ME: PB Database

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ME: PB Database

Post by Azena on Sun Feb 26, 2012 5:21 pm

Races

Arn
Spoiler:

Basic Information
Homeworld: Arn’ca (r-nick-ah) – The Arn homeworld is a very moist and humid swamp world on the edge of the Terminus Systems. The cause is unknown, but recently the planet was plagued with a deadly poison that quickly spread and made the world un-inhabitable.

Common Lifespan: Currently 20-45 years. Lived up to two centuries on Arn’ca.

Overview: The Arn are a young species that were uplifted from their world when the air became poisonous. Now, they travel the galaxy as an assortment of professions. Some like their exotic appeal as dancers and other appearance based careers. They are also gifted in primitive forms of combat and are sometimes contracted for it. Spread thin and few in numbers, it is rare to find an Arn and a miracle to see more than two together. They are very slow to trust other species, as they believe an alien poisoned their home, and will usually keep to themselves. Most Arn do not speak English fluently so little can be learned about an individual.

Being so young and new to the galaxy, Arn have no say in politics. They are too disorganized and detached from each other to even have a representative with the Council. While gifted with their bodies, their minds are not as advanced as the rest of the sapient races. Most technology confuses them and while not impossible, you are very unlikely to see an Arn scientist or pilot. Overall, this young and delicate species is still trying to find its place in the galaxy.


Physical Description


The Arn are very human in skeletal structure. Their skins colors can vary, but tend to stick between pink and peach. They have a small and agile frame. When first born, their heads are very much like human heads. As they age, the skull rapidly changes into a large crest in the shape of an arrow-head. As an amphibious species, the Arn have adjustable gills to allow them to breathe underwater or close them off and breathe air. They have slits on the top of their nose that range from 2-6 in number, usually more for females. They have an average height of 5’5” and their high metabolism makes it difficult to gain weight, though they can build muscle mass.

The males of the species tend to have larger crests on their heads, likely serving the same purpose as a brightly-colored bird in order to attract females. The males are generally taller and have fewer slits on their nose. While slightly bigger than females, they too have trouble gaining weight and must rely on building muscle to intimidate enemies, which is easier than for females.


Biological Traits
The slits on their nose are actually extra-sensory organs that allow them to pick up subtle changes in the air, including moisture-levels, toxins and other substances that can affect their breathing. There is no known reason for their crests, but some believe it was used in primitive forms of combat, a style long forgotten as the Arn evolved intellectually.

Similar in biological functions as humans, the Arn can easily have sexual partnerships with Humans and, like all species, the Asari. The other species, specifically the Turians and Quarians, are pretty much impossible to mate with. Due to being removed from a high-moisture world and taken into drier and stale air environments like ships and many planets, Arn have to use rebreathers and other breathing devices to breathe normally. Even with these devices, Arn easily become terminally ill. Arn will not die for not using a breathing apparatus, but it will cause long-term medical problems and cause an early death to an all ready fractioned life.


Species Traits
There have always been considerably fewer males of the species than females, a nearly 20-80 ratio. It is believed that the Arn are a survivalist species and the high number of females ensures the race’s survival. This is seen in the normality for male Arns to have multiple wives and the scrutiny they receive if they seek relationships outside of their species. While not encouraged, nobody has a fit if a female mates outside of the species.

Once having a two century life cycle, breathing difficulties and illness have severely limited the Arn life span to a few decades. This has strengthened the above custom. It is extremely rare to find Arn without a rebreather of some sort, else similar to the Drell, they suffer medical problems and cut years off their lives.

As a young species and new to the galaxy, Arn are the only sapient race that still speak their own language regularly and barely know the common language. This leads to many communication problems when interacting with other species.


Combat Evaluation
Having not naturally evolved as far as the other sapient races, Arn stick to primitive methods of combat. They prefer melee and close-ranged weaponry like their swords and spears than the rifles and explosives of the space age. However, they are not simple-minded and some have taken to use small explosives and side arms to keep an edge on their opponent, most are just slow to adapt to it.

When fighting, Arn stick to their age old practice of never letting your opponent know what you’re going to do. They prefer utilizing their small frames for stealth and recon to surprise their opponents and catch them off guard. This allows them to quickly, and often ruthlessly, finish off their enemies in close-combat. They prefer the personal kill as opposed to the use of cannons and orbital bombings.
Asari
Spoiler:

Basic Information
Homeworld: Thessia – The Asari homeworld is dotted by loose confederacies of great republican cities – including Serrice and Armali – that function in an overall democracy connected by the Asari internet. Many of these cities are home to craft guilds legendary for the quality of their bio-amps. The United Galactic Alliance Council is located here in Serrice.

Common Lifespan: Asari are known to live about a thousand years, entering different phases of their lives that increase their abilities and understanding every few centuries.

Overview: The Asari are often considered the most powerful and respected sentient species in the known galaxy. This is partly due to the fact the Asari were the first race to achieve interstellar flight. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance, diplomacy, and biotic talent. Their millennia-long lifespan and unique physiology—allowing them to reproduce with a partner of any gender or species—give them a conservative but convivial attitude toward other races. The Asari were instrumental in proposing and founding the United Galactic Alliance and the Council, and have been at the heart of galactic society ever since. The Asari have built the most powerful economy in the galaxy, developing contacts and alliances on nearly every planet.

Mostly, this is due to their beliefs in unity, both culturally and religiously. The Asari welcome diverse and crowded groups, preferring shared quarters whenever possible, as other races fascinate them and their millennia lifespan allows for ample studies of other species. Their religion, Siari, is based on the belief that “all is one” and that every living thing in the universe is connected and when something dies its energy returns to the universe. However, they do not believe in reincarnation, just that the energy will be used to fill a new being. As the head of the Council, their influence is wide-spread.


Physical Description

A typical Asari individual has a blue to purple complexion. Some Asari can also have a teal complexion, but this seems to be a rarity. Some Asari have facial markings, which are unique color patterns that vary for every Asari. Some of these facial markings are associated with eyebrows by Humans, but the Asari do not think of the markings as such themselves. In the place of head hair, Asari possess wavy folds of sculpted skin; aside from this and their skin tone, aesthetically the Asari are the closest alien species to Humans.

There is some conflicting information regarding the gender of the Asari. Though they resemble females, at least to Humans, Asari are non-gender specific, with no concept of gender differences. However, they are sexually female and have maternal instincts.


Biological Traits
Although Asari have one gender, they are not asexual. An Asari provides two copies of her own genes to her offspring, which—regardless of the species or sex of the 'father'—is always an Asari. The second set is altered in a unique process called melding, also known as the joining. During melding, an Asari consciously attunes her nervous system to her partner's, sending and receiving electrical impulses directly through the skin. A common phrase used before melding is "embrace eternity," presumably to help focus the partner's mind. Effectively, the Asari and her partner briefly become one unified nervous system.

This unique means of reproduction is the reason Asari are all talented biotics. Their evolved ability to consciously control nerve impulses is very similar to biotic training.
The partner can be another Asari, or an alien of any gender. However, since the Asari began encountering other sentient species, non-Asari mates have become preferred for the diversity they provide. This reproductive process can lead to some confusion among non-Asari, who might expect offspring with "mixed" genes. However, the offspring is always 100% Asari as no DNA is taken from the partner, but is rather used as a "map" to randomize the genes of the offspring.

An Asari's melding ability extends to a mental connection as well. It allows the Asari to explore her partner's genetic heritage and pass desirable traits on to any offspring. During mating an Asari and her partner share memories, thoughts, and feelings. It is also possible for an Asari to meld with another for the sole purpose of transferring thoughts, without reproduction.


