Hand Terrorist group along side Zerker and Wound. He is skilled with assault rifles and prefers to be on the front lines during missions. Character name: Shadow Fist Organization: Council, Spectre Height: 6'5" Weight: 245 lbs Weapons and equipment: Pistol, Shotgun Appearance: Shadow Fist looks similar to any Turian, and has no distinguishing characteristics. Biography: Shadow Fist was chosen to become a Spectre at the age of 43, and due to his stealth skills, was named Shadow Fist by his compatriots. He specializes in stealth missions, and is often used as a scout while in groups. Krogan NPCsCharacter name: Wound Height: 7'3" Weight: 500 lbs Weapons and equipment: Assault Rifle Appearance:  Biography: Wound was a Krogan Battle Master during the war with the Council years back, and when the Krogan were defeated, he, like Wrex, wanted to spend time breeding in order to counter act the Genophage. But this porved fruitless, so instead he became a seasoned leader of what Krogant were left and began attacking Council bases all over the galaxy. When the Turian Blonas and the Batarian Zerker began to form the Black hand, he and the Krogans loyal to him joined with them. Like Blonas, Wound prefers to be with his men during combat. Character name: Urdnot Wrex Height: Approximately 6'9" Weight: Approximately 500 Weapons and equipment: Shotgun, pistol Appearance:  Biography:Wrex is among the last of the krogan Battle Masters. They are rare individuals who can combine biotic abilities with advanced weaponry. Wrex quickly gained fame for his battle prowess and became a leader of one of the smaller Urdnot tribes at a very young age. To date, Wrex is the youngest krogan to be granted the honor in 1,000 years. Urdnot Wrex, krogan Battle MasterFollowing the krogan genophage (a Salarian bioweapon which causes a genetic mutation that causes stillbirth in 99.9% of the krogan population), Wrex realized that his people had degenerated from the honor-bound people they once were and had become senselessly violent, preferring death in battle rather than saving their culture through peaceful means. Wrex turned his back on his people when his father, a krogan warlord who wanted to resume the war, betrayed and attempted to kill him. Wrex escaped, though not before taking his father's life in retaliation. During the past three centuries, Wrex has worked as a bodyguard, mercenary, soldier and a bounty hunter. One operation as a mercenary was with Saren Arterius as his employer, though Wrex had a bad feeling about Saren at that point, and left the contract the moment he met the turian — he did not even wait to get paid. His instincts were right: every other mercenary on the ship they were on turned up dead within a week. Despite his menacing appearance, Wrex rarely loses his temper. Likewise, Wrex doesn't voice his thoughts very often. But when he does, people are more than willing to listen. The mere threat of his anger is enough to ensure that. Salarian NPCsCharacter name: General Zoa Height:5'7" Weight: 165 Weapons and equipment: Assault Rifle Appearance:  Biography: Zoa is also a seasoned General with many career years (for a Salarian) under his belt. He is known for being on of the Salarians in favor of using the Genophage during the Krogan rebellion, believing that getting the job done take priority over morality, and is known to sacrifice men to get the job done. Unlike his General peers, Zoa is cold, calculated, and what some might consider miserable. Asari NPCsCharacter name: Lochica Height: 5'4" Weight: 144 lbs Weapons and equipment: Assault rifle, pistol Appearance: Just like any standard pure breed Asari, she is pure blue. Biography: Lochica is a 5oo year old general who has a compassionate heart and has a more peaceful attitude about her. However, she can be very aggressive during wartime. She was made a general because of her level headedness and her courage during several missions during her career. Like the other two generals, she is currently locked down in a safe room within the Norma Military base. Character name:Liara T'Soni Height: Approximately 5'6" Weight: apprximately 150 Weapons and equipment: Assault Rifle Appearance:  Biography:An asari companion that has a passion for studying and working with Prothean technology. Her field of expertise specializes in the Prothean's demise. She is, in fact, found in a Prothean ruin, trapped in a kinetic bubble prison. Liara is a possible romance interest for both male and female Shepards.[2] In the game world created by Bioware for Mass Effect, the Asari have only one gender, and have the ability to reproduce with any gender or species.[3] Liara's class is unique to her as an Asari Scientist, skilled mainly in biotics, but unable to build skills in weapons. Liara is the daughter of Matriarch Benezia and it is unknown precisely who Liara's other parent is, except that she was another asari. There is a certain social stigma attached to this, as the asari believe that for them to improve themselves, they should mate with other species to gain new genetic properties. If two asari mate as Liara's parents did, then it is believed that nothing is gained from the relationship. The term "Pureblood" is used as a cruel insult for children born of two asari. When asked about her second parent, Liara is only able to speculate that her parents were possibly embarrassed by the union, but she does not know for certain. Batarian NPCsCharacter name: Zerker Height: 6'0" Weight: 199lbs Weapons and equipment: Sniper Rifle Appearance:  Biography: Zerker is a Batarian extremist who hates humanity and all those loyal to the Council. He holds the common objective of all the Black Hand and is looking for the total extinction of all humans and all Council Loyalists. Zerker is skilled with a Sniper rifle, and is the most accurate soldier within the Black Hand. Quarian NPCs Tali'Zorah nar Rayya "Tali" A female quarian party member. Tali'Zorah is introduced as a person who possesses information that can implicate Saren in the destruction of the human colony of Eden Prime. Saren himself sends assassins after her, and once Shepard rescues her, she joins the player's party. "Tali," as she likes to be called, is on a "Pilgrimage," which is a quarian coming-of-age rite in which a young quarian leaves the home fleet and finds something valuable, which is brought back to the fleet to prove their willingness to contribute to the community. She has some trouble adjusting to the quiet atmosphere of the Normandy because the ships she lived on at her home were all rather loud and clunky, and silence usually meant an air filter or other important component had broken. Later on in the game, it is revealed that her father serves on the fleet Admiralty board making him a prominent figure amongst the quarians. This puts Tali under more pressure than most to ensure that she finds something important during her pilgrimage. Later in the game, either on Feros or in the main Geth base in the Armstrong Nebula (in an optional side quest), Shepard can find information on the Geth that can be given to Tali so she can complete her Pilgrimage. Tali is a quarian machinist, an expert with mechanical and electronic equipment. RP Character's list
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Posted: Fri Sep 19, 2008 3:53 pm
Species(( ALL INFORMATION ABOUT ALIEN SPECIES IN MASS EFFECT TAKEN FROM WIKIPEDIA)) Main Mass Effect RacesAsari The asari are a humanoid species that hold one of three permanent seats on the Citadel council at the start of the game. All asari are mono-gendered, although they display, from a human point of view, female characteristics, with the ability to bear and nurse children. Their reproductive and dual nervous systems allow them to mate with any species or gender, with whom the offspring is always female and of the asari race. The asari are capable of participating in and enjoying physical sexual contact. However, to produce offspring, they form a mental and spiritual connection with their partners, and by doing so, draw genetic material which is combined with their own to produce offspring in a form of parthenogenesis. Sexually, the asari could be considered as xenophilic, as not only are they indiscriminate in regards to the races of their mates, but prefer to mate with other races, believing that the genetic and racial traits of other species, when combined with asari genetic make-up, is of benefit to the asari race as a whole. Conversely, they tend to attach a stigma to those born "pureblood" between two asari, as they believe that nothing is gained when two asari procreate (although most are too polite to openly speak of their prejudices). Their homeworld of Thessia is composed of an interconnected system of city-states, similar to those of medieval Italy. Of all the species in Council space, the asari are the most widespread, powerful, and respected, 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, the asari are the most economically powerful; their culture, products and entertainment dominate the galaxy. They are governed by a loose democracy, known as the Asari Republics, and are known to be politically centrist, favoring stability that is conducive to cultural and economic development. Politically, they practice a form of direct democracy that could only be described as an e-democracy, where citizens contribute to the general consensus via a huge interconnected network. However, they also have a matriarchal council that heed the will of the people and make decision for their welfare accordingly. The asari can live for a thousand years going through three stages in life; the Maiden stage (lasting to 350 years,) an energetic phase in life in which an asari is growing up and setting the initial course of her life; the Matron stage (lasting from 350-700 years) where an asari draws back to a more deliberative phase and begins to lay the foundations of a family and her place in society, and finally the Matriarch phase (700-1,000 years) where the asari takes her place among the elite in society, participating more in cultural and political affairs and generally leading the next generation to fruition. 