Hidden 9 yrs ago Post by EliteCommander
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It has been seventy-five years since the end of the Reaper War, with the sacrifice of Commander Shepard’s life, who managed to overcome the Reapers’ last attempts at indoctrination and avoided sabotaging the Crucible. Since the war, the face of the galaxy has changed immensely. Technology has improved from studying the Reapers, and the political dynamics of the galaxy has been reshaped. In addition to the Asari, Turians, Salarians, and Humans, the Quarians, Geth, Krogan, and Volus now have their own seats on the Citadel Council. The Batarians, having been greatly fractured during the Reaper War, have reformed into multiple factions with differing political stances. While none are directly at war with the Council, only one of these factions is cooperative enough to have an embassy on the Citadel. The Rachni are technically allies to the council, but are mostly separate from the rest of the galactic community. They have a single embassy on the Citadel, but there is rarely business that requires any communication or contact between the Rachni and other Citadel races. Most business involving the Rachni relates to scientists and scholars wishing to study them, to which they are generally accommodating.

As time has passed, many species are once again looking to expand. The Quarians in particular, who have for the past few decades been restricted to a few colonies around Rannoch, are looking for new settlements. Striking a deal with the Turians and Humans, the first cluster they have chosen for settlement is the Pylos Nebula. The Turians and Quarians intend to jointly colonize planets in the area, while the Humans provide support and colonize their own worlds. Each have their own, separate reasons for agreeing, but they are not the only ones with an interest in the area.

Our characters will be involved, in some form or another, in the colonization of the Pylos Nebula. Not only are the Quarians, Turians, and Humans all involved, but the Asari helped to negotiate the deal between them, and private business ventures are becoming involved as well. While they all intend for it to be a peaceful settlement of these worlds, complications shall arise which will require those with specialized skills, in combat and otherwise, if the venture is to be successful.

---

In the seventy-five years since the end of the Reaper War, much has changed for many of the species within the galactic community.

Humans – Like all species, Humanity faced a significant loss of population in the war, but in the decades of relative peace, have recovered significantly. Their military strength has surpassed its pre-war levels, both in terms of technology, and overall size. Apart from a greater willingness to cooperate with other Citadel races, thanks to the united effort to liberate Earth during the war, their cultures have not changed a great deal.

Asari – Because all species have benefited from the study of Reaper technology, the Asari no longer have technological superiority over the other species. As a result, they have emphasized even more greatly their role as diplomats. They have restored many of their old planets, and while their long life cycles have not allowed them to repopulate as quickly as most other species, their society has recovered.

Turians and Volus – The Hierarchy’s role as the military protectors of Citadel space has not been lost, but rather is now being shared with Humanity. Fortunately, the bonds that were formed during the Reaper War finally outweigh the tensions that were created during First Contact. Diplomatic relations between the Turians and Humanity are not always perfect, but with the Asari as mediators, the two species enjoy cooperative relations. With most Citadel races, their relations are similar. There are some tensions remaining between the Turians and Krogan, but they have not come close to war. The Volus are still part of the Hierarchy, but now that they have their own seat on the Council, they have gained more influence in the galaxy, though business is still their most common trade. Since the Volus representative on the Council still represents the Hierarchy, the Volus do not receive a separate vote in council matters from the Turians.

Salarians – Like the Asari and Turians, the Salarians have retained their prior role among the Citadel species, though their intelligence networks now serve all council races. Their relations with the Krogan are not always amicable, but they are better than before the Reaper War…marginally. Due to their relatively quick life cycle, they have repopulated fairly quickly.

Krogan – Now that they have a seat on the Citadel Council, the Krogan have more influence in the galaxy than at any other point in their history. Relations with pretty much every other Citadel race have been strained at some point in time, particularly with Turians and Salarians, but under the leadership of Clan Urdnot, the peace has been maintained. With the Genophage cured, there are now more Krogan than there have ever been. Thanks to the large number of abandoned worlds from the war, space has not yet become a problem, though it is an issue on the horizon. Since studying the Reapers has revealed how to close mass relays once opened, there has been talk of allowing the Krogan to open new relays for settlement once they are in need of new worlds. As expected, the Krogan are quite powerful militarily. Their forces generally stay within their own territory and do not serve as a peacekeeping force like the Turians or Humans, but whenever an incident requires a sufficiently large military response, the Krogan often volunteer to take care of it.