Species Traits
Asari are appealing to all races. For example, say a conversation occurs between a Human, a Salarian, and a Turians who are watching an Asari dancer. The men debate whose species the Asari most resembles. Upon each forwarding their own race, the Human theorizes that the Asari might be using mind control to appear attractive to other species. It is more likely that the three men were merely focusing on characteristics their species shares with the Asari (e.g., body shape for Humans, skin color for Salarians, head fringe for Turianss). All three men compliment the Asari's flexibility and grace. This conversation implies that Asari are considered attractive to many species, which would prove useful considering their method of reproduction.

Asari have a robust cellular regenerative system. While they do not heal faster than other species, Asari are known to reach 1000 years of age. The Asari are also the only species known to be able to connect the neurological systems between species which is necessary for their mating cross species and gender. It is also useful for transferring information telepathically.

Asari pass through three climacteric life stages, marked by biochemical and physiological changes:
• The Maiden stage begins at birth and is marked by the drive to explore and experience. Most young Asari are curious and restless.
• The Matron stage of life begins around the age of 350, though it can be triggered earlier if the individual melds frequently. This period is marked by a desire to settle in one area and raise children.
• The Matriarch stage begins around 700 years of age, or earlier if the individual melds rarely. Matriarchs become active in their community as sages and councilors, dispensing wisdom from centuries of experience. Their knowledge and guidance may be one reason why Matriarchs are rarely seen outside Asari space.


Combat Evaluation
Asari operate in small, individual combat groups and have no large scale army. Each village and city as a militia of sorts. However, these are fully-trained warriors for life. Asari are trained in various weapons based on their skills. Strong biotics tend to stick with lighter weapons, pistols and sub-machine guns, while commandos and assassins practice diversity in weapons, often becoming efficient in all from assault rifles to snipers and shotguns.

The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. Asari choose to be warriors at a young age, and their education from that point is dedicated to sharpening their mind and body for that sole purpose. When they retire, they possess an alarming proficiency for killing. One-on-one, a huntress is practically unbeatable, possessing profound tactical insight, a hunter's eye, and a dancer's grace and alacrity. Biotics are common enough that some capability is a requirement to be trained as a huntress; lack of biotic talent excludes a young Asari from military service. While fluid and mobile, Asari can't stand up in a firestorm the way a Krogan, Turians, or Human could. Since their units are small and typically lack heavy armor and support weapons, they are almost incapable of fighting a conventional war, particularly one of a defensive nature. So Asari units typically undertake special operations missions. Like an army of ninja, they are adept at ambush, infiltration, and assassination, demoralizing and defeating their enemies through intense, focused guerrilla strikes.
Drell
Spoiler:

Basic Information
Homeworld: Kahje – Much unlike their original homeworld, Rakhana, the Hanar homeworld is very humid and covered mostly by oceans. These conditions were unlivable by the Drell and they must live in life-sustaining bio-domes. Though, they have little choice in the matter, when Rakhana was destroyed by disastrous industrial expansion, the non-space faring Drell were saved by the Hanar who rescued as many of the population as they could.

Common Lifespan: 85. Drell can live in comparison to humans, due to many biological similarities. Though, Kepral’s Syndrome is a common disease due to their current living conditions that cause many Drell to die young.

Overview:
The leading cause of death for drell on Kahje is Kepral's Syndrome, caused by cumulative long-term exposure to a humid climate. This syndrome erodes the ability of drell lungs to take in oxygen, and eventually spreads out to other organs. It is noncommunicable, and there is currently no known cure, though leading hanar scientific authorities are working on creating a genetic adaptation.

The debt of gratitude that the drell owe the hanar is referred to as the Compact, which the drell fulfill by taking on tasks that the hanar find difficult, such as combat. Any drell may refuse to serve, but as being requested to serve is a great honor, few turn down the offer. Those who leave Kahje tend to be adventurers. These solitary drell travelers often seek out new species elsewhere, and in turn adopt that species' culture. Such drell number in the thousands, and are scattered across the galaxy, tending towards quiet, integrated lives.

Drell are deeply religious believing in a soul separate from the body. However, many younger Drell have forgotten the old traditions and accept new forms of religion in the Asari philosophies or Human’s God.


Physical Description:

Drell appearance is very similar to Human and Asari. Although many of their more reptilian features are concealed, their hyoid bone, located in their throats, is particularly developed. This allows them to inflate their throats and produce vocal sounds outside of the human range. They also have two sets of eyelids, akin to crocodiles.


Biological Traits:
The majority of Drell biological functions are very comparable to Humans except for a few differences. Drell have adapted to communication with hanar by getting implants in their eyes to allow them to observe the bioluminescense the hanar use for communication. Drell are able to see ultraviolet light as a silvery color, though might lose differentiation between colors at the opposite end of the spectrum, such as the difference between dark red and black. Their muscle tissue is slightly denser, giving them a wiry strength


Species Traits:
The Drell possess eidetic memory, an adaptation to a world where they must remember the location of every necessary resource (vegetation, drinkable water and prey migration paths) across vast distances. The memories are so strong that an external stimulus can trigger a powerful memory recall. These recalls are so vivid and detailed that some Drell may mistake it for reality. This process can be involuntary.


Combat Evaluation:
Drell have a natural speed. Often prey on their homeworld, they developed exceptional flight mind-sets that allowed them to perfect the art of running and hiding. Cowardice in some eyes, the Drell know the value of staying out of your enemy’s sight, both offensively and defensively.

This primal instinct makes the Drell perfect assassins. They utilize the shadows and natural hiding spots of the galaxy to silently and effectively eliminate their targets without ever raising suspicion. However, there are few Drell soldiers that can serve on any frontline and most Drell are very peaceful and never even consider harming another being, unless ordered to by the Hanar.
Eantelli
Spoiler:

Basic Information
Homeworld: Haven – Originally from the small planet Tellium, devastating wars with other native species drove them into space. After drifting around in fleets, much like the Quarians of the Flotilla, they found an alliance with the very similar Human species. Together they founded the colony of Haven, a simple and beautiful world much like an more historical Earth, where most Eantelli reside and call home as they live along side the Humans. Those not on Haven usually live on the fleet of ships surrounding the planet in case of war or evacuation protocols.

Common Lifespan: 100~140, they stop aging at their physical prime but after they hit the triple digits their bodies begin to break down at a rate that varies between individuals.

Overview:
It was during one of many great wars that the Eantelli were forcefully exiled from their planet. They drifted space in thousands of colony ships until eventually contact was made between humans and them. The Eantelli’s lack of xenophobic behavior made them one of humanity’s first true allied partners in their great exodus from Earth. Likewise the Eantelli saw humans as their first real ally. Much sharing of culture and technology ensued. When humans arrived at the planet that became known as Haven the Eantelli were with them. Most Eantelli now live on Haven though some still live on their colony ships in order to keep the ships maintained incase a planet wide evacuation were necessary for both the Eantelli and the Humans.

While they can change their sex at will they do have a preference for a certain gender identity that of course varies from individual to individual. They will feel more comfortable in one form or another. Their society exists in something of a pseudo-matriarchal esq sort of system where the ones with associate themselves with the female gender tend to have higher positions and are thought of a bit higher though it’s a marginal difference at best. While the concept of gender exists with them they often refer to themselves and each other in the third person when being formal. Between friends they will refer to each other using the common gender pronouns. They also don’t place much merit in monogamy or prudishness.