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," employing a salarian-developed 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 in nature, resembling Terran birds or raptors. Most also have painted-on markings on their faces whose design and color denote which colony or system they were born or raised in. This cultural observance was first developed during the Unification War, in which various turian colonial holdings fought each other for territory and influence within the Hierarchy; however, years of infighting made most of them too weak to oppose the unifying influence of the Hierarchy itself. Outmatched, they accepted unification under the Hierarchy's leadership, but the markings remained. There are some turians who do not have face markings; during the war, they were typically Hierarchy loyalists and were referred to degradingly as "bare-faced." While turians without markings are no longer singled out as such, the slur remains and is commonly used to imply that certain turians are "politicians" or "untrustworthy"; in turian, these terms are synonymous and interchangeable. Turians have a reputation for skill and bravery in combat, but are not considered bloodthirsty. In combat, turian units are highly adaptable and yet highly disciplined. Turian units do not break, no matter how disadvantaged; they will retreat and withdraw if necessary, but will do so in an orderly fashion, setting up vicious rear-guard actions and ambushes along the way. A rigid code of honor and strict discipline are the hallmarks of any turian officer and soldier. 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. Turian society in general is very honor-bound, concerned with the performance of one's duty, regardless of one's role in society. All turians work for the glory of the state and are all state-employed in some way. Military service is required for all turian citizens, as well as client races who wish to become full turian citizens. While there are some turian criminals (a rather low number due to the typically turian devotion to the state and to society), even they maintain a level of conscience unheard of by criminals of other races; a turian criminal will, like most other beings, attempt to evade responsibility and consequence for their actions, but once caught and taken into custody, he or she will tend to admit their guilt and accept due punishment (which, in turian jurisprudence, is usually very harsh). Despite this preoccupation with law and order, many are surprised by the importance turian society places on personal freedoms. Turian society allows for freedom of speech, religion and the practice of practically any activity that does not harm or undermine the state. There are turians who are known to observe and adhere to asari and even human religious practices; there is an increasingly large segment of turians who are known to practice Confucianism and/or Zen Buddhism. Their species is governed by the Turian Hierarchy, a collection of military leaders and autocrats, and of the three permanent council races, they possess the largest military force, even if they are not as powerful as the technologically, diplomatically and economically superior Asari. As such, they are largely employed as the front line of the Council's combined military forces. Most Council peacekeeping forces are made up principally by turians, and turians are also the largest racial group employed in the Council Office of Special Tactics and Reconnaissance (Spectres) and Citadel Security Services (C-Sec, the station's law-enforcement body; it was the turians who suggested the agency's formation). While autocratic in nature, turian hierarchs almost never cross the line into tyranny or despotism, for devotion to the well-being of the people is ingrained into every turian from childhood. Politically, the turians are conservative, paying great observance to tradition, duty, loyalty, honor and the preservation of the status quo. Still, they generally get along well with most other races. There is a great deal of hostility between the turians and the krogan for obvious reasons, and there is a lingering degree of distrust and enmity between the turians and the human race, the bitter memories of the First Contact War still very fresh for both races. However, the Turians still greatly respect the military tactics and aptitude of the humans as demonstrated against them in battle during the reclamation of the human colony of Shanxi. The rate of human colonization, material wealth and influence within the Council is known to irk some prominent turians, but there is a grudging respect between the two races. Salarian Salarians, who possess one of the three permanent Citadel Council seats, are a species renowned for their mental acuity, technical skill and their high aptitude for espionage. Salarians have a very high metabolism rate, lowering their life expectancy to about 40 Earth years, but also necessitating very little sleep, around 1-2 hours per day. In the interstellar community, they have created many of the major technological advances that now fill the galaxy. Highly intelligent, their mental acuity is galactically renowned. In fact, they are considered to be hyperactive by most other races; salarians, however, disagree with this prognosis, considering other races to be slow and dim-witted. They favor political liberalism, making them a counter-balance to the conservative turians and centrist asari on the Citadel Council. The Salarian Union is largely governed by a group of dynastic families ruled by female elders. Of the three permanent Council species, their economy is the smallest, but is still substantially larger than that of the human Systems Alliance. The salarians were responsible for the elevation of the krogan race to combat the invading rachni, and they were subsequently responsible for creating the "Genophage" biological weapon used to quell the later Krogan Rebellions. Militarily, they are considerably weaker than the turians in head-on combat, preferring to employ sabotage, reconnaissance, counter-intelligence and commando operations against any enemy. However, in this type of battle, the Salarians are perhaps par to none. They excel at information gathering and while they consider out right direct war to be a last resort, once they do engage in war, it's almost always by surprise (they see a declaration of war as strategically unsound) and by a strategically dominant force - after all, they've long since figured out what and who they are fighting against and how their foes are going to fight. Religious views consist of the belief in a kind of "wheel of life", a concept known as Reincarnation in our terms. In the novel Mass Effect: Ascension, a 'salarian Lystheni Offshoot' is mentioned. It can be speculated that the Lystheni are a criminal organization similar to the racist, human organization Cerberus as the novel describes them as 'those unwelcome in Citadel space', it could also be speculated that they are a salarian subspecies. Krogan The krogan are a species of large reptilian bipeds native to Tuchanka, a world known for its harsh environment, scarce resources and over-abundance of vicious predators. Once hailed as the saviors of the galaxy for their successful destruction of a dangerously xenophobic and powerful spacefaring insectoid race known as the rachni, the krogan are now a shadow of their former prominence. Flush with confidence following their defeat of the rachni and the recognition of the Citadel races and their subsequent leniency towards the krogans' obvious ambition for an empire of their own, the krogan began colonizing worlds at a dangerous rate, eventually forcibly colonizing inhabited worlds and encroaching upon Citadel territories. Unwilling to curtail their activities and relinquish those worlds and territories belonging to other races, the krogan rebelled against the Citadel council. Initially, the krogan had considerable success in action against the combined militaries of the Citadel races; due to the hostile environment of their home world, natural selection had caused them to evolve various adaptations that made them a hardy species and their extremely high reproduction and maturation rate made it nearly impossible for the Citadel races to inflict any considerable and long-lasting damage to their war machine. The contact with the militarily superior Turian Hierarchy brought much needed relief to the beleaguered Citadel races, but not even then were they able to maintain the numbers and material necessary to defeat the krogan, only managing to stall for