Quarians and Geth – Life has changed dramatically for the Quarians since the war. Rannoch, as well as the historical Quarian colonies in the area, have been resettled, giving them a homeworld once more. As a council species, they are now a part of galactic government and decision-making. In addition, with the aid of the Geth, their immune systems have returned to the same strength as before they were first forced from Rannoch. After hundreds of years, the suits they wear have been engrained in their culture, so most still wear them, but they are no longer necessary. Not all Quarians wear full helmets, and those that do often do not always keep their suits entirely sealed unless it is necessary. Because they were building their settlements from the ground up since the end of the war, they do not have as much territory as most other Citadel species, but they are now looking to expand. For the Geth, their existence has also been fundamentally altered. Whereas before the Geth relied on each other for intelligence, the upgrades they received during the Reaper War made all Geth programs into complete, individual AI. Geth can now operate entirely independently, and even form personalities. Overall, their society might be described as being more fragmented now, but for all intents and purposes, they still operate as a collective, making choices as a complete democracy with no form of social hierarchy. Most Geth live in space stations orbiting above Rannoch, as they have no desire or need for expansion. However, they have aided and continue to aid their creators, the Quarians, in the rebuilding and expansion of their colonies. Since the Quarians and Geth represent the same interests, their votes do not count separately in Council matters.

Hanar and Drell – Not much has changed for the Hanar since the end of the Reaper War, largely due to their isolationist tendencies. They have established a few new colonies, and have made efforts to bolster their automated defenses after weaknesses were revealed in the systems during the Reaper war. The Compact between the Drell and Hanar has not faltered, and many Drell still loyally serve the Hanar. The greatest change for the Drell has been in addressing their former leading cause of death: Kepral’s Syndrome. Although it has not been entirely cured, treatments now exist that can extend a victim’s life far beyond what was formerly possible for one suffering from the condition.

Elcor –Dekuuna was all but destroyed during the Reaper War, with very few survivors, and the ones who did survive the war made up a fraction of their former population. As such, the modern Elcor still have a long way to go in order to return their civilization to its former strength. Their slow nature and life cycle means that their population is recovering very slowly, but their cautious and long-term planning has made it stable. Currently, their only world is Dekunna, which has a moderate population.

Batarians – With the complete destruction of the Hegemony, Batarian civilization was left broken and fragmented after the Reaper War. Compared to the Elcor, the Batarian population is recovering more quickly, but they possess no single central government. Instead, multiple Batarian factions have arisen in different parts of the Terminus systems, as well as one in the Attican Traverse. These factions carry varying political views, with only one being cooperative to the council. This faction, known as the Batarian Collective, possesses an embassy on the Citadel.

Vorcha – Virtually nothing has changed for the Vorcha since the Reaper War.

---

Technology: Study into the remains of Reapers, in addition to natural progression, has led to improvements in overall technology since the Reaper war. An example the ability to create stronger mass effect fields, along with all of the potential applications that allows, such as more powerful weapons, stronger shields, and faster FTL drives. A major improvement in small arms has been an increase in the efficiency of cooling technology. Firearms can still use thermal clips to quickly cool down, but if no thermal clips are available, one can simply wait for the weapon to cool on its own.

(If you have any ideas for specific improvements in technology, feel free to make suggestions.)

---
Post character applications in the OOC. If accepted, you may copy it into the Character tab.

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Hidden 9 yrs ago 9 yrs ago Post by Fallenreaper
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Alright, Elite, I got the first draft down and hope you approve of it. It might take me some time to get into her character but I get the feeling she'll be lost of fun.

@Rtron... If you want to learn what happened to the rest of the crew, well you have a way to learn. :p

Hidden 9 yrs ago Post by EliteCommander
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I think your character is good, @Fallenreaper, and is accepted.

Also, I did have a thought while reading. If RK has access to Raa's suit, it could provide aim assistance, among other things, by interfacing with her HUD.
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I think your character is good, @Fallenreaper, and is accepted.