While not a race of loose people they are a hell of a lot more open. It isn’t uncommon to hear insults being flung between Eantelli that involve the number of sexual partners an individual has had with merit being placed in more than less. Sexual insults and derogatory slang are often very colorful and used liberally in casual settings and are not limited to terms and concepts of their race but to other races as well. Eantelli don’t have a single unified religion and usually adopted whatever religion best suits their own personal ideals.


Physical Description
The Eantelli at first glance are physically similar to humans to the point of which outside of the obvious differences they are physically indistinguishable. What are these differences? Well for one, the Eantelli’s skin is actually comprised of scales, very very small and neatly layered scales. You’d have to look fairly close to see the actual scaling pattern. Unlike humans whose hair and eyes typically aren’t vibrant those of the Eantelli are though they tend to have a unified color scheme. If they have hair in the cool colors then their eyes will by the opposite (Ex: blue hair and red eyes).

Hair only grows on their head and is probably some sort of evolutionary trait that has long since lost its use. They also have two to three 4 1/2 inch spines extending from under their ears as well as two more spines extending from behind their ears. These spines are significantly larger than the others those the exact length varies. They all tend to be physically androgynous though it isn’t unusual to be more masculine or feminine than others. They also stop aging once they hit their physical prime meaning most Eantelli don’t look older than the thirties tops.


Biological Traits
The real difference between the Eantelli and many of the other humanoid races is they lack a permanent sex. The Eantelli have the ability to freely change their sex at will shifting from male to female or female to male and back again at their whim. Their internal workings are odd and seem to be a hybridization of the internal set up of both sexes that allows shifting between its uses as the Eantelli shifts sexes.

Eantelli average the same strength, speed, agility, etc. as a human, though once they reach their physical prime they stop aging. While it is possible to increase their physical abilities beyond this point it is fairly difficult to do so without intense and excessive training. A human who focuses in a specific special ability like running and weight lifting will almost always be better at it than an Eantelli. They have a resistance to vertigo and can withstand more g-force than a human can but are not totally immune to ether.


Species Traits
Capable of seeing in the infrared spectrum when their normal vision is blocked by darkness or other impairments. They can shed their skin just like a reptile which has the nifty ability to remove most kinds of wounds barring the truly nasty stuff. Their quills are covered in chromatophores, as are certain parts of their body. Normally they remain in their neutral colors but when agitated they will change revealing swirling patterns on their skin/scales. They tend to look much more imposing when they do this. Eantelli tend to be more tech savvy than humans. It’s not that they have more advanced tech or that they are smarter its more so they tend to have the mindsets that allow them to comprehend technological intricacies at a higher level than most (but not all) humans.


Combat Evaluation
Diverse in genetics like the Humans, the combat abilities really does depend on the individual. As a species, the Eantelli have the capability to use any type of weapons including heavy weaponry. Therefore, having similar limits of strength and weakness, the Eantelli share many similar tactics and movements as the Humans do when in combat.

If it involves complex technology there’s a chance they can perform better than a Human. Their Omni-Tools are great assets both in and out of combat. Well known for their expertise with machinery and systems, the Eantelli are prized Engineers and Infiltrators, and quite capable in any other field of combat and life.
Humans
Spoiler:

Basic Information
Homeworld: Earth – In 168 NF, the Human homeworld has a very old western feel to it as technology took a nostalgic appearance as it advanced, with weapons resembling revolvers and rifles of the period in history. Taking in the influence of Asari and Salarian influence, the surface as begun to transform into a massive metropolis and much of the planet’s flora and fauna are disappearing as industry takes over at an exponential rate. Advances in science where priority as disease and pollution are near zero. The next focus is improved military, weapons and ships. It serves as the industry hub for the galaxy. Note: This is an alternate Earth from ours, just using the same name to keep it simple.

Common Lifespan: 120-150 years. Reach maturity at age 18 and start regressing between the ages of 90-110, depending on their health.

Overview:
Unlike many species in UGA space, Humans have no close allies among the other races, though they are trade partners with the Turianss and Asari. Without alliances or key political positions, Humans have had to follow the edicts of the Council without having much influence on their decisions. Some species feel that Humanity is overly expansive in its colonization efforts and aggressive attempts to advance its position in galactic affairs. It took other species decades to achieve what Humanity has done in years.

For such a young species, Humanity is remarkably diverse and talented. Human abilities allow the species to have a good balance of dutiful soldiers, expert technicians, and powerful biotics. Though, they can not match the best species that specialize in those fields such as the Krogan, Quarians, and Asari, respectively. Their first encounter with the Turian race led to a violent war. Though it has long since settled, there is still bad blood between Humans and Turians and many do not trust the other.


Physical Description

The most diverse species in the galaxy in their own genetic code, Humans have a fairly robust physiology. Their internal makeup and reproductive processes are typical of most bipedal mammals, and their size and proportions give the appearance of being strong, fast and agile. In comparison to the Council races, Humans are roughly physically on par with Turianss (as very fit Humans can punch them over and even throw them off the ground unassisted), and less agile than Asari (whom they closely resemble), though fit Human males are likely to be far stronger than the average Asari. Humans would appear on average to be stronger than Salarians but not as fast, due to the extremely elevated metabolisms of the latter.


Biological Traits
Once fragile creatures, advances in medicine and technology have made Humans much hardier. They are immune to nearly all known diseases and have increased their longevity by nearly 50 years. Diversity in their genes allow for a wide array of biological functions. Humans range greatly from lazy slobs, to hardened warriors, to talented minds. However, a disadvantage to this diversity is an outstretched body. Humans can never be as talented in any given trait as a species that has evolved to specialize in it.


Species Traits
Like most organic races, Humans are also capable of producing biotic individuals but there is a high risk of medical complications. It has been noted that Humans are unusual in the galactic community because they have far greater genetic diversity compared to other species with more peaks and valleys. This makes Human genetic material useful in biological experiments, as a control group.


Combat Evaluation
Humans can utilize a wide range of weaponry, including assault rifles, snipers, shotguns, handguns and sub-machine guns. They also have great potential for technical and biotic powers in combat.

Humans have the unique ability to train and master nearly any style of combat. Organized and determined, their military is small and inexperienced but still a force to be reckoned with. Many Humans remain on Earth to maintain the simple jobs their species has always done. However, those that strike out into space are often talented soldiers that are well-trained in most, if not all, weapons and combat arts. Many Humans striking out into the galaxy are also talented technicians that utilize the Omni-Tool for combat and intelligence operations, as well as phenomenal maintenance and repairs. Finally, Humans that show signs of biotic potential as children are taken to Jump Zero, a school for Humans to receive a Biotic-Amp and learn to harness and control their abilities.
Krogan
Spoiler:

Basic Information
Homeworld: Tuchanka -- The Krogan homeworld boasts extreme temperatures, virulent diseases, and vicious, predatory fauna. Around 242 BNF (Before New Frontier), the Krogan discovered atomic power and promptly instigated many intra-planetary wars, sending Tuchanka into a nuclear winter. With most of their industrial base destroyed, the Krogan entered a new dark age and warring tribal bands dominated. Now the population is low as most Krogan have taken to space as mercenaries and other combat roles. Those that remain are constantly fighting for control of the planet. Even though it is classified as a DMZ, the UGA warns travelers to land at their own risk as most outsiders are treated as hostile.

Common Lifespan: 300-600 years, often much shorter due to their violent instincts getting them killed in gun fights.

Overview: The Krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The Krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately, as Krogan society became more technologically advanced so did their weaponry. The following wars completely devastated their homeworld and when the Salarians found them nearly 300 years ago, they shared technology of space travel and the other worlds and many Krogan left their hopeless planet to become mercenaries and other forms of combat roles.