time. In desperation, the salarians concocted the genophage, a biological weapon that would infect the krogan on a genetic level and make only 1 in 1000 births viable. Once infected by the turians with this weapon, the krogan were unable to maintain their numbers and through attrition were eventually defeated. Because of the continuing effects of the genophage, the krogan are a dying species and are trapped in a downward spiral of meaningless violence. Some krogan hire themselves out as mercenaries, assassins or muscle for various organized crime syndicates; others manage to eke out a living through brigandage and piracy. Many krogan still consider themselves at war with the galaxy at large and are still incorporated into small war parties or clans traditionally led by warlords. Increasingly, however, the krogan have taken to fighting amongst themselves for territory, resources, and even over those few krogan females who are still capable of producing offspring. Due to their slow extinction, most krogan are becoming increasingly pessimistic and self-centered. Few krogan have any interest in anything other than fighting or the acquisition of material wealth, even to the point of ignoring any possible way of countering the genophage. This fatalism makes their eventual extinction all the more likely. However, it is revealed that many krogan have allied themselves with rogue Spectre Saren Arterius and the geth in exchange for a possible cure to the genophage. It is also stated in-game over elevator public addresses that a krogan group contracted a salarian research organization to produce a cure for the Genophage. The krogan sued for a return of investment money when no cure was found. The large shoulder humps on a krogan store fluids and nutrients, which enable 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 fail or be damaged, including four testicles (evidenced by an optional conversation with Garrus on board the Normandy) [3]. 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 and are referred to as battlemasters. It is stated by Shepard that Krogan can live for centuries. Batarians The batarians are a species that are socially not unlike humans, and as such have a political rivalry with the Human Systems Alliance, with whom they compete for unclaimed territory. The batarians have a slimmer build than the average human but are about the same height, on average, as a human. They have four eyes, one inner set located approximately where that of a humans would be, and a second pair on top of the first pair's browline. Their noses have eight openings, four on each side of the head. Their skin is a cream color with a purple stripe running down their chin and a chocolaty brown area where hair would be on a human. Batarians used to have an embassy on the Citadel, but they closed it in protest of the council's decision to allow human colonization to continue in the Skyllian Verge, an area that the batarians considered within their sphere of influence. As a result, the batarians have essentially placed themselves at odds with most of the other Citadel Council races and particularly the Systems Alliance. This rivalry has led them into something of a proxy war with the Alliance, with the batarians using their influence in the chaotic Terminus Systems (especially in areas bordering Alliance space) to foment political instability and criminal activity that could eventually cause problems for the Alliance. As a result, batarians have many contacts with and in many cases are in direct control of galactic organized crime syndicates and terrorist groups. Humans Humans in Mass Effect are generally similar to those in modern day life, although more technologically advanced. Human society in Mass Effect is both similar and dissimilar to modern human society. Independent and separate nations still govern various landmasses on Earth. In regards to the galaxy at large however, the Systems Alliance is the face of humanity. The Systems Alliance is a multi-national independent entity supported by the various nations of Earth that is, for all intents, it's own political, governmental, and military entity; it controls and manages all off-world activities. A recent addition to the galactic stage when the game is set, human society 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 rapid expansion brought them into contact with the batarians and turians, with whom they quickly came into conflict. The human-turian First Contact War brought humans to the attention of the species of the Citadel Council. Due to the System Alliance's quick and effective military response to the turian occupation of the human colony of Shanxi and the stunning defeat of the turians at the hands of this relative newcomer to galactic politics, the Citadel Council wasted no time in mediating an end to the war and gave the human race considerable latitude in their colonization efforts, much to the dismay of the batarians, who abandoned their Citadel embassy in protest. In the brief decades since their appearance, humans have quickly risen to prominence. In addition, humans have recently been given an embassy at the Citadel as associate members of the Citadel Council. Humans are seen by most galactic races 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 become full members of the Council, at an unprecedented rate. Due to their military aptitude and rising force levels, they are limited by the First Contact War-ending Treaty of Farixen, which limits the Alliance military to 1/5th the number of dreadnaught warships the turians possess. In order to gain diplomatic recognition and respective associate member status on the Council as well as an embassy on the Citadel, the Systems Alliance agreed to this stipulation. During the game, Commander Shepard (the main character) comments on the difference between the lifespans of the asari and humans, saying that humans are "lucky if they reach 150," therefore implying that humans have extended their average lifespan by several decades.[1] It is also revealed that humanity makes extensive use of in utero genetic screening and engineering to eliminate or repair many congenital defects. Genetic engineering is also used (mostly by the wealthy) to enhance appearance, physical ability, and mental acuity. Minor Mass Effect races (These races are not available to choose for your RP character, but they will be present within the RP at times. Feel free to use these races as NPs as you choose) Quarians (the only Quarian is Tali)  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. Due to living upon completely sterile spaceships for most of their lives, quarians have virtually no immune system, and cannot remove their life-support systems until they return to their fleet. Due to their limited amount of living space and resources, quarians are only allowed one child per family. All young quarians are required to solitarily embark upon a Pilgrimage, a rite of passage where they leave their home ships and set out to discover and bring back something of value or use, whether it be an artifact, equipment, or even knowledge, which they would present to the captain of the ship of their choice. (Quarians are also required to move to and live on a different ship than the one they grew up on, in order to promote genetic diversity and eliminate genetic damage through inbreeding.) Once the gift is accepted, the quarian is accepted into the ranks of the ship; gifts are rarely declined, as most captains are bound by tradition to accept anything that can be of use, but a stigma is attached to those who offer substandard gifts. The quarians are divided politically into two branches of government: the Conclave, a civilian body that represents the majority of the people on the various ships of the Migrant Fleet, and the Admiralty Board, comprised of the five highest-ranking naval officers in the fleet. The Conclave is subdivided into councils on each ship who advise the captains of the individual vessels; however, the captains still have the final say on all issues and all matters of jurisprudence. Captains who override their respective councils on too regular a basis are either ordered by the Admiralty Board to settle their disputes on their own or relinquish command. The Admiralty Board has a great deal of influence on all matters pertaining to the fleet, has direct command of the fleets' military forces and has veto power that overrides any decision the Conclave makes that is seen to be detrimental or dangerous to the fleet. However, the decision must be unanimous and once this veto is invoked, the entire Admiralty Board must resign their seats immediately, to prevent any possible abuse of power. Any Admiralty Board member who refuses to relinquish his or her seat is subject to arrest. The quarians are looked down upon by the Citadel races, mainly due to their creation of the geth three hundred years prior to the game's timeline. As it was they who created the geth, were unable to quell the subsequent geth insurrection, and were finally forced off of their homeworld by the geth and relegated to roaming the galaxy in an increasingly threadbare and derelict migrant flotilla, the quarians are generally unwanted throughout the galaxy. The unsightliness of their fleet and their tendency to take whatever employment they can find, often at the expense of native