Also, I did have a thought while reading. If RK has access to Raa's suit, it could provide aim assistance, among other things, by interfacing with her HUD.


I didn't consider that and that might be helpful, though doesn't mean Raa'Kina likes shooting it. xD
Hidden 9 yrs ago Post by Geardirector
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Geardirector The Mild Mannered Cyborg

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This looks like fun. I'll sign up.

Actual character coming later
Hidden 9 yrs ago Post by EliteCommander
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Alright. If you have any questions, feel free to ask.
Hidden 9 yrs ago Post by Lucius Cypher
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Lucius Cypher Looking For Group

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Aye Commander, what's your thoughts about clones and such? Also I know we're not Cerberus or anything, but are we free to purchase whatever we have the credits for??
Hidden 9 yrs ago Post by EliteCommander
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Cloning is something that happened in ME, so I don't have a reason to say no to that. And as long as you don't go overboard on equipment, you should be good. What kind of wealth will your character have access to?
Hidden 9 yrs ago Post by Lucius Cypher
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Well, if cloning is a thing than I'll be making a two-fer character. One is a humdrum human vanguard who watches over a more eccentric clone. I'd imagine that the process of cloning is expensive, so he's something of an investment. Still, the purpose of the clone is that they're disposable; after all if a clone costs more to make than your average person, than it's not really worth while short of eccentrics. As for the level of wealth I may or may not make the human related to a Company Head of one of the large Manufacturing companies, and I know the clone is still part of the organization who created it. Got any recommendation which scientific faction would likely have a strong foothold in cloning technology? I'd imagine that the Krogan might, what with the success of Grunt and all, but with Wrex has been putting a strong reign on the Krogan someone else might have picked up on it.
Hidden 9 yrs ago Post by EliteCommander
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There's no real way to know the legal status of cloning, as it is not mentioned anywhere in the games. However, the fact that it is possible, but you only see a handful of clones throughout the series, leads me to believe it may not be entirely legal. In any case, a close would have all the legal protections of a person.
Hidden 9 yrs ago Post by Adorabadass
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Adorabadass

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I'm considering joining as a biotic volus with a badass body guard.
Hidden 9 yrs ago 9 yrs ago Post by Rtron
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Rtron

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Name: Voira Sirosi

Species: Asari

Age: 125

Gender: Female

Appearance: Voira

Weapons/Equipment:

-Thunder Assault Rifle

-Viper Shotgun

-Two Razer pistols

-Bottle of Ryncol

-Omni-tool, which she only uses for application and storage of her large supply of omni gel, and as a melee weapon in a pinch.

-Several different types of ammos (specifically, shredder rounds, Anti-armor rounds, poison rounds, and explosive rounds.)

Skills and Abilities:

-Powerful biotic. Due to rigorous training in biotic strength from her adoptive mother and the variety of skill sets she learned from her adoptive family, Voira is both a powerful biotic and a versatile one

-Skilled combatant. Another thing her adoptive mother and family’s insisted on. From a young age(50, to be exact) Voira had been trained in combat by all members.From the training of the Serrice Guard, to pirate combat, to Krogan battle training, Voira has been taught well.

-Field Medic. Voira is good at patching people up, if Omni-Gel isn’t on hand, especially during the heat of battle.

Background:

Voira knows firsthand what it’s like to lose everything in an instant. She was still a child at 48 years old when the Reapers finally made it to the Asari home world. She lost both her biological parents and her twin sister. That was the most devastating blow. While she had loved her parents, she had had a deep bond with her sister that was only increased by their biotic abilities. They could hear each other’s thoughts, feel what the other was feeling and were even referring to themselves in plural rather than singular. They were, in short, inseparable. Then the Reapers came, and Voira’s world was remade in fire and ash.
She doesn’t remember much of the actual event. Bits and pieces. She remembered panic, fear, running, hiding, praying to the Asari goddess, a collapsing building, and being trapped alone. Then there was a blinding red light, blistering pain, and a screaming in her head she thought would never stop.

