Set two hundred years after the devastation of the Reaper Invasion, Mass Effect: Terminus Rising has once more brought conflict to the universe. The Terminus Systems have always been a loose coalition of bandits, pirates, and ruthless mercenaries, but after years of operating in relative anonymity, a new force has emerged, ready to challenge the Alliance. Calling themselves the Terminus Coalition, the force is an army of mercenaries, pirates, and various criminal organizations that have been drawn in by the enigmatic Shadow Man.
Nobody knows who or what he is. Whenever he addresses his minions or challenges the Alliance via the HoloNet, he appears as nothing more than a dark figure, his appearance a shadow amid a white backdrop. His anti-Alliance rhetoric isn’t as simplistic, however, and he earned the enmity of the Alliance Military after calling out Colonel David Shepard, the great-grandson of the hero Commander Shepard, who saved the Alliance from destruction during the Reaper Invasion. During the ensuing conflict, the armada shuttle that Colonel Shepard led his fleet from was destroyed, the colonel dying with the rest of his crew.
The day heralded the beginning of the Terminus Uprising, and plunged the galaxy into war.
An elite force of operatives throughout the Alliance and beyond has been formed to combat the Shadow Man and the threat that a united Terminus force represents. This group was formed by the Council, and tasked with finding, and eliminating, the Shadow Man, beginning with his underlings and working their way to the hierarchy of the Terminus Coalition.
Will these brave heroes survive their tumultuous mission? Or will their actions only plunge the galaxy into further darkness?
Approved Characters
Caestus Dakkal - Turian Spectre - Played by
Wargtass ♂
Melissa 'Tiny' Laplace - Human Biotic (Adept) - Played by
Latooni Subota ♀
Ascarra - Asari Spectre - Played by
Xanatos♂
Elina K'Sar - Asari Biotic - Played by
Linna♂
Sera'Zarda - Quarian Scientist (Hacker) - Played by
thebobmaster♂
LinksOut of Character ThreadGame ThreadSetting InformationAs stated above, the timeline is two hundred years after the conclusion of Mass Effect 3. Since the game itself hasn’t come out yet, this is all guess work, but it stands to reason that the Reaper force is somehow defeated and life returns to normal, as it does in all great works of fiction. In this setting, things have changed, and not all of them for the better.
The AllianceThe Alliance remains a bastion of justice and commerce throughout the galaxy. The Council, a quintet of representatives that act as the voice of each member race, remains the elected leaders of the Alliance, heralding two centuries of peace after the Reaper Invasion. The Council has grown in number, with a representative from each of the following races: Turian, Asari, Salarian, Human, and Quarian. The Migrant Fleet has joined the Alliance after being nearly destroyed by a single Reaper, and they petitioned for asylum with the Citadel. It was granted, and a significant sector was added to the Citadel to house them and care for their special environmental needs.
The Alliance has the Citadel as its base of operations, and the massive structure has only grown as more races have come to see the Alliance as their best chance at surviving another conflict.
The Alliance MilitaryFormerly an exclusively human army, the Alliance Military has expanded its roster with the placement of a human on the Council. They accept Turian, Salarian, and Quarian recruits into their ranks, and the anti-alien intolerance of years past has become taboo. There are those who still echo their father’s racial hatred, but they are few and far between, and are often penalized with lack of rank and dead end duty posts, should their opinions become known. The Alliance Military doesn’t tolerate any division in its ranks, and has no qualms in teaching the intolerant a lesson when it comes to racism.
CerberusStill a pro-human organization, the complex network of spies and operatives still seeks to better the lot of humanity through any means necessary. Surprisingly, the organization is still led by the Illusive Man, making him over two hundred years old. There is speculation that he isn’t human after all, or that he has undergone extensive cybernetic enhancements to keep him alive. Physically, he still appears the same as he did during Commander Shepard’s time, though his radical views have grown progressively worse when it comes to alien species.
Over the last two hundred years, Cerberus has only grown in prominence. It has operatives in many Alliance positions of power, and there are ugly rumors circulating that the human Alliance member on the Council is actually a member of the organization. There is little proof, other than his impatience with the often indecisive views on external threats, but there are those among the Alliance who watch the councilor closely.
Terminus CoalitionMore a criminal organization than a government, the Coalition does have its own form of law enforcement. Based out of the heart of the Terminus Systems, their base of operations resides on Omega. The leaders of the movement work closely with Aria, the unofficial leader of Omega, and do their best to keep her happy and well compensated for allowing their presence. It’s rumored that the asari crimelord is the Shadow Man’s lover, though this has not been confirmed. There have been tales of Aria shooting anyone on the spot who even mentions the rumor, a response that could confirm such a relationship, or the lack thereof.