Having an instinctual need to fight, the Krogan eventually waged war against the rest of the galaxy, but were stopped by the Turians that used a Salarian genophage to render the population virtually sterile. Now few Krogan are born and even fewer survive. Most of the race has come toGether on Tuchanka to improve the race, but fighting has broken out over leadership. The only thing the Krogan respect and believe in is strength.


Physical Description


Krogan typically stand over 7 feet and weigh roughly one ton in armor. Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the Krogan. Unlike most species of the United Galactic Alliance, Krogan eyes are wide-set - on Earth this is distinctive of prey animals, and in this case it gives the Krogan 240-degree vision, giving them greater visual acuity and awareness of approaching predators. A bigger shoulder hump is seen as a sign of high status, showing how successful an individual Krogan is at hunting. Their thick hides are virtually impervious to cuts, scrapes or contusions.


Biological Traits
Their diets can include food and drink which would prove very dangerous to other species. Younger Krogan have yellow or green markings on their hides. These markings darken to brown or tan over time, showing their age. Prior to the genophage, Krogan could reproduce and mature at an astonishing rate. Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. Their thick hides are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold.

The most amazing physiological feature of Krogan biology is the multiple instances of major organs. These secondary (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. They have, for example, two hearts, four lungs, and most notably four testicles. This reflects in their slang, where they often speak about a "quad" where a Human would use the words "balls" or "pair". Krogan also have a secondary nervous system using a neuroconductive fluid, meaning they are almost impossible to paralyze. Krogan bleed a yellow or orange fluid when shot, which may be this fluid or actual blood.


Species Traits

Biotic individuals are rare, though those who do possess the talent typically have strong abilities. Having redundant systems makes Krogan difficult to kill or incapacitate in normal combat scenarios. Sheer physical hardiness means an individual Krogan can expect to live for centuries. Their hide and sheer size and strength makes them powerful tanks that love throwing around their weight. Krogan also have an instinctual desire to fight, many will go insane if they do not have this purpose in their lives to some extent.


Combat Evaluations
Krogan are born soldiers and can handle any weapon. They are especially talented in assault rifles and close range combat, utilizing a shotgun. Getting in close to a Krogan will often result in one charging and shattering the bones of their enemies. Krogan cherish the kill and even biotics will force enemies towards them to kill enemies with their bare hands.
Ovisian
Spoiler:

Basic Information
Homeworld: Linnaeus – A planet with relatively low gravity, and a temperate climate. It has a single continent, about a fourth the size of the surface, which wraps around the planet to create a ring of land in the upper hemisphere. Known as Ovisia, most simply call it the Pasture due to its incredibly widespread grasslands, which runs from coast to coast, with a few areas barren due to rocky cliffs, and, of course, cities.

Common Lifespan: 130~180, though initially thought to be short lived due to predatory animals, and disease, weapons, and medical science have shown an Ovisian to be quite long lived.

Overview:
The Ovisians are a very timid race, preferring to stay away from any and all physical confrontation. Highly gifted with numbers, and logistics, most Ovisians are talented bankers, and accountants. Entering into the Galactic civilization quite early, before even the Turians, the Ovisians began to specialize in economics while relying on foreign trade to keep them afloat. Their intrinsic knack for mercantilism and economics made them a key instrument in creating a stable galactic economy. Authors of the Unified Banking Act, responsible for establishing a standard galactic currency, the Ovisians tend, and care for the galactic economy, and its budget.

While not overly religious, the Ovisians are highly spiritual and have beliefs similar to those of the Turians, with a distinct Asari flavor. To an Ovisian, everything has a soul that is part of a larger soul. The soul of a blade of grass is connected to the soul of the meadow, which is connected to the soul of the hill it grows on, which is connected to the planet, and connects with this rising order of magnitude until there is only one soul left, usually referred to as the Universal Soul, or the One Soul. When one dies, or when a blade of grass wilts, its soul returns to the soul above it so that its energy can be repurposed. For special occasions prayer is usually made to the souls thought to govern it. A farmer hoping for a good harvest would pray to the soul of the seeds, then soil, then crop, then continue upwards, traditionally. As time went on prayers were usually shortened down to two bookends, starting with whatever is being affected, and ending with the One Soul, a common phrase being, “From this to the One…” followed by a short prayer.


Physical Description

The Ovisians are generally lithe, and stringy, a result of their planet’s low gravity. They have muscle definition, and even athletes, but are considerably weaker than most other galactic races, though finding one that isn’t healthy and fit is rare, due to the fact that they actively work out simply by walking on a planet with higher gravity than theirs. They are usually fair skinned, and have light, usually blond, hair. An Ovisian with dark hair, and skin is usually thought of to be exotic, and inherently mysterious. An odd quirk in the Ovisians is the linked nature of their hair color and eye color, which has caused golden eyes to become the biological norm. Another stereotype of a dark Ovisian stems from this feature, as it is hard to tell where one is actually looking, making them seem shifty or uninterested if it is hard to tell if they’re looking you in the eyes.

The most striking feature on the otherwise meek Ovisians are their large horns which grow from their heads. They are only slightly ribbed, with smoother horns being the more sought after feature. Culturally, there is no distinction in horn size, but it isn’t uncommon for a male to brag about their “third horn”. There is a huge stigma about breaking one’s horn, and is something most, if not all Ovisian’s fear. The loss of a horn is usually looked at as a sign of low social status, ugliness, and poverty. Someone who has lost a horn is called a Scur, which is highly derogatory. Horns may grow back after being broken cleanly, as if with a blade, or with medical assistance if that is not the case, but it is easy to tell one is regrown as it is usually off colored when compared to the original. These ‘Reformed Scurs’ are not looked upon quite as badly, as they are seen as trying to at least remedy the issue.


Biological Traits
Though relatively fragile creatures, advances in medicine and technology have made Ovisians much more resilient to the harshness of nature, and disease. Ovisians have evolved to specialize in trade, which have given them a talent, and flare for risk management, and logistical thinking. Ovisians are also quite curious about things, and their relation to others, what causes inflation, how does that relate to poverty; they seek out patterns to help them answer these questions.


Species Traits
A biotic Ovisian isn’t quite as rare as a Salarian one, but they are indeed outliers. Moreover, they are not the most powerful biotic species by far, their best easily outclassed by even Humans.

Due to their highly developed sense of analysis, understanding of statistics, and ability to forecast, stemming from their economic oriented minds, and culture, the Ovisians are almost always ready to gamble. An Ovisian who doesn’t is seen as a bit of an oddball, and most consider it a rite of passage for a father to take his son to his first sporting event and place his first bet, usually after quite a bit of studying up on the variables that will affect the result.

Thanks to the landscape of the Pasture, and the nature of the Ovisians, there are only two sports in which an Ovisian will be likely to excel, racing, and rock climbing. The latter, rock climbing, being popular enough that most major cities will sponsor talented individuals, leading to heated rivalries which usually end in cosmoeconomic debates.


Combat Evaluation
Simply not cut out for the front lines, an Ovisian soldier is likely to be trained for long distance fighting, or guerilla warfare. Their minds are naturally suited for tactical analysis, and are usually found aboard a fleet, rather than ground side shooting a gun. While it is theoretically possible for an Ovisian to handle any weapon, most, if not all, will err to the sniper rifle, as to keep themselves out of direct fire, and a pistol or SMG, simply because the kickback isn’t hard on them.
Quarian
Spoiler:

Basic Information
Homeworld: The Flotilla – Formerly residents of Rannoch, Quarians were forced from their world by the Geth, a race of synthetic Artificial Intelligence beings that the Quarians built. Now they reside on the Flotilla, a fleet of 50,000 small cruisers and ships that wander the galaxy, with no world to call their own. Millions of Quarians are packed into the tight quarters, forcing ships that normally would only hold 50 crew and residents to house closer to 100.