inhabitants, further harms their reputation, and the leaders of any colonies or systems through which the Migrant Fleet might pass are often inclined to donate any spare items of use to the quarians as a bribe to keep them from visiting. Quarians are grateful for the assistance and have never abused this tendency, but many feel insulted by the motivations behind these "gifts." Despite all this, their skill at electronics, engineering and cybernetics make them ideal workers for major corporations and mining firms; quarians are considered to be amongst the best and brightest of the galaxy when it comes to technological and geological aptitude. Volus Little is known about the volus to date, 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; if exposed to the toxic atmospheres and wildly differing pressure levels on most other worlds, they will suffocate and their bodies will eventually split open. However, this condition makes the volus ideal for colonizing worlds with great material resources that remain untapped due to lethal atmospheres. They are controlled by the Vol Protectorate, an interconnected system of clans and fiefdoms, but they willingly made themselves a client race of the Turian Hierarchy, sacrificing political independence in exchange for military protection and stability; in exchange for this protection, the volus offer the turians (as well as the Council and other groups in the galaxy) their knowledge and prowess in economic matters. It was the volus who developed the Uniform Banking Act for the Council and the credit system in use throughout most of the known galaxy. They are known to be prolific traders, and possess an economy far larger than their territory would suggest Elcor Elcors are large elephant-like aliens that speak in a slow, monotone fashion. The elcor use scent and subtle body movements, rather than tone, to convey meaning and intent when conversing. The elcor found that when they encountered other races, these subtleties were lost on them; because of this, elcor choose to describe their emotions before making any statements. Elcors evolved on Dekuuna, a large terrestrial world, with enormous gravitational pull; forcing them to become extremely deliberate with their movements (as any stumble, no matter how minor, would result in injury, if not death.) This physical necessity therefore resulted in a political, social and cultural philosophy that extolled the virtues of caution, deliberation and patience. The elcor's main political body, the Counts of Dekuuna, demonstrate this tendency in their political decision-making process; their millennia-old archives are constantly kept up-to-date and are constantly consulted by the Counts when making decisions to ensure that precedent is respected and all options are kept in consideration. As such, the Counts take a very long time in making decisions or enacting laws, sometimes taking decades to decide on relatively simple matters of state. Though large and physically powerful creatures, they are rarely violent. However, if pressed into violent situations, their extremely thick hides make them nearly invulnerable to conventional weapons and their extraordinary strength allows them to carry various amounts of heavy weaponry and commensurate ammunition with ease.It is believed the elcor mount weapons on their back as all their limbs are used for locomotion. Hanar The Hanar are a species resembling Earth jellyfish. Hanar stand slightly taller than a human and have 3 fingers at the end of each of their tentacles. Having no physical means of verbal communication, they converse with each other using bioluminescence (which modern translators will automatically render into something that can be understood by other races). Their speech is very polite and very eloquent. They are governed by The Illuminated Primacy, a theocracy that worships the Protheans as mythological "Enkindlers", although they are tolerant of other species and the religious and spiritual creeds that they adhere to and espouse. For this reason, they have difficulty seeing the Protheans as an extinct biological species as do most other Citadel races, instead tending to view them as components of their religious mythology. Their extreme cultural obsession with politeness and protocol sometimes leads to problems interacting with other species, who may not understand their rules of etiquette and manners. As the majority of the Hanar dominion is entirely self-sufficient and thus trade and diplomatic relations are generally unnecessary, this tendency doesn't pose much of a problem with matters of intergalactic state or foreign affairs. However, any Hanar who choose to take up residence on alien worlds or who man outposts that come into regular contact with alien races are advised to take special classes that help counter this tendency and smooth-over inter-species relationships. Among Hanar, it is customary to refer to oneself as "I" or by one's birth name(Soul Name) only among family or close friends; with others, "it," "this one" or a public name(Face Name) are used. Every Hanar has two names, the "Face name" and the "Soul name". The face name is the name that is known to public and referring to oneself as anything more personal, such as 'I' or the soul name, is considered egotistical. 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 invertebrate life-form, they cannot support their physical forms in standard gravity, instead using mass effect contra-gravitic levitation packs. Their bodies are 90% water content. Xenomorph Classes((Due to the massive amount of different types of aliens that could be created from all the different species, there will be no new alien types [Turian alien, Salarian alien, etc]. However, if you can create an alien based off of these species and do a good job, I will consider allowing you to be an alien like that))Queen Alien (Only I will get to be an alien queen unless I know that you will be devoted to the RP until it ends or dies)  Queen aliens are significantly larger and stronger than the warriors, approximately 4.5 meters (15 feet) tall.Their body structure differs also, having two pairs of arms, one large and one small, and being built more similarly to a theropod than a humanoid. Queens have a much larger brain case than the average adults, protected by a large flat crest above their heads. Unlike other xenomorphs, the Queen also has high heel protrusions from her feet. The Queen also seems to have increased intelligence compared to the other lifecycle stages, as the Queen on LV-426 was able to learn to operate an elevator. Pregnant alien queens possess an immense ovipositor on their lower torso, similar to a queen termite's, which is responsible for creating facehugger eggs. The queen is able to detach from the ovipositor. When attached to her ovipositor, the queen is supported by a "biomechanical throne"that consists of a lattice of struts resembling massive insect legs. Unlike insect queens, there appears to be no need for drones to fertilize an alien queen's eggs. Smaller drones are only mentioned in the novelization of Aliens by Alan Dean Foster, where they transport eggs from the egg chamber into the hive. The newest film installment, Aliens vs. Predator: Requiem also features a new form of oral implantation, by which the Predalien mimics the action of facehuggers, directly depositing chestburster embryos into a host via its inner jaw. Alien Drone Drone aliens stand roughly 7 to 9 feet tall and and weight a few hundred pounds. They are the basic "worker" if you will of hive and are meant to do the queen's will, varying for gathering hosts to fighting for the hive. Alien drones are stronger and faster than all Yautja types except for females, are use their tail, claws, teeth and double jaw as weapons. All drones are created through face hugger implantation followed by a short time of being a "chest burster" before maturing into a full adult. Drones are completely selfless when it comes to defending the hive or doing the will of the queen, but are known to exert independent self-preservation and will when by itself. Runner Alien Runner aliens are basically like the drone aliens, except faster, weaker and smaller in stature. They run on all fours and can chase down any species present in the RP. Praetorians ((Info from AVP Planet.com As the Queen's Royal Guard and prime defender of the Hive, the Praetorian is the most heavily-armored class. While it does lack certain abilities normally attributed to Aliens, those 'balance cards' only reinforces how such a strong and powerful creature it is. Yautja    Yautja are a race of hunters with a strict code of honor and incredibe technology. They only hunt prey they consider worthy and use a wide variety of weapons, from simple blades to shoulder cannons that fire plasma. The Yautja can be compared to ancient Samurai in their everyday culture, and live in classes from young bloods or unblooded (novice hunters) to highly skilled Elder Yautja. The greatest honor a Yautja can achieve is an honorable death in combat. Yautja are very strong, fast, and intelligent, but what makes them as deadly as they are is their skill with their technology. HOWEVER, Yautja ARE NOT stronger or faster than xenomorphs. To put it into persepctive, look at this photo:  The Yautja follow a strict caste system. Those lower in rank WILL obey those higher in rank.