The mercenary organizations known as the Blue Suns, Blood Pack, and Eclipse have all been absorbed into the organization, their rivalries declared anathema to the overall goals of the Coalition. The Vorcha, ever a strong if unwelcome presence on the space station, have been brought into the fold, as well, albeit as slave troops. They are the fodder unleashed against any Alliance force, their purpose to fight, and die, to weaken the Alliance defenses enough for the rest of the Coalition forces to push through. The Vorcha breed quickly and frequently, giving the Terminus Coalition an ever-replenishing source of shock troops.
The Shadow BrokerThe Shadow Broker organization deals with the trading of information throughout the galaxy. They buy, sell, collect and steal information at the command of the Broker and his/her customers. The information gathered is then sold to the highest bidder. To remain in business the Broker never sells information that would give one customer a significant advantage, meaning customers continue to return for more. Whoever becomes a nuisance for the operations of the Broker are usually dealt with by influencing local authorities, framing them for crimes or something equally subtle, but if necessary the organization does not shirk from using deadly force to keep itself running and it's secrets safe. Likewise, all traitors to the network share only one possible fate in the eyes of their betrayed peers: death.
Due to its immense influence, numerous contacts and incredible budget, the Shadow Broker network is one of the strongest covert organizations in the galaxy. The Broker has agents nearly everywhere, commands a whole battle-fleet scattered around the galaxy and has a seemingly endless private army at his/her beck and call. Despite that, the organization rarely involves itself in affairs that do not directly concern it's interests, and as such the Shadow Broker is widely known as the greatest and most neutral information merchant in the galaxy, a reputation the power behind the organization tends to act by at all times.
The Krogan EmpireDue to the genophage, the Krogan have not been able to produce offspring for many, many years. But that hasn’t stopped the organization from growing in number. Through coercion and blackmail, and outright threats of hostility, the Krogan have enlisted Salarian aid to clone the biggest and strongest of their kind. These clones share all the battle lust and physical might of their templates, but are programmed to be subservient to true Krogan. They are trained in the ways of battle, of survival, and the history of their ‘ancestors’, but they are considered a lesser class by true Krogan, who seem them as a necessary evil.
The Krogan Empire maintains neutrality with the Alliance and the Terminus Systems. So long as they are not centered in a conflict with either side, they remain out of the influence and conflicts of both sides. Individual Krogan have joined those organizations, however, though they are not considered representatives of their race. Krogan have always been soldiers for hire, and that much remains true about the warrior race.
The Turian HierarchyOnce reviled by humanity for being their initial enemies in the First Contact War, the Turians have come to accept the presence of humanity among the Council races. They support the Alliance wholeheartedly, and have various representatives in official offices throughout the Citadel. While their war fleets are still on active patrol throughout the Turian system, they seek to maintain peace, rather than ignite war. Saren’s betrayal of the Alliance was a dark stain on their race, and was mitigated somewhat by the heroic actions of Garus Vakarian, who has become a national hero, a statue in his honor gracing the capital of the Turian homeworld.
The Turian homeworld has various Alliance Military bases, as well as training facilities that cater to the various races that have become part of the Alliance Military. Their openness to the inclusion of other races has some older Turians at odds with the current regime, but that dissension has yet to spill over into all out civil war.
The Asari RepublicThe Asari have no government, per se. Policy is decided through the ebb and flow of public opinion in a sprawling but well-organized electronic democracy. The closest analogue to an executive decision-making body is the opinion of the Matriarchs. In a crisis, the public turns to the experience of these millennia-old "wise women" for advice.
The Asari military resembles a collection of tribal warrior bands with no national structure, though the greatest among them often seek out specialized training, to earn the rank of Asari Commando, the honorific title given to the best of their race. Each community organizes its own unit as the locals see fit, and elect a leader to command them. Units from populous cities are large and well-equipped, while those from farm villages may be only a few women with small arms. There is no uniform; everyone wears what they like. The Asari military is not an irregular militia, however; those who serve are full-time professionals.
The Asari Republics have very few politicians, but enough to keep things in order. Most politicians are Matriarchs since their opinions are highly valued by Asari Culture and they have a strong following. The Councilor and Ambassador positions however, are open to any Matron aged Asari and upwards. The Asari exist as they always have, forming relationships with other species and studying the galaxy for the betterment of their own people, and the Alliance.
Character CreationPlayers interested in joining may create characters using the following information.
Playable Races
ClassEvery character must choose a class. Class represents specialized training in one field of expertise, something that makes the character stand out among the rest of his kind. The following classes are available at character creation, with examples given for how to differentiate your character’s training from another of the same class.