Common Lifespan: 100-130 years, high risk of shorter lifespan if in situations that constantly threaten the integrity of their suits. It is rare for Quarians to live out the full extent of their lives.

Overview:
The Quarians' top priority is the survival and sustainability of the Migrant Fleet. Most of their laws and customs revolve around this goal. It is illegal for couples to have more than one child, so that the fleet can maintain zero population growth (if the population begins to shrink, this rule is temporarily lifted, and incentives may be provided to encourage multiple births). Families are thus very small and close-knit. Because every Quarian depends on his or her crewmates to survive, they are much more community-minded than individualistic species like the Krogan. Loyalty, trust, and cooperation are highly prized qualities.

Quarians enjoy storytelling as a means of escape from their often trying lives aboard the fleet, and are known to hold dancers in high esteem. Due to their poor immune system, all Quarians wear environmental suits. Over time, the environmental suits themselves have gained symbolic and cultural significance and being fitted with their first suit is considered a rite of passage. After returning to the fleet after their pilgrimage, they may alter their suit to reflect their new status as adults. Linking suit environments is seen as the ultimate gesture of trust and affection.

Due to their history with the Geth, Quarians are reluctant to place complete trust in virtual or artificial intelligences, but they also show surprising compassion towards them and are far more likely than other species to treat them as living beings. Quarians believe in some sort of deity similar to God for Humans. In their own language, they have many sayings that are similar to Human religious sayings. Lastly, Quarians do not have resources or space on the Flotilla for long-term incarceration and do not believe in a death penalty. So most crimes are punishable by exile, in which an accused Quarian, if found guilty in a trial, must leave the Flotilla and never return.

Physical Description

Quarians are generally shorter and of slighter build than Humans. Quarians have an endoskeleton, lips, teeth, and two eyes with eyelids and tear ducts; they also have three thick fingers on both hands which include a thumb and an index finger, as well as three toes on each foot. Their lower legs are bowed backwards significantly, compared to Asari or Humans. Aside from hands and legs, their general body shape and sexual dimorphism is similar to Humans. As a result of their poor immune system, all Quarians by necessity dress in highly sophisticated enviro-suits, to protect them from disease or infection if they are injured.


Biological Traits
The most distinguishing feature of Quarian biology is their weak immune system, compounded by centuries of living in sterile environments. Their suits can be compartmentalized in the event of a tear or similar breach to prevent the spread of contaminants. Quarians are given various vaccinations and immunizations to help ward off disease. However, they prefer the safety of their suits even in clean enviroments and are reluctant to remove them without a good reason. A Quarian who wishes to remove their suit must take antibiotics, immuno-boosters, herbal supplements, or the like in order to do so safely, and even then there are inherent risks. As a result, physical acts of affection are difficult for Quarians, even for the purposes of reproduction.


Species Traits
Like Turianss, the Quarians are a dextro-protein species of reverse chirality from Humans and Asari. The food of levo-protein races such as Humans or Asari is at best inedible and at worst poisonous, most likely triggering a dangerous allergic reaction. Quarians who want to taste something can eat specially purified Turians cuisine. Young Quarians are required to undertake a Pilgrimage outside the fleet in order to pass into full adulthood. The Pilgrimage is an opportunity for Quarians to experience the world outside the Migrant Fleet, interact with other cultures, and learn to appreciate life among their own people.

The young Quarian cannot return to the flotilla until they have found something of value to bring back - whether information, money, or supplies. When they return, they do not go back to their birth ship, but instead select a new ship to join. Quarian names are composed of four parts—the Quarian's given name and clan name separated by an apostrophe, the title ('nar' means 'child of', referring to their birth ship, while 'vas', adopted after the Quarian has completed their Pilgrimage and joined a ship, means 'crew of') and the name of their vessel.


Combat Evaluation
Quarians are exceptional engineers and technical fighters. If it breaks, a Quarian can fix it. If it’s perfect, a Quarian can upgrade it. They also utilize their Omni-Tool for combat situations, allowing them to hack robotic enemies and disrupt enemy shields, as well as a few other tricks. Quarians usually specialize in small-arms and martial arts training. However, some soldiers have been known to invest training in shotguns, assault rifles, and snipers, as well.

The Quarian navy follows strict routines of patrol, and takes no chances. If the intent of an approaching ship can't be ascertained, they shoot to kill. For this reason, young Quarians on their Pilgrimage are given code phrases to repeat upon their return, as they often arrive back in vessels they have bought or scavenged which are unknown to the Flotilla. One phrase denotes a successful Pilgrimage and the Quarian navy will permit them to rejoin the Fleet; the other alerts the navy that the Quarian is returning under duress, and their ship will be immediately destroyed.
Salarian
Spoiler:

Basic Information
Homeworld: Sur’Kesh -- Alternating between large oceans and landmasses covered in flora, the Salarian homeworld is known for its humid climate and lush vegetation. As with the rainforests that once covered Earth, the planet's many forests enjoy a rich biodiversity. The Salarian desire for intellectual stimulation drove them to explore every aspect of their environment long ago, developing ways to thrive without consequences detrimental to their habitat.

Common Lifespan:
The drawback of their active metabolism is a short lifespan of around 40 Human years.

Overview:
The second species to join the United Galactic Alliance Council, the Salarians are warm-blooded amphibians native to the planet Sur'Kesh. Salarians possess a hyperactive metabolism; they think fast, talk fast, and move fast. To Salarians, other species seem sluggish and dull-witted. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; Salarians over the age of 40 are rare. They have no sense of species religion, though individuals can make their own decisions.

Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and inventing, and it is generally accepted that they always know more than they are letting on. the Salarians then provided the Turians with the genophage, a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth.

Though their military is nothing special, Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. As such they are well respected, but some races, including a few Humans, see the Salarians as manipulators. Normally, the rare Salarian females are cloistered on their worlds out of tradition and respect. Powerful female Dalatrasses are dynasts and political kingpins. They determine the political course of their respective regions through shrewd negotiation.


Physical Description

The Salarians are a bipedal race of amphibians, with tall, elongated bodies well-suited for their high metabolism, and skeletons composed of more cartilage than those of other races such as Humans. Salarian heads are long and thin, and have a pair of horns protruding from the top of their skulls. Skin varies in color, from bright reds and greens to the more common shades of blue or grey. Salarian eyes are large and oval and have thin membranes in place of eyelids. The pupils are a wide slit, oriented horizontally, and the irises can be dark green, purple, or brown. Salarians blink upwards, rather than downwards as Humans do.


Biological Traits
Salarians are noted for their high-speed metabolism, which allows them to function on just one hour of sleep a day. Their minds and bodies work faster than most sapient races, making them seem restless or hyperactive. They also possess a form of psychological "imprinting", tending to defer to those they knew in their youth. Salarian hatching is a solemn ritual in which the clan Dalatrass (matriarch) isolates herself with the eggs. The young Salarians psychologically imprint on her and tend to defer to her wishes.