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Posted: Fri Sep 19, 2008 4:06 pm
Groups and their weapons and equipmentCouncil Loyalists:Council Loyalists are simply those loyal to the Council. This group consists of all species besides Krogans and Batarians. That includes Humans, Turians, Asari, Salarians, Hanar, Elcor and Volus. Council Loyalists include soldiers and scientists (of all the Council races) within the Military base, as well as merchants (Elcor, Hanar and Volus) and other business men present at the base before the attacks began. Council Loyalists also include The Normandy and her crew, as well as the three Spectres sent by the Council to Kordo. Black Hand Terrorist Organization:The Black Hand was formed shortly after human exploration of the galaxy by the Alliance. Consisting of Batarian, Turian and Krogan mercenaries bent on destruction of the Council's powerful influence over the galaxy, the Black Hand's primary objective is to "Liberate" the galaxy of the grip on galaxy affairs. The Black hand is lead by a Batarian by the name of Zerker, an ex Spectre Turian named Blonas, and a Krogan battle master named Wound, the Black Hand has been operating small operations mostly, and this attack against the Council is the first major offensive against their enemies. For years the Black Hand has been secretly experimenting with the captures monsters known as Xenomoprhs, and while being unable to tame them to their will, have studied the creature enough to understand how to effectively use them during their mission with minimal causulties. However, like just about everything, they soon come to find out that Xenomorphs are far more than what they think... Alien/Xenomorph Hive:The Hive is made up of an unknown amount of drones, runners, and Praetorians, and is the biggest force within the RP. They inhabit most of the jungle around the Council's base and will be the most seen enemy in the RP. The Hive objectives are simple: Expand the hive, gather hosts, and kill the invaders. Cresant Scar Clan (Yautja):The Cresant Scar clan is lead by the Elder Yautja named L-uij-bpe Thwei. The Cresant Scar clan operates like any normal Yautja clan: they kill for honor and do it effectively. The clan had been hunting in the jungles of Kordo before the the Black Hand began seeding the jungles with Xenomoprhs, and the arrival of the Xenomoprhs had stirred bloodlust within the ranks of the Clan. Now their hunt has changed from hunting less dangerous creatures native to the planet to the Xenomorph threat. And upon discovering the Military presence, their bloodlust had increased two fold. Now in the thrill of the hunt, the Yautja are hunting both the Xenomorphs and the warring factions. Equipment((All information from Mass Effect Wiki)) Light Armor:Light Armor offers a basic level of protection from enemy attacks and minimizes the movement penalties that affect weapon accuracy. All classes have the ability to use light armor from the start. the Adept, Engineer, and Quarian Machinist classes will always be limited to light armor and can increase the effectiveness of armor with the Basic Armor talent. The Asari Scientist is limited to to only light armor and has no talents to improve armor use. The Infiltrator, Vanguard, and Turian Agent classes may use only light armor unless they have invested enough points in Tactical Armor to unlock Medium Armor. Medium Armor:Medium Armor offers an increased level of protection, but also increases the movement penalties that affect weapon accuracy. The Soldier and Krogan Battlemaster classes have the ability to use medium armor from the start and will rely on it until they have invested enough points in Combat Armor to use Heavy Armor. The Infiltrator, Vanguard, and Turian Agent classes can use medium armor once they have invested enough points in Tactical Armor to unlock it. Heavy Armor:Heavy Armor offers the highest level of protection from enemy fire, but also has the highest movement penalities affecting weapon accuracy. The Soldier and Krogan Battlemaster classes have access to Heavy Armor but require 7 points in Combat Armor to unlock it. Weapons:Assault Rifle: Assault Rifles refers to both the weapon type and the combat-oriented talent available only to soldiers as a starting talent. Assault Rifles are designed for any combat situation, allowing for close-, medium-, and even (in the right circumstances) long-range combat. Their automatic fire makes the Assault Rifles perfectly designed for taking down enemies quickly or providing cover fire, but due to their high recoil, sniping with ARs is very difficult. Short, controlled bursts and a crouching stance are required to hit anything at long range. At close range, spraying bullets into a target is effective, if not as quick as Shotguns. The assault rifle has the Overkill ability, when active this causes the assault rifle to generate less heat (thus taking longer to overheat) and increases accuracy. Assault Rifles are harder to use than other weapons until you spend a few talent points in them. Once you have invested talents, your AR will be far less likely to overheat and you can spray bullets into a smaller window for much longer. If your target reticle starts expanding, simply stop zooming in, move to the left or right for 1 second, then rezoom. You should be back to the most accurate level without waiting. With the correct upgrades you can have endless firing: HWMA AR equipped with two Frictionless Materials level 7 or higher with any ammo upgrade without heat penalty or heat generation with the exception of High Explosive Rounds. Shotgun:Shotguns are both close quarters weapons and the corresponding unlockable combat-oriented talent available to soldiers and vanguards. Shotguns are particularly deadly at close range and can grant the Carnage ability by leveling up in them enough. The shotgun is stored below your characters assault rifle and sniper rifle in its collapsed form. Shotguns should be monitored closely when being used as they are prone to quickly overheating. Sniper Rifles: Sniper Rifles refers to both a type of weapon and its corresponding unlockable combat-oriented talent available to soldiers and infiltrators. Sniper rifles are slow and usually overheat after two shots in quick succession. However, they make up for this in range and damage; higher-level Sniper Rifles retain accuracy at incredible ranges, and they will often kill weaker enemies in one shot. Beware, though; close-range encounters are not recommended, due to the fact that you will more than likely miss any shots in close combat. To counter this inaccuracy at close range, kneel but do not zoom in, and then fire when the reticle turns red. Increases accuracy and damage with sniper rifles. Grants the Assassination ability. Pistols: Pistols refers to both a type of weapon and the talent that gives proficiency in them. Pistols are small firearms that are held by one hand and are often held in a holster by the side of the corresponding leg. In Mass Effect, pistols, like many weapons, are designed to be used by many species with a large grip area designed to be used by any manner of hand. Pistols are close- and mid-range weapons designed for a variety of situations, particularly shooting on the move. They lack the automatic fire of an Assault Rifles, and do less damage compared to Shotguns or Sniper Rifles, however with low or no points they are significantly more accurate than any of the other weapons. For this reason they are generally reserved as backup weapons for use by Biotic and Tech specialists as their main skills recharge. Moreover their high accuracy, particularly in the early game, should not be overlooked by Soldiers as an alternative to assault rifles, particularly if shotgun is to be trained later. Many components of the weapon can be modified and changed for different effects, including the ammunition fired and direct modifications of the pistol itself. Grenades:Grenades are hand-tossed explosive charges, useful against organic and synthetic targets. The Systems Alliance uses the Mark 14 grenade, designed