She didn’t know how long it had been when she woke to the sounds of people arguing. Someone, with a deep gravelly voice, wanted to leave. Someone else wanted to stay and look for ‘the extraction target’ a little while longer. Other voices commented for or against the idea of leaving, but those were the ones Voira heard the most. She tried calling for help once. All that came out was a soft rasp. She tried twice, and winced at the pain in her throat. The voices sounded like they were going away, leaving. Panic filled her and Voira screamed for help. Pain wracked her body and she ended up coughing violently, tasting blood coughed up from her ravaged throat.

Despite the pain, her cry for helped work. Through the familiar and comforting blue glow of biotics, her tomb of rubble was removed. The first face she saw was an Asari, reaching down to haul her out. Voira sobbed in relief, wrapping her arms around the mercenary, pressing her face against the emblem on her chest. The other Asari’s arms wrapped around her, holding her close. The last thing Voira heard before falling back unconscious was, “We’re taking her with us.”

When Voira next awoke, she was on a strange ship, with the same Asari sitting next to her, quietly watching. After introductions were done and it was explained, where she was and that, that she wasn’t well enough to leave on her own, Voira slipped back into sleep. Almost Every time she woke up, Voira found Dahlia, as the Asari had introduced herself, sitting there. Sometimes she would look ragged, as if she had just come from a fight, but she would always be quietly there, waiting and watching over her. They would talk, quietly, and then Voira would grow tired again and slip back into sleep. It continued like this for an uncertain amount of time for Voira, before she was well enough to wander the ship on her own. The war had been won in her rest. The Reapers destroyed, the human Shepard dying to activate the Crucible. Voira didn’t care. It had finally hit her. Her family was dead, her other half killed by the burning beam of the Reapers. What did she have to live for?

Tevura caught her the first time. Biotics knocked the pistol from her hand and pinned her to the wall. Ignoring her screams of rage and curses, the mercenary commander merely looked at her with sad, understanding eyes. Various others stopped her next dozen tries. A Krogan, a human, another Asari, and a Quarian being the most frequent. Finally, Tevura’s eyes went from sad and understanding to hard and pitiless.

She told Voira, bluntly, that she was acting like a selfish child, that her family and least of all her twin wouldn’t want her killing herself needlessly, and if she felt like explaining to her family why she was so selfish as to join them before she had to die it was her choice. Before she exited the door she made one final comment. If Voira chose to live, Tevura would want to adopt her. She then left Voira with a pistol. For a long time Voira stayed in that room. Multiple times she almost did it. She put the gun to her head and nearly pulled the trigger. Finally, she put it down for good. Tevura was right, her family wouldn’t approve and she couldn’t tell if she was more afraid of their condemnation when she met them in whatever afterlife there was, or if the idea of ‘Embracing eternity’ permanently was what terrified her.

She walked out into the hallway, smiling slightly at the clear relief on Tevura’s face, and said she accepted. What followed next was decades of training by her new adoptive family. Over time she began to see them not as those who took her in and finally as her new family. Even Tasi, who scared her sometimes, she grew to love. She even met what she considered to be her extended family, that is, the surviving Barbacus crew. About thirty-five years ago, she hit the maiden stage and declared herself ready to go see what the universe had to offer. Tevura(who had told Voira her secrets long ago), agreed to let her go, but made sure she was prepared.

The next several decades were spent wandering, getting into adventures with mercenary groups and generally exploring the universe and what it had to offer. She never stayed in one place for very long, always moving on to see the next big thing the universe had. She hunted thresher maws with Krogans, fought(and was nearly killed by) a Drell assassin, and even charged into the teeth of a battalion of Elcor soldiers. However, the experience she remembers most fondly is when she met Raa’Kina.

The Quarian was trying to back out of a shady deal with five Turians who were rather…insistent that she pay them for services rendered, one way or another. When, after a comment by the Quarian, the Turians started getting a little too touchy with the Quarian Voira decided to intervene. Two of them were dead before they realized what was happening, and the rest were knocked over by a biotic blast while the Quarian rapidly backpedaled into cover. What happened next was a traditional firefight, with them both to busy concentrating on not dying to do introductions. After the remaining Turians were killed they introduced themselves. Raa’Kina was so naïve and cheerful and friendly that Voira couldn’t just leave her alone.

What started out as a simple escort to safer areas turned into, after some time talking to Raa’Kina, into a decision to not let the Quarian go on her own through her pilgrimage. At least for a little while.