During the hatching of daughters, the Dalatrasses of the mother and father’s clans are present at the imprinting. This ensures the offspring have equal loyalty to both, ensuring the desired dynastic and political unity. Salarian sex drive and reproduction differ from that of Human, in the fact that it is not hormone-based. Reproduction is more of a necessity and Salarians do not seem to desire sex for pleasure. They are, however, attracted to the Asari


Species Traits
The Salarians are amphibian haplo-diploid egg-layers; unfertilized eggs produce males and fertilized eggs produce females. Once a year, a Salarian female will lay a clutch of dozens of eggs. Social rules prevent all but a fraction from being fertilized. As a result, 90% of the species is male. Salarians have photographic memories and rarely forget a fact.

Due to their method of reproduction, Salarians have no concept of romantic love, sexual attraction, or the biological impulses and social rituals that complicate other species' lives. Male-female relationships are rare (due to the scarcity of females) and more akin to Human friendship. Sexuality is strictly for the purpose of reproduction. Ancient social codes determine who gets to fertilize eggs, which produces more daughters to continue the bloodline. Fertilization generally only occurs after months of negotiation between the parents' clans, and is done for purposes of political and dynastic alliance. No Salarian would imagine defying this code

Salarians celebrate "Betau," the first day of their New Year. Traditionally, it marks the end of winter in the southern hemisphere on the Salarian homeworld, Sur'Kesh. During this occasion, they repay debts, and petition favors from one another.


Combat Evaluation
Like most species, Salarians can train in nearly any weapon, but most have their preferences to sub-machine guns or pistols. Members of the STF will occasionally use snipers or assault rifles on high profile missions. Salarians prefer the light weight due to their small frame and reliance on technical powers with their Omni-Tool in battle.

Salarians excel at invention, preferring to use cutting-edge technology rather than settle for anything less. The Salarians see information gathering and even spying as a matter of course when dealing with other races, but this is not underhanded: they simply embrace the dictum of "knowledge is power" and that a war should be won before it begins. Thus, the focus of their talent is used in science and intelligence gathering. When combative knowledge is needed, the Salarians rely on these fields so that their Special Task Forces, a commando group that runs black ops missions, can end engagements quickly. Ruthlessly efficient, members of the STF were the first accepted into the Council’s Agents.

For the Salarians, to know an enemy plans to attack and let it happen is folly; to announce their own plans to attack is insanity. They find the Human moral concepts of 'do not fire until fired upon' and 'declare a war before prosecuting it' incredibly naive. In defensive wars, they execute devastating preemptive strikes hours before the enemy's own attacks. On the offense, they have never issued an official declaration of war before attacking.
Biotics are virtually unknown in the Salarian military. Those with such abilities are considered too valuable to be used as cannon fodder and are assigned to the intelligence services.
Terrian
Spoiler:

Basic Information
Homeworld: So far no evidence has been given to reveal a certain point of origin for this ancient species. We do know they were space-faring, due to their remains being found on multiple planets.

Common Lifespan: Experts give the species about 100-300 years to live depending on how fast they actually matured.

Overview: This now extinct species was once an advanced race nearly 200,000 years ago. With no evidence of their technology left behind, it is unclear exactly how advanced they were. However, the discovery of Terrian remains on multiple worlds across the galaxy shows us that they were space-faring, or perhaps uplifted and settled by other species of the time.


Physical Description


Terrians resemble the great apes of Earth but with a skeletal structure closer to Humans, allowing them to be primarily bi-pedal. They have white skin with grey or black tattoos. Their teeth are mostly used for vegetation, but they have sets of canines perfect for tearing into flesh which would reveal omnivore diets. Their hair, like Humans, can vary greatly with color, length, style, etc. While they don’t have the same cosmetic needs for their hair, it does play a part in mating like many animals. The tattoos on their body vary per individual, but likely have meaning from a place of origin and maybe even lineage.


Biological Traits
Very little is currently known about the Biological characteristics of this extinct species. As far as experts can tell, they possessed no extra-sensory ability like the Asari and in fact functioned much like Humans do. This raises questions that the species may have had an origin from Earth.


Species Traits
If the Terrian ventured into space on their own, it would make them the most primitive space-faring race in known history. However, they easily could have suffered a fate similar to the Arn, Drell, and Krogan and been removed from their Homeworld and thrust into the galaxy. Either way, for an race to have traveled the galaxy as much as they apparently did, it is remarkably rare that there is such little evidence of their existence to the point that many experts question that these remains are nothing more than deformed individuals from other known races. Given the age of found remains, this theory is usually tossed aside.


Combat Evaluation
There is no evidence as to the level of weaponry Terrians reached before their extinction. However, their claws and teeth and supreme strength can be used as natural weapons and their apparent primitive mindset would suggest a wild, frenzy style of charge attacks on opponents or even laying simple traps and ambushes to make the feat easier.


Last edited by Azena on Tue Sep 11, 2012 10:50 am; edited 3 times in total
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Re: ME: PB Database

Post by Azena on Sat Apr 14, 2012 4:12 pm

Turian
Spoiler:

Basic Information
Homeworld: Palaven -- The Turian homeworld has a weak metallic core which allows greater than normal levels of radiation to breach the planet's magnetic field and atmosphere. As a result, most life on Palaven has evolved some kind of metallic exoskeleton to protect itself from high levels of radiation. Aside from this metallic base, the planet is lush in vegetation and wildlife that have adapted to the radiation.

Common Lifespan: 70-110, Turians mature much faster, reaching their peak at age 15 and able to carry it strong until about age 35. After that many retire from combat operations and rely on wisdom and experience to get through life. If a Turian does not accomplish much in that peak window, they lose a lot of respect as they are expected to accomplish little after.

Overview:
Known for their militaristic and disciplined culture, the Turianss were the third race to join the United Galactic Alliance Council. They gained their Council seat after defeating the hostile Krogan for the Council during the Krogan Uprising. The Turianss deployed a Salarian-created biological weapon called the genophage, which virtually sterilised the Krogan and sent them into a decline. The Turianss then filled the peacekeeping niche and eventually gained a Council seat in recognition of their efforts.

Turians are best known for their military role, particularly their contributions of soldiers and starships to the United Galactic Alliance Fleet. They are respected for their public service ethic, but are sometimes seen as imperialist or rigid by other races. There is some animosity between Turianss and Humans, largely due to the Turians role in the First Contact War, in which Human contact with the race led to fear and brutal battles. This bitterness is slowly beginning to heal, but many Turianss still hate Humans, and vice versa.

Turians focus on the group instead of the individual, taking up whatever job was needed, from soldier to politician and janitor to teacher. However, few have any business savvy and they turned to the Human race as financial clients to support their economy. While not a violent species in nature, Turians have a strong sense of duty and will be the first to take up arms when conflict in inevitable. The sense of duty continues, as the highest honor a Turian can achieve is to serve in the military where they are not only protectors, but also civil servants. Turians have a strong sense of honor, as well, and will never lie about their actions, even if it was ill-willed in nature, such as a murder. While they do not believe in certain religion, Turians recognize a spirit in everything, ranging from an individual’s spirit to an entire city’s or military group.


Physical Discription

Turians typically stand over six feet tall, have two long, proportionately thick fingers and an opposable thumb on each hand, each tipped with talons, and a set of mandibles around their mouths. The most distinguishing feature of Turianss is their metallic carapace, which is a result of their evolution. Turian features are avian, making them resemble Humanoid birds or raptors. Turians are also recognisable by their voices, which have a distinctive flanging effect. Males and females do not differ greatly in physical appearance, but female Turianss lack the crest of horns found in the males of the race.