with retractable stabilizing fins. If the fins are extended, the grenade can be tossed like a discus, and glides long distances. With the fins retracted, the grenade can be lobbed over walls and other obstacles. Most grenades can adhere to flat surfaces and have a 10-second fuse, allowing them to be used as makeshift shaped-charge mines or boobytraps. They can be triggered to detonate before their fuse runs out by a signal from any military hardsuit’s built-in communications gear. The Mark 14 grenade can be modified in the field for special purposes. Common upgrades include high explosive, flashbang, and thermite paste incendiary charges. More exotic varieties include charged particle proton charges, Bose-Einstein "cryo" condensates, and cobalt-salted micro-nukes Biotics: Biotics can strengthen their power in specific ways by using amps (amplifiers). These specially designed devices often come in the form of small electronic attachments that are worn on a biotic's ear or the back of their head, and 'plug in' to the biotic's existing implant. They are also known as 'wetware' because of their cybernetic nature. The term biotics refers to powers that are accessed and augmented by using bio-amps, or users thereof. The effects are produced through biological manipulation of dark energy. The various realizations range from the ability to knock adversaries over or lift them helplessly into the air, create barriers impervious to enemy fire, or even unleash small gravitational vortexes that draw in enemies and environmental debris. Three of the main character classes can use biotic talents -- Adepts, Vanguards, and Sentinels -- along with squadmate classes Asari Scientist and Krogan Battlemaster. Yautja Equipment and Weapons:((All information taken from Yautja Encyclopedia.com)) Hunter Padding: This is basic armor, given to new warriors trying to attain a position in the upper castes. The padding is a basic mesh that does not offer much more protection to the thick hide of the Hunters already. Most are designed as armored jump suits meant for casual wear in the corridors of their dark vessels. This is the closest they get to flight suits. This keeps the Yautja warm even at -50 degrees Celsius. Hunter Padding:  Hunter armor is the equivalent to the Marine M3 body armor, which offers protection where you need it the most. The armor is light and maneuverable but it is still vulnerable to heavy strikes. The armor used for the tradition of the ritual hunt has been in use for thousands of years amongst the Yautja. In this time, its form and function has undergone very little modification. All Hunters will be bestowed this gift at their coming of age ceremony. The pieces of the Light Hunting armor are forearm bracers, lower leg bracers, shoulder plates, belt, armored briefs with groin-cup, belt and sandals. There are six hangers on the basic belt for other assorted items. Medium Hunting Armor is the standard suit, but includes an integral heater, chest and back plates (light grade), the knees are better protected, and quadricep (thigh) plates. Heavy War Armor is not used for traditional hunts, but has found strong popularity for harvesting bug queens and bringing down massive trophies. Almost fully environmental, this armor was also designed during the period of antiquity that spawned the Hunter standard armor. During this time, the Yautja were less concerned with running into more powerful societies, so when they did encounter one, they were ill prepared. Built for the open battlefield, the Shift field on this model is not as effective. The suit has mounting positions on both shoulders, which can support heavy weapons. The pieces on this suit includes all those listed for the standard, but the shoulder plates extend almost to the elbow, and it includes torso plates, heavy quadricep covers, and a light exoframe. The mesh is also replaced with an airtight cloth, which covers the joints and areas not covered by the hard plates. In fact, the only uncovered area of this suit is the Hunter's hair, hands (which always have a partial glove in any suit), and sandals. Usually only reserved for the upper castes and the elders, Ceremonial Armor is only found on one hunter per combat team usually, always the leader. He stands out from the group as a proud symbol of honor and leadership. This interchanging plate armor is somewhat clunky, offering more dazzle than heavy-duty defense. However, the ceramic plating is composed of a foreign compound, which seem immune to the Kiande Amedha acidic blood. This makes the armor very efficient when fighting the hostile species. Light Hunting armor weighs 15 pounds. Medium Hunting armor (recommended for hunting bugs) weighs 20 pounds. Heavy Hunting Armor weighs 35 pounds. Knee Pad:One of the most flexible of all the padding used by the predator is the kneepad. Made up of special metals more advanced than any other metal the predator uses. The padding is six inches thick on the shin area, and eight inches thick on the knee area. There is a holster on the outer edge of each kneepad. This holster can carry the Net Projectile Launcher, an unattached and/or spare wrist blade, or the combi-stick. The kneepads are very flexible, but very durable and strong. They improve the predator's running abilities, and form its posture for better bone structure. Back Pack:The body armor consists of 2 parts, mainly the front, which holds extra protection, and the back, which holds a mainframe battery. The mainframe battery feeds energy to the shoulder cannon rounds, reloads it, powers up the wrist computer, and energizes the cloaking device. The Predator's armor, computer system, and external batteries are linked to the backpack by the mainframe computer. The mainframe battery can last up to 40 years, and even then can be easily recharged in minutes. The mainframe battery acts as a heart for the armor, and recharges durability to the armor when the predator chooses. The backpack is protected by a 4-inch thick metal unknown on the periodic table. This metal is undoubtedly the strongest metal ever encountered by man. It is believed that it would take radiation to make it rust and only then could it be punctured. The predator uses the backpack not only as a source for energy to the armor, but it is also used as a spinal protector. The predator's spinal cord is severely brittle, and can be broken easily. Thus, the invention of the backpack. Helmets: This is the basic mask worn by lower caste warriors. It does not offer the radical spectrum viewing seen from upper caste warrior helmets but only head protection and atmospheric support (gas filter to adjust atmosphere gases to a breathable buffer substance). This respirator is also capable of being used underwater similar to scuba gear. The Yautja's home world was very similar to earth conditions, The primary exception is the high levels of methane in the air. This breather provides the hunter with a trace supply of the gas, filtered in with the air from earth like worlds. This pressurized system also keeps the mask firmly attached to the hunter's head. The system provides a one-month supply of methane. They can change their vision, using the buttons on their left gauntlet. A Yautja operates the mask by pressing buttons with its tusks. The controls are customized by the individual hunter, and can be changed in a few minutes. The helmet records all events in a 360-degree view, enabling the predator to see playback video in all directions. When the predator is under water, it can use its helmet with Sonar technology, seeking all sound events tracked, and directing itself to the point of origin. The mask is not only a functional piece of protection, but also a personal identifier. Each mask is customized by its owner in some way, and is presented with their first set of armor. The helmet has several integral functions. Audio Waveform Analyzer:A function of the bio-helmet that is usually separate, the Waveform Analyzer reacts to changes in the audio environment. A flux in the displayed waveform indicates the presence of an enemy