She’s still following Raa.

Misc Details:

-Voira’s favored drink is Ryncol, a drink she picked up from her aunt Kalros.

-While on a trip to Earth with her uncle Dave, Voira picked up the habit of smoking. More specifically, Earth Cuban Cigars. She quit years ago, but she still carries around a pack of them. Not to smoke, but to chew on when she’s thinking hard or to smell to calm nerves.

-Voira still refers to herself in plural. I or me becomes we, mine becomes ours, etc.
Hidden 9 yrs ago Post by EliteCommander
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I think everything is fine with the character, Rtron.
Hidden 9 yrs ago Post by EliteCommander
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To give a quick update, I'm just waiting on a few more CSs.
Hidden 9 yrs ago Post by Fallenreaper
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Alright, I can't wait to get this started! ^-^
Hidden 9 yrs ago 9 yrs ago Post by cqbexpt
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cqbexpt Warden Eternal

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Dope.
Hidden 9 yrs ago Post by EliteCommander
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Alright, you should be good CQB.
Hidden 9 yrs ago 9 yrs ago Post by Lucius Cypher
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Character Sheet:
Name: Donny "Dong" Yang (Dong was the nickname he was given during training. It's on his dossier now)
Species: Human
Age: 24
Gender: Male
Appearance:

Weapons/Equipment:
Primary: Storm Shotgun I

Secondary: Kessler Pistol I

Explosive: Cain Trip Mine

Armor: Light Mercenary Armor IV

Supplementary: Military Grade Ariake Omnitool IV

Personal Effects: A tribal knife (Donny calls it "Grandpa's Knife")

Skills and Abilities: Donny is a well trained Vanguard for the System Alliance. He's put a lot of focus on honing his biotic powers, though he is also handy with a shotgun. He has access to Biotic Charges, Nova, Pulls, Shockwaves, and keeps a good Fitness. He also makes use of Cyro Ammunition to immobilize his targets. When it comes to hand-to-hand combat Donny is also quite capable, augmenting his strength with his biotic powers as well as utilizing various melee weapons. He has a particular fondness for knives and axes.

Outside of combat however, Donny is a stickler for rules and laws. While he lacks the cunning to bend the laws like a lawyer, he could make for a decent officer of the law if he wasn't prone to acting on his own either. And while he follows the rules well enough, he has the sense and willingness to ignore them when necessity demands, as well as uphold them when he must.

Donny also has various skills in arts and crafts, largely stemming from his hobby developed during college. Donny also has skills playing the saxophone as he was once part of his highschool and college jazz club, though he hasn't really picked up the instrument since he joined Systems Alliance military.

Background: Donny had a legacy to uphold. A fairly minor one, all things considered, but for him and his family it was an important one. His grand father participated in the defense of Earth during the Reaper Wars, becoming one of the many heroes who were willing to lay they lives on the line to defend their home. He served as one of the men who volunteered themselves to stem back the tusk of reaper controlled minions, holding the line long enough not only to survive that nightmarish day, but to see the future that Commander Shepard had made for humanity.

After the war, Donny's grandfather quickly retired due to the massive PTSD he received. But he was able to recover long enough to have children. Donny's father was the youngest of four, and Donny himself the youngest of four children from him. From a young age, Donny's father was proud of his father's accomplishments as a soldier, but his grandfather refused to let his son join the System Alliance or the military. He didn't want his children to face the same thing he did. But even so, Donny's father did his best to uphold his father's legacy. And he did so by joining the Ariake Technology firm, which he was able to do thanks to the extensive network of friends and contacts he made during college. By the time Donny was ten years old, his father had managed to get himself to the position of manager.

The combination of his father's own wealth as well as the accomplishments of his grandfather made sure Donny was born with a silver spoon, but also underneath a huge shadow. Growing up, Donny was never really motivated to "Excel". He did live with the future expectation that he was going to take care of his parents, just as his own father took care of his grandfather and grandmother (In Donny's family, the youngest son takes care of the parents when they are too old to work for themselves), but as far as personal ambitions went, Donny was fairly simple minded. He enjoyed slacking off more than he enjoyed working, even when he only had to work with problems that were, all things considered, easy. He wasn't exactly spoiled, but that didn't mean he wasn't lazy when it came to work. he felt that it was more important to appeal to his family than it was to appeal to his education. But even so, he continued to disappoint.