Since the Unification War, a civil war amongst the Turians nearly 400 years ago, Turianss normally wear elaborate face paint marking their colony of origin, though it is not known which markings distinguish which colony. These markings are usually white — particularly on Turianss with darker carapaces — but can be of various colours. Turians exhibit the characteristics of predators rather than those of prey species (compare to Krogan biology). Their forward-facing alert eyes give the impression that they possess outstanding eyesight and their teeth and jaws mimic the structures possessed by apex predators such as crocodiles or ancient, carnivorous dinosaurs. Needless to say, their talons on both their feet and hands seem capable of ripping flesh. Their slender bodies also seem to suggest that they are also capable of moving at high speeds.


Biological Traits
Unlike most Earth avian creatures, Turianss are viviparous and give birth to live young. Their reflective plate-like skin makes Turianss less susceptible to long-term, low-level radiation exposure, but they do not possess any sort of "natural armor". A Turians's thick skin does not stop projectiles and directed energy bolts. Turian blood has a dark blue colouration. Although life on Palaven is carbon-based and oxygen-breathing, it is built on dextro-amino acids. This places the Turianss in a distinct minority on the galactic stage; the Quarians are the only other sapient dextro-protein race. The food of Humans, Asari, or Salarians (who evolved in levo-amino acid-based biospheres), will at best pass through Turians systems without providing any nutrition. At worst, it will trigger an allergic reaction that can be fatal if not immediately treated.


Species Traits
Turians have a metallic exoskeleton that does not act as a natural armor to physical harm, but as a strong barrier against radiation that is abundant on Palaven.


Combat Evaluation
“You only see a Turian’s back when he is dead.”
Turians are disciplined warriors that will fight to the death. Trained in all weapons, various technical abilities, and even a few biotic abilities, they are formidable foes. Using their predatory instincts, Turian are excellent hunters and trackers. Their military operates flexibly, but traditionally. All Turians respect the chain of command, but are often allowed to make their own call in the heat of battle. Turians rely on their strong, tactical minds in battle and show no fear when a strategy fails, keeping their cool and laying traps during a retreat.


Database

Timeline
Spoiler:

For this RP we will be using Human perspective of time. Currently the year is 168 N.F. New Frontier is the era used to describe mankinds first steps into the galaxy and their first encounter with other life. Anything before this is defined as Before New Frontier or uses its After Death date up until the year 2037 when New Frontier was established. The other species have been around for millenia and have been involved in space flight and the galaxy for centuries.
Rexil
Spoiler:

Intra-species colony that is mostly a planet rich in nature. Lush meadows, strong mountains, and many oceans and lakes, it could remind one of an early stage of Earth. A few major cities exist across the planet and many smaller villages dot the forestry. The colony is known for its mining and the major city is used a hub to all the major mining centers across the planet. Recently, communication to the planet has gone completely dark and any ship in the area for any purpose has disappeared as well. The United Galactic Alliance has sent a Fleet cruiser to carry out a military investigation.

United Galactic Alliance
Spoiler:

The ruling organization of all known life in the galaxy, often just shorted to the Alliance. Any species that refuses their leadership is sent into exile in the farthest reaches, usually unmapped, of space. However, they are not imperialistic. Most willingly accept their wise rule and their just decisions. Once a species joins the UGA, their fleet joins as well and becomes a UGAF. The UGA is run by representatives of each race on the Council, but due to their experience the Asari, Salarian, and Turian representatives are the most respected and usually have the final say. The UGA Council can be found on Thessia in the city of Serrice. Every species has a representative on this large council, but most species have their own Council that dictates their inter-species problems and demands. Some planets also take this approach in government for dealing with local affairs.
UGA Council Agents
Spoiler:

To help spread their authority and carry out unorthodox missions, the Council created the Agents. An elite group of operatives that have virtually free reign across the galaxy and only answer to the Council. Only the best of the best are allowed to become an Agent and the Council is extremely scrutinizing in the process. With access to nearly unlimited resources, information and arsenals, the Agents are well equipped to deal with any situation and their authority, while not always final, is widely respected.
Aether
Spoiler:

A mercenary group founded by the Asari Matron, Noct T'Silsi, and established roughly 60 years ago as a small band. Since its beginning the Aether mercs have grown into a formidable and respectable paramilitary organization that accepts all kinds of contracts. Many speculate that Noct has a soft spot for troubled females of the Humans species, due to the large number of them in the Aether ranks. However, the organization is diverse and known to hire both genders of all species. Most recently, the Aether mercs have been offered a contract from the Council to serve on the UGAF Zermic for the duration of the investigation of the multi-species colony of Rexil that has gone dark.
Mass Relays
Spoiler:

Giant structures in space that link together in an intricate system that allows Relays to jump users across the galaxy to another relay by interacting with a ship’s drive core and engaging its mass accelerator. While ships can travel across space on their own, the trips are extremely long, taking years to travel from one star cluster to another. The Relays are instantaneous and allow for great improvements in exploration and travel.

It is not known who built the Relays, but it is suspected that an ancient space-faring species, now extinct, built them and were the first to connect the species of the galaxy. However, this is mere speculation. Not even the oldest species, the Asari, have any records or knowledge of the Relays and their creators. While the theory has never been tested, it is believed that the massive devices cannot be destroyed and if it was somehow managed, the outcome would be catastrophic.
Weaponry & Armor
Spoiler:

Weapons are usually “alien” in design, but still use solid projectiles (weaponized lasers are rare). The while weapons technically have no ammo, they are extremely susceptible to overheating and now use thermal clips which can discharge from the weapon to prevent overheating, this has made thermal clips an essential part of any arsenal. Humans have been slower to adopt new weaponry and are still using their own, most of which resemble old western period guns with a futuristic feel. There are six (6) classes of weapons: Assault Rifles (Heavy), Sniper Rifles (Heavy), Shotguns (Heavy), Sub-Machine Guns (Light), Pistols (Light) and Heavy Weapons (like Rocket Launchers).

Armor has come a long way since the middle-ages period of Earth. With hundreds of different varieties, dozens of variations for each species, armor can be as unique as the individual wearing it once cosmetically altered to fit the wearer’s preferences. A common feature with armor is kinetic barriers, or shields. Armor is not just cosmetic and appealing, most varieties include inter-changeable parts to allow upgrades with pieces that may improve the damage that kinetic barriers can withstand, or a user movement speed, etc.
Omni-Tools
Spoiler:


The Omni-Tool is a device that attaches around the lower portion of either arm (usually your non-shooting arm) that is invaluable for engineers. Omni-Tools have nearly endless technical functions, from accessing communications, video logs, hacking terminals and doors, to even hacking enemy robots, overloading shields, cloacking, creating kinetic armor (expanding the Omni-Tool to cover vital areas and provide extra protection), and launching projectiles that combust on impact. Affordable, nearly everyone in the galaxy has them for their practical uses, but it takes a true expert to actively use i’s lesser known and less approved of functions.
Biotic-Amps
Spoiler:

An implant into the mind that is necessary to use biotic powers. These abilities are manipulations of the world around you. However, the implants are dangerous and can cause physical and mental harm, especially to Humans. It is especially dangerous to explore new powers so it is strongly advised to stick with what is known. Common powers are the ability to throw or pull an enemy away or to you, to cause them to freeze in place, to smash them with a good amount of force, and even cause shockwaves in the ground to knock you enemy off their feet. More complex powers involve quickly hurtling your body across distances and smashing into enemies, releasing stored energy into a nova of power, as well as focused and prolong manipulation (form of mind-control). It is important to note, the Amps will not allow you to become a Biotic, they are born, and it only boosts your abilities to use these powers. Known species for Biotics are Asari, Humans, rare Krogan, and some Turian. Humans Biotics are trained on Jump-Zero, a space station in Earth’s orbit that specializes as a school for them. The rest usually train with their homeworld’s military.
Classes
Spoiler:

Each race can use certain classes. Classes do not determine what weapons a character can use, but does play a factor (an engineer will not be fully decked out like a soldier) as weight can affect abilities and speed. Note: Weapon capabilities can be changed by sacrificing the two light weapons for an extra heavy.
Soldier -- Races: All, Quarians are rare. Limits: No Biotic Amps, minimal Omni-Tool abilities, capable of carrying full arsenal of weapons, usually capable of withstanding more pain and damage. Weapons: Assault Rifles (Preferred), Sniper Rifles, Shotguns, Sub-Machine Guns, Pistols, Heavy Weapons (Rocket launchers).
Infiltrator -- Races: Asari, Humans, Quarian, Salarian, Turian. Limits: No Biotic Amps, Average Omni-Tool abilities, can carry two heavy weapons and two light weapons. Weapons: Assault Rifles, Sniper Rifle (Preferred), Shotguns, Sub-Machine Guns, Pistols, Heavy Weapons.
Vangaurd -- Races: Asari, Humans, Krogan, Turian. Limits: Average Biotic Amps abilities, practical Omni-Tool usage, can carry two heavy weapons and two light weapons. Weapons: Assault Rifles, Sniper Rifles, Shotguns (Preferred), Sub-Machine Guns, Pistols, Heavy Weapons.
Sentinel -- Races: Humans, Turian, some Asari. Limits: Balance of Average Biotic Amp and Omni-Tool abilities, can carry one heavy weapon and two light weapons. Weapons: Assault Rifles, Sniper Rifles (Preferred), Shotguns, Sub-Machine Guns (Preferred), Pistols, Heavy Weapons.
Engineer -- Races: Humans, Turian, Quarian, Salarain, rare Asari. Limits: No Biotic Amps, Expert Omni-Tool abilities, can carry one heavy weapon and two light weapons. Weapons: Assault Rifles, Sniper Rifles, Shotguns, Sub-Machine Guns (Preferred), Pistols.
Adept -- Races: Asari, Humans, rare Krogan, some Turian. Limits: Expert Biotic Amp abilities, practical Omni-Tool usage, can carry one heavy weapon and two light weapons. Weapons: Assault Rifles, Sniper Rifles, Shotguns, Sub-Machine Guns, Pistols (Preferred).

Terrian Ravager
Spoiler:
A sub-class of the Terrian species found on Rexil. These silhouette creatures go hand in hand with a mysterious mist that is plaguing the colony. The creatures rise from the mist to attack. The most curious part of this enemy is their ability to drag the opposition into the mist, which is never more than a few feet high, and cause them to simply vanish. There is currently no information about the act to determine what becomes of their victims or even how the feat is managed. Perhaps due to their non-solid properties, Ravagers are immune to most forms of damage, even gaining strength from certain attacks, including many tech combat skills. However, they do have a weakness to biotic attacks and will quickly fall to a talented biotic. More vicious than the standard Terrian, Ravagers are lethal combatants that will cause the toughest fighters to second guess their approach.

Terrian Crow
Spoiler:
A sub-class of the Terrian species found on Rexil. These flying creatures that resemble a mix of Earth’s pre-historic Pterodactyls and mythical Dragons are dangerous foes that dive from the sky to pick off victims and carry them to a nest to feed. They do not appear to have sensory organs for sight, smell, or hearing so it is unclear how exactly they hunt and communicate, though it is likely an extra-sensory system is involved. Unlike the Ravagers, Crows appear to be weak to all types of attacks.

Terrian Riders
Spoiler:
A generic name given to any Terrian seen riding the local fauna. Terrians appear to have a talent in controlling local wildlife for their own purposes, most notably in riding large species into battle, as was seen with the giant lizards of Rexil. There combat varies depending on what they are riding, but once they dismount, they engage in the same combat as the rest of the Terrians.



Last edited by Azena on Wed Oct 03, 2012 9:52 am; edited 2 times in total
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Re: ME: PB Database

Post by Azena on Wed Oct 03, 2012 9:47 am

Logs/Notes


Councilor Jedla Marlitha's Journal
Spoiler:
Entry 07:
This is Asari Councilor of Rexil, Jedla Marlitha, and this is my last entry. We thought we could control them, our experts believed they had translated the ancient language of the Terrians. We were wrong. It is unclear if we mistranslated or control was never an option, but the Terrians are wild and loose. They’ve killed most of the population as well as the other two councilors.

Our chief scientist, Samuel Jenkins, developed the process to resurrect the Terrians and imprint our control onto them. For a while, it seemed to be working. Then, we suffered an inexplicable error. One of the Terrians regenerated as a violent creature in a mist-like shadow form. It escaped the research lab through the systems ventilation network. We were unable to track it and remained on high alert.

In the morning, an initial wave of Terrians showed up, we believe from the mines, and cleared the streets, killing anyone that got in their way. When night fell, the situation became dire. The mist rolled in and thousands of the shadow creatures ransacked the city. They dragged people into the knee-high mist, where they vanished. We have no idea how, nor what becomes of them.

The city has become a ghost town since then. I can’t be sure how many are still alive, but every night the screams become fewer and fewer. Vixen has a lot to answer for. I hope who ever finds this log will see that the justice they deserve is served thoroughly. They didn’t pay me to destroy an entire colony.

Krast, as one of the only people that can survive this, if you find this, please do all that you can to expose Vixen. Take your word and this log to the Council on Thessia. I’m sorry, my love, for putting you through this. If you do survive this, then I will see you again in the next life. Keep me in your heart as I have kept you in these last moments. Good bye, my dear Krast.

Entry 06:
Goddess, help us. Something went wrong this morning. One of the Terrians we were bringing back regenerated wrong. It was a gaseous creature, unlike the ape-like creatures we had been seeing. It escaped as some kind of mist into the ventilation. We have yet to locate it. It seemed…angry.

Entry 05:
Jenkins has devised a process to regenerate the fossil samples we’ve found. Using the trace samples of DNA he is going to rebuild the species from the ruins. He’s roughly translated the inscriptions on the ruin walls and believes we can control these “Terrian” people. Imagine the fame I’d get by being a part of the revival of an entire race!

Entry 04:
The mine expansion team uncovered some kind of ruin today. It looks ancient, hundreds of thousands of years old. We’ve sent in Vixen science teams led by Samuel Jenkins. He’s a little crazy, if you ask me, but as Vixen’s chief scientist he has to be there. It’s a waste of time, not much a dead civilization can teach us that we don’t know all ready.

Entry 03:
Met a very interesting Krogan today, new head of security for Vixen. He’s unique to most Krogan I’ve met. He can be aggressive, but is usually level-headed and can handle situations without throwing his weight around. Plus, my father was a Krogan and well, you know what they say about women being attracted to men like their father. Eh…rambled a bit there, but anyways, yeah new head of security. Noted.

Entry 02:
We had a meeting today about expanding the mines. Was pretty boring, but that Salarian can be hard-headed. He kept rambling on about how important it would be for galactic resources. I just smile and nod. In the end, we approved the expansion so hopefully we see a turn in profits and a raise in my future.

Entry 01:
Goddess, I hate these things. My name is Jedla Marlitha, the newly appointed councilor of the multi-species colony, Rexil. And Vixen is paying me a small fortune to report their interests here. Whatever that means. They asked me to keep this log updated when important things happen. Yeah, we’ll see how long that lasts.
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