that may or may not be in a Warriors line of sight. Sound analyzer - can break down sounds into a raw phonetic pattern, allowing the Hunter to learn how to speak any language, even if it takes him longer to understand it. Audio booster: can pick up a whisper at 500 feet. Camouflague Device: To hunt successfully, the perfect camouflage is needed. Every Warrior is given these techniques. Perfectly mirrored with his surroundings, he becomes invisible. This arm-mounted mechanism is the source of the unique capabilities of the hunter to render him virtually invisible. It works by creating a strong field, which bends light around the Hunter-only the distortion of the bend causes a slight visual apparition. If spotted, the target is still hard to see. Only mounted weapons are effected by the cloak. This includes only concealed weapons like retracted claws and collapsed spears or other weapons kept hidden by pack-sacks and so forth. Once extended or revealed, the weapon is visible. This only affects vision, in no way dampening sound or reducing the smell of the predator. Creatures whose "sight" is not based on reflected light will not suffer (i.e. the Kainde Amedha have no eyes). The special lenses in their helmets also allow the Yautja to see each other when they have enabled their shift suits. The suit is notoriously unstable in water, and getting one wet will shut it down. It is also conceivable that the suit would be ineffective in environments saturated with particulate material surrounding the wearer such as fog, rain, or dust. The armor is not heat insulated, so anyone with thermoptics will be able to spot the hunter unless the surrounding environment is of equal temperature. The suit is totally visible using any form of ultrasound based vision (which also hurts the Yautja's hearing), ultraviolet beam radar, or personal radar. It is 90% effective if motionless. If one kills while cloaked it is a great dishonor. It ignores all laws of fair and honorable hunting, and gives the prey a fighting chance. A Yautja who is discovered doing this is usually banished from the Clan, and is considered fair game for other hunters. The only exception to this is to "remove" anything standing between the hunter and his prey, or if the hunter is attacked by a creature he is not hunting. Gauntlets: The gauntlet houses controls for the self-destruct, Shift suit and their Shoulder burner auto-targeting override. It also housed a small weapon that shot a wishbone-shaped projectile (Model II). The computer is tied in with his landing ship, and can locate, pilot, and destroy the ship. Wrist Computer: Run by the mainframe battery in the backpack, the arm bracer computer (integral to the bracer of the Yautja's offhand) is the control unit for many of the functions of the suit. It is designed with efficient use of space in mind, and the bracer will always be a little larger to accommodate this. From it, the hunter can control optics, sound analysis, temperature control (if heated mesh is in use), weapon power, and the holographic shift functions. This is also the countdown device for the self-destruct function of the micro-power plant, housed inside the armband. The wrist computer can also set off a self-destruct device that makes an electrically charged light bomb explode, and its destruction leaves a crater with a diameter of 200 feet. Also, note that if the armband is destroyed, the nuclear plant becomes inert, and all power to the suit is gone. Also contains small homing beacon for retrieval after a hunt. This weapon of last resort is used by warriors to keep the honor when they die. After the arm mounted device is set, there is a one minute countdown until a micro nuclear weapon is detonated, destroying everything in a 200 acre radius. The device becomes part of the armor suit and can be disabled. Medkit: Vital to anyone who lives on combat, the medical kits of the Yautja includes bladed instruments, fire sources, drugs, powders, and various other items. With these, they are able to cauterize wounds and stop bleeding. They can even extract bullets from their own bodies, albeit painfully. A Yautja with a med-kit and a little time can stop the most serious aspects of their wounds. One of their technologies is the ability to grow skin back in minutes where the skin is broken, by speeding up the white cell duplication. Another technology is the ability to make pain stop, using a drug that magnifies "mind over matter" in the brain as well as sending powerful drugs to the effected area. A clean way of "stoning". The predator is very strong, so the use of the med-kit is limited to close combat. The med-kit is carried in a holster on the belt. It carries within itself, several tools that are very durable, and portable, looking the size of a spoon, then growing into a dish. The med-kit is normally used once each hunt, and is not relied upon very often. What's in the MediKit: Medkit, Light Duty: One shrapnel extractor, two wound clamps, one stimulant shot, one tube antiseptic. Medkit, Medium Duty: One shrapnel extractor, six wound clamps, four stimulant shots, one tube antiseptic, and Wound stapler. Medkit, Heavy Duty Deluxe: 1 Deluxe lighted case, 1 shrapnel extractor, auto burner dish, 4 wound clamps, spatula, 2 vials super antiseptic (acidic enzyme, which when combined with silicon (glass/sand),and limestone (chalk/tile/etc.), forms a form of biological mortar that can patch any hole from a bullet hole to a severed limb), Super-stimulant (acts as a berserker drug) Case has 12 hour rechargeable battery. Wrist Blades: The Ki'cti-pa is the weapon chosen for most Yautja. Twin blades, double-edged, and sharp enough to tear through bone, these retractable blades are effective against large and small opponents. Using it shows the Yuatja pride, because they must fight face-to-face. They are the recommended first weapons because of their effectiveness. The barbs on the back are typically used against unarmored foes, and the weapon can be used to parry/trap other blades. Length is 6 to 18 inches. Width is the blades can be spread from two to eight inches apart. Acid-resistant claws are almost identical to normal Wrist blades. In fact, the housing is the same. These new blades are only an inch longer, and are immune to all forms of damage including alien acid. The blades are virtually indestructible. The damage is only slightly more though. Those who have fought for many battles usually have made this simple upgrade. Naginata:The Naginata is part weapon, part ceremonial trophy. It is a beautifully, plated, and encrusted pole arm with double bladed ends. Each end is a super sharp collection of knives causing devastating damage if struck upon a hapless victim. The blades can flawlessly cut through almost ever substance and is totally immune to alien acid. The Naginata also has a conducting field which allows it to be cloaked when in hand. When the weapon strikes, however, it becomes visible. The Naginata is an image of Honor and demands respect when brandished. It is 7 feet long and weighs 8 pounds. Darth Gun: The Dart Gun is the closest Predator equivalent to a pistol. It fires self-propelled flachetes that inflict little damage but do come with a poisoned dart. The weapon is small and easily concealed. The launcher uses a highly compressed air charge. Length: 2 inches of blade, four inches of shaft that fit into the launcher. Weight: the firing mechanism weighs 4 oz, darts have no appreciable weight (1 oz.) Net Launcher: The Net Launcher is small and usually reserved for when a Hunter is planning to enter a major combat area and the temporary incapacitation of a subject is necessary. The net launcher is not a kind weapon. The net usually pins a victim to the floor or a wall with razor sharp wire that viscously cuts into the flesh, making an escape a painful experience. It has several high penetration spikes around its outer rim. The net is only large enough to entrap one creature roughly Yautja sized, but it fires with enough force to pin a creature against a wall or thick column. The force of this projectile