Growing up Donny lived under the shadow of not only his father and grandfather, but by the rest of his family. His mother was much better at public relations than his own father was; while he could crunch numbers and make sure the deliveries happen on time, his mother was more-or-less leading the commercial and marketing division. Donny's older brother became a doctors who would work as an equal amongst the likes of salarians. His sister became a politician and potential candidate for Prosecutor General. Even Donny's little sister was going to be an aspiring artist, and was already part of a popular video game developer, publisher, and distribution company working as one of their magic graphic designers. As for Donny himself...

Donny lacked any aspiration but to hopefully be able to take care of his parents. Even when he had very little idea of "how" he was going to take care of them, considering that he never even bothered to learn the family business. He had very few accomplishments under his belt that wasn't dwarfed by the achievements of his siblings. His only true saving grace is the fact that out of the four siblings, he has the best relationship with his grandfather. Years after the reaper wars, Donny's grandfather, after the death of his wife and Donny's grandmother, lived the rest of his life making knives, much like the one he used in the reaper war. Donny was interested in his grandfather's hobby and learned much from him, listening to his stories and talking to him about current events. They compared Donny's naive interpretations to his grandfather's wizened experience. It was those time that Donny built the foundation of his childish ambitions. He wanted to become someone like his grandfather; a hero.

But Donny's own father wasn't quite so accepting to this idea. Largely due to the fact that his own grandfather did not allow him to become a soldier, he made Donny go to college to learn how to manage the business with Ariake Technologies. But Donny had no desire to maintain his studies at the college. He barely attended for more than a year before Donny flunked out. His father was enraged and demanded Donny to return to college, but by this point the young boy was now a young man. He had resigned from college to join the System Alliance, using his family's credentials to earn him a place amongst the military. Since than the relationship between Donny and his family had become strained, and he doesn't even know how his grandfather feels about this turn of events. But Donny had only one ambition, and for once, he wanted to feel like he was more than just their "son". He wanted to be great. He wanted to think that he was capable of more than just upholding a legacy, but making one himself.

Training with the System Alliance was certainly harder than college however. Donny was beaten, broken, and tossed aside (metaphorically speaking, but it happened literally a few times as well), but unlike in college Donny had the drive to continue onward. Basic training went by quickly but painfully. During that time he also discovered his latent biotic abilities. When Donny came to the realization of what he was capable of, he jumped on the opportunity without any forethought of what sort of pain he was going through. Since he lacked the conditioning from youth, the lessons he underwent to hone his biotic abilities were harsh and brutal, along with the standard course for his regular military training. It was not BAaT, but with how much damage Donny was doing to himself one would think they were bringing the practice back. But no, Donny simply allowed himself to suffer the pain and torment of his training to achieve his childhood ambition. His naive and thoughtless desire to become some concept of a "hero". But first he had to become a soldier.

Donny spent a good portion of his "Military Career" training, largely due to his lack of previous experience with his latent biotic powers. From the age 19 to 23, he spent drilling and honing his biotic abilities with military efficiency. He made very few friends, and those who did either dropped out or graduated due to having more innate abilities than he did. But he did not allow himself to quit. He felt that he had given up the only thing he had already. He had thrown away the honor of his family to pursue this desire of his, and he couldn't bare the thought of returning to them defeated. He'd sooner take his own life than to betray his ambitions. Within four years he was deemed competent enough to be allowed to officially serve as a System Alliance soldier.

It was a great moment for Donny, one of many he hopes to have in his life. To him, the door to being the hero he imagined that his grandfather had become was finally open to him. It was a road full of risk, failure, and disappointment. But for once Donny did not dwell on those negative aspects. He only saw what he could accomplish, and vowed to make good use of what he was now able to do.

It wasn't long before Donny was given his first assignment, and a fairly big one at that. He was to accompany a of soldiers with a System Alliance to provide military assets, along with protecting one of their diplomats on a new colony. Donny had never left Earth before, and now he was going to travel to the far reaches of the universe to find a new planet where he could potentially live. It was a big step for him. Big enough that, for once in the last four years, he contacted his family.

The first person he spoke to was his older brother. They had a fairly decent understanding of one another, brotherhood and all, which allowed him to get into contact with his sisters. His elder sister worried greatly for him due to her knowledge of the colony and warned Donny not to hurt their relationship with the alien colonist. His little sister was annoyingly casual about it, asking him to bring back souvenirs. But she also expressed the desire for him to come home, which he was able to pick up amongst her requests. Next was his mother, whom he barely was able to speak to due to the tears she was practically shedding through the phone. But she wanted to tell Donny that she forgave him for quitting college and that she would still love him regardless of what path in life he chose. His father was "Unavailable" at the time, though he didn't pry further to discover if he simply didn't want to talk to him or not. And than there was his grandfather.

Donny would have three days before he would board the ship that would take him to the new colony. Within those three days he visited his grandfather while the rest of the family was out. There he and Donny had a talk about the path he was on. His grandfather explained to him the horrors he faced before he even fought the Reapers. His time against a horde of krogan shocktroopers, the horrors of the heretic geth and their reaper-empowered servants, even the slaughter that happened when a thresher maw of all things made planetside right on top of an outpost he was stationed at. He warned Donny against joining the System Alliance and told him that he could pull some strings to get Donny to at least stay on Earth. But Donny told his grandfather that he was going to go. He was going to keep the promise he made to himself to be a hero, and he can't be one here. He had to go out into the world and be part of that change, not just wish and support it with words and ideals. His grandfather solemnly accepted this, knowing that his grandson was dead set. So he gave Donny something that would help him: his combat knife he used to great effect during the Reaper War. It was not a standard issue design, but rather made by Donny's own grandfather using military grade composite metals. A blade worthy of a the Spectres.

But that wasn't the only gift Donny would receive. The last day before he would leave to the new colony his father had delivered him a gift: An advanced suit of armor and an Omnitool, both from Ariake Technologies. There was no letter or message with them aside that it came form his father, but Donny understood why he gave him these things. He wanted his son to be alive. He wanted him to come home one day. Despite not being standard issue, Donny donned his father's armor and Omnitool, gathered his equipment, and took his first step off Earth and into the brave new world.

Hidden 9 yrs ago Post by EliteCommander
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EliteCommander The Commander of Elites

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I think your CS is good, Lucius.
Hidden 9 yrs ago Post by Sundered Echo
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Sundered Echo

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Character Sheet:

Name: Khel Zhar

Species: Krogan

Age: 693

Gender: Male

Appearance: In many ways Zhar looks like a completely unremarkable everyday Krogan. He has no distinguishing marks, his eyes are a normal Krogan yellow, his skin is the tan color of a middle aged Krogan and his plates are a fairly common dull brown. However, unlike most Krogan, Zhar puts effort into maintaining the symmetry of his head plates and generally ensuring he doesn't look too rugged. He favors a black custom-made business suit of light and highly expensive material with a number of micro shield generators inconspicuously hidden beneath the fabric. He is well spoken and has a deep but smooth voice, somewhat uncharacteristic of a Krogan. The Reaper war has left him with scars he had managed to avoid before then. He has several gouges across his head plates and scar tissue on the left side of his neck and elsewhere on his body.

Weapons/Equipment:
Evolution of the Viper Sniper Rifle (Phasic Rounds/Tungsten Rounds)
Evolution of the Carnifex Heavy Pistol (Cryo Rounds)
Evolution of the Locust SMG (Cryo Rounds)
Shielded business suit
Krogan Heavy armor (on the rare occasion when he puts himself into a combat situation on purpose)
Omni Tool
Asari Frigate (custom refit)

Skills and Abilities:
Excellent business sense.
Energy Drain
Shield Boost
Recon Mine
Tactical Scan
Sticky Grenade

Background:
Khel Zhar’s history is a long and storied one. He was born on Tuchanka to clan Khel, and was raised there as a true Krogan, although rumour has it that he was never very good at being ‘true Krogan.’ Precise details of his escape from the blasted rock that is the Krogan homeworld are surprisingly hard to come by, and will not be detailed here, suffice it to say that he ended up on the Citadel at the age of seventy-two with no idea what to do with himself. He worked for thirty years as a mere janitor, unwilling to take jobs involving violence as his compatriots did, but unable to find anyone on the station willing to look past his lumbering exterior at the keen mind within.