can also lift a 100 kilogram target off the ground and throw him up to 12 feet and flies at 200 mph to 500 mph, depending on the thickness of the oxygen in the immediate area. The net needs a blade to be cut. This keeps up until the subject is released or is killed. The net can also release on a trigger from the weapon. The projectile launching device is hand held by the Yautja, and the trigger is hit by the thumb on the top thumb support. The launching device is carried inside of a holster that can be attached on either the backpack, or one of the kneepads. Length is six inches, weight is 6 oz. Forearm Caster:  Used in tandem with the more powerful, shoulder mounted version, the forearm plasma gun has far greater accuracy in the short range. The weapon, unlike the larger one, is not fired by the Predator's lower mandible (tusk), but is actually triggered when the hunter fully extends his arm. It weighs 2 pounds and has a range of 400 feet. Forearm Laser:Almost identical to the small plasma caster, this weapon sacrifices a little power for a lot of range. The weapon is also fired when the hunter fully extends his arm. It weighs 2 pounds and has a range of 2000 feet. Combistick/spear: The Combi-Stick is self powered, telescoping spear that is merely one meter at its shortest length. The CombiStick extends by two meters at each end, making it a formidable weapon for close range attacks. Made of nearly unbreakable alloys, sharpened tips on either end produce electrical charges as it slices through any surface. Once thrown, it will maintain a 99% straight trajectory until it runs into something, or until it goes 1000 ft, when it will fall to the ground. When this happens, it retracts into its travel form and waiting to be found by the hunter that threw it. Also an excellent pole-arm for whirlwind Bo-style attacks. By twisting the grip and pumping the shaft like a shotgun slide, the hunter can send up to a dozen skewers into his prey. It weighs 6.5 - 10 pounds. Its battery lasts 2 years. Shoulder Plasma Caster: The Shoulder Cannon, the most powerful aid in a Warrior's arsenal, is a mounted and lightweight weapon capable of firing multiple long-range blasts of super heated plasma. It has a 180 degree firing arc horizontally and 90 degrees vertically and fired the Predator's lower mandible (tusk), as the fire controls are located on the inside of the mask/helmet of the Predator's armor. The destructive power unleashed by these bursts is immense. The weapon tracks with the head movement of the firer. The weapon must be attached to a Hunter's Mask or a Bio Helmet for this to work. It can be used with the Laser Sight to increase the targeting capacity. It is powered by the power pack of the suit. It is one of a Yautja's most powerful weapons, and is used only in hunting prey with similar capabilities. This weapon is often discarded by older warriors. It weighs five pounds and has a range of 1200 feet. The batter running the laser rack can run up to 10 years, and the battery generating the rounds is effective for up to 8 months, but can be recharged with a special kit. Burner:This is often carried by Yautja on bug Hunts. It is a hand-held flame-thrower. Each blast is equivalent to a blast of napalm.
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Posted: Fri Sep 19, 2008 4:07 pm
LocationsSSV Normandy: ((Info from Mass Effect Wiki)) The SSV Normandy will not be in the RP very much, but will have its moments in the game. The SSV Normandy SR-1 (Systems Alliance Space Vehicle) is a Systems Alliance frigate. She is a prototype starship co-developed with turian engineers, and incorporates several innovations. The most important of these are her drive core and unique stealth system. The Normandy was initially captained by David Anderson, but she was handed over to Commander Shepard when the commander became the first human Spectre, serving as Shepard's main source of transportation and base of operations. She is ably piloted by Jeff "Joker" Moreau and carries a crew of around thirty people. She is named after the Battle of Normandy in World War II in 1944. The Normandy is a prototype "deep scout" frigate, developed by the Systems Alliance with the assistance of the Citadel Council. She is optimized for solo reconnaissance missions deep within unstable regions, using state-of-the-art stealth technology. Kordo (planet): The planet Kordo is a heavily jungled planet, roughly Jupiter sized, that also houses massive Lakes (Ocean sized) all throughout the planet. The land is pangea, and thousands of different life forms live within the land. The Council's Military base as built there because of the planet's massive size and almost endless resources. Kordo is within the Horse Head Nebula. Norma Military Base 4467: Norma Military Base 4467 is a Council base formed to house thousands of soldiers of all Council race species. The base is immense, covering a large area of 8 sqaure miles. Several soldiers and scientists live there, as well as several merchants of the Hanar, Volus, and Elcor races trying to make a living selling their goods to the military. The base also holds several Mako tanks and vehicles. However, the base was not meant for the airforce, and very few ships are there. The four Generals, one being a Turian, the other a Salarian, the other an Asari and the last a human. Before the assault by the Xenomorphs, there were approximately 4,000 soldiers living in Norma. However, after the Xenomorph attack, due to the fact that so many Xenos were created, only a 1,000 remained. But later after the Black Hand started attacking, only a few hundred remain, all spread out throughout Norma and the jungles of Kordo. Grevious: The Grevious is the Black Hand's primary place of operations. The Grevious is a Turian Warship, roughly double the size of the Normandy, and is capable of holdingup to 400 crew members inside. From the Grevious the Black Hand leaders give their orders to ground troops below. The ship is also a warship, and as such will be used from time to time to engage enemies. Xenomorph Hive:The Xenomorph hive covers most of the jungle around Norma, but the main section of the hive, where the queen is, in located within a cave a mile from the Norma Military base. There are an unknown amount of Xenomorphs within the jungle and around the Norma, but it is estimated that atleast 10,000 are present. Versus (Spectre ship): This ship is a Turian ship that the 3 Spectres took to get to Kordo. This ship is small and incapable of any combat. However, ship is good for stealthily entering any location and dropping off ground forces, in this case the three Turian Spectres. Cresant Scar Ship: This is the ship the Yautja came on to Kordo. The ship a standard Yautja ship that houses 150 Yautja. All aboard are blooded warriors and have some experience hunting humans and Xenomorphs. The ship is located on the ground, cloaked, several miles away from Norma. Only a few Yautja have stayed witin the ship to guard it. The rest are out hunting. Starting Locations:Start Locations are where RP members may start when the RP officailly begins. After The RP begins, RP members may do as they wish within story limits that do not affect the flow of the RP. The Council Loyalists can either start a couple miles away from Norma Military Base where 50 survivors are holding up waiting for the help from the Council or they can start on board the Normandy on route to Kordo. On request, Council Loyalists RP members may also start off within Nomra, but may have a slimer chance of RPing with others at first. Black Hand Members can either start outisde Norma, inside Norma, or onboard the GreviousXenomoprhs can start pretty much anywhere you want besides inside the Black Hand or Council Loyalist locations. Yautja also have the same freedom, and can also start off near Council Loyalist locations. However, they cannot stary off in the Norma Military Base. The 3 Turian Spectres start off onboard the Versus, and will arrive at the Council camp before the Normandy does.
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