Eventually, Zhar managed to find one of these people - a Volus named Colu Sen. Under the Volus’ tutelage, he learned of Galactic finance and economics, and while initially not as fast to learn and adapt as his Volus partner and teacher, his persistent nature quickly saw the two of them founding and operating a small Galactic Finance company. The pair continued to run this small business for sixty years, until Colu Sen, in his old age, inadvertently thrust the pair into the world of corporate espionage and the buying and selling of Information. Colu died shortly after that, though it is not public knowledge as to whether he was killed or not.

Zhar remained on the citadel maintaining the business the pair had set up for roughly one hundred years, keeping the original company alive while branching out into founding other small companies, often only to let them die once they’d recouped their costs. This period of time broadened and deepened Zhar’s understanding of the business world considerably, to the point where he has an almost innate feel for the fluctuations that normally make it so unpredictable. While no psychic, Zhar’s personal worth has skyrocketed due to well placed and well timed investments. Unfortunately, some of his investments eventually drew the attention of the wrong people, and after narrowly surviving a brazen attack on his Citadel apartment, Zhar liquidated all of his citadel holdings and moved to Illium. He planned to let his reputation on the Citadel fade for a few hundred years while his detractors died of old age.

Once on Illium, he founded the first iteration of his business in Nos Parnello, and while initially highly successful, its fortunes followed those of the city into ruin. Ever the entrepreneur, Zhar not only survived but flourished in the adversity, relocating to Nos Astra and riding the sudden wave of popularity the city received to make his company one of the foremost in its area on Illium. Altogether, his stay on Illium has lasted approximately two hundred years.

When the Reapers finally arrived, it came as a surprise to Zhar, but not for the reasons most found it surprising. He had certainly believed there was more to the Geth attack on the Citadel than met the eye, but he never anticipated the scale of the Reaper invasion. When his contacts in the Batarian Hegemony went dark, he immediately saw to preparing his own defenses, as well as coordinating Illium’s preparations.

When the Reapers finally reached the Crescent Nebula, Zhar, and Illium, were ready. Though technically an Asari colony, and under protection by the Asari fleet, Illium has always been a haven for the rich and scrupulous - people that, for all their normal inability to get along, have one thing in common - a burning sense of self preservation. When the entire upper class of Illium put its considerable financial might towards that goal, they were able to assemble a formidable resistance to the Reapers.

With this corporate might, Zhar and a number of other Illium businessmen and women were able to survive the Reaper invasion, holding out long enough for Shepard to finally defeat the Reapers.

Following the Reaper war, Zhar decided to reevaluate his business. With such significant damage done to his Illium holdings, once the heart of his current business, he chose to start anew. Rather than rebuild Illium, he chose to create a mobile center for business. Initially he started small, making his office out of a tiny room on an old light freighter that had been one of his backup escape methods. He scrounged together a small merchant fleet and immediately began using it to assist in relief efforts throughout Council space, though with a particular focus on Asari colonies and Thessia.

Rather than greedily extort colonial governments in need of aid, he instead charged only enough to keep the business running at a very small profit. Though some of his rivals and fellows questioned his sanity for such a seemingly selfless act, the more intelligent among them realized it was not selfless, simply the long game being played at its finest.

His goals at that point were to aid in the restoration of a galactic economy and ensure the Asari could retain a significant role in galactic politics in order to continue carrying out their role as diplomats and negotiators. All to ensure there would continue to be an ideal peacetime environment for him to continue his goal from before the Reaper war - living a comfortable life far from Krogan ideals.

In more recent decades, Zhar has turned to somewhat more profitable endeavors. Though he maintains the colony relief and supply business, he has gone back into Information brokering, which has allowed him to restore much of his personal wealth and keep his debt to the Shadow Broker satisfied.

He is currently involved in personally overseeing his company's efforts in the Pylos Nebula, observing primarily from his personal command ship, the refitted Asari frigate Prosperous Heart, from which he also simultaneously manages his intelligence network.
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