Warrior: The Warrior class is one dedicated to violence, either for personal gain or to protect a person or group of people from harm. Often soldiers or mercenaries, they are trained to react with violence to any threat. Their training includes hand-to-hand combat, weapons training, survival techniques, and battle tactics. Further specialized fields of training include: assassin, bodyguard, fighter pilot, guerilla fighter, and demolitions expert.
Scientist: Scientists represent the best and brightest minds that the galaxy has to offer. Intelligence is always a prized commodity, and those with it are often separated from their peers, and put to specialized tutelage, that they might expand their knowledge and serve their community. Their training can include a mixture of the following fields: medical, biological, chemical, technical, or physiological. They are often doctors or disease researches, but can also be explorers seeking new worlds in which to categorize and study. Further specialized fields of training include: surgeon, medic, tech specialist, hacker, and archaeologist.
Noble: Often the representatives of their race, or their local community, the Noble class is one of importance, though how much depends on the individual. Nobles can be ambassadors to foreign lands, government officials, politicians, or businessmen. They use their oratory and political skills to work toward peace or conflict, to sway others to their way of thinking. Nobles often have refined tastes for food and drink, but not all are ambivalent toward their fellow man, and many have darker tastes still. Further specialized fields of training include: attorney (criminal or corporational), politician, foreign dignitary, and prince or princess.
Spectre: Spectres are agents entrusted with extraordinary authority by the Citadel Council, including the power of life and death over the inhabitants of the galaxy. They form an elite group selected from a number of different species, and their primary responsibility is to preserve galactic stability by whatever means necessary. Though they are generally considered as being above the law and have complete discretion as to the methods used to accomplish their mission, an individual's status as a Spectre can be revoked by the Council in a case of a gross misconduct. Spectres work either alone or in small groups according to nature of a particular task and to their personal preference. "Spectre" is a syllabic abbreviation of Special Tactics and Reconnaissance. Spectres have no further specialized fields of training, but are considered trained with any and all types of weaponry.Please Note:
All Spectre positions are filled, and no more will be accepted.Biotic: This class is restricted, for various reasons. In order to become a Biotic, a character must be of a race that uses Biotic powers naturally (Asari and Krogan), or by having undergone extensive manipulation on a cellular level (infants exposed to Element Zero in uterus, biotic-capable children implanted with BioAmps). Not all the Asari or Krogan choose to train their abilities upon realization of their potential, and there are those among humanity who have turned away from their biotic potential, for one reason or another. Those who have been exposed to Element Zero or were implanted with BioAmps to amplify their abilities often suffer from biofeedback, in which the lingering exposure to Element Zero causes intense bodily aches and pains, often centered in their heads (intense headaches, sensitivity to loud noise and bright lights, nausea and dizziness). This near-constant pain leads to many suicides, and many more to lashing out at those who manipulated them, making Biotics a dangerous and often misunderstood people. There are those who use their talent for the betterment of their kind, and they often seek out positions of influence that will allow them to do that. Biotic characters may only choose three biotic powers at character creation. Further specialized fields of training include: Asari Commando, Krogan Battlemaster, Vanguard, Adept, and Sentinel.
Biotic PowersBarrier: As the name states, the Barrier ability creates a shield around a person or persons. This barrier is capable of withstanding numerous bullet hits, though the stronger the impact and ammunition, the less effective the barrier becomes. There are stories about Asari Matriarchs powerful enough to surround entire starships with this ability, though they have yet to be proven.
Charge: This ability is used to augment speed and strength, and culminates in the user charging across the battlefield towards a target. This results in a powerful collision that sends unprotected enemies flying backward, inflicting massive damage. The collision negates the mass of an enemy, allowing for even the largest of enemies to be sent flying backwards. This power also compensates for impeding obstacles, by allowing the user to 'phase' through solid objects en route to their target. It can also be used on enemies who have been levitated by other biotic talents, and can multiply physics damage to send them off into the distance.
Dominate: This ability allows the wielder to take momentary control of a subject or subjects, influencing their minds into doing as the weilder wishes. While the effect of this ability is temporary, there are tales of dominated mind slaves that have had their thoughts altered so many times as to make them completely loyal, and completely mindless, slaves to the user of this ability.
Pull: Pull is just as its name implies, a sudden and powerful tug on a person or object. The weilder reaches out with his biotic ability, and with a powerful retraction of his arm, he sends the target of this ability careening toward him. This is useful for pulling a teammate out of harm’s way, or tugging an enemy combatant into a group of his own squad, distracting them long enough to be gunned down. The extent of this ability has been studied among various elder Asari, and they have mastered the ability to such an extent as to literally pull a starship from the sky with only the power of their minds.
Reave: The power employs mass effect fields to biotically attack the target's nervous or synthetic systems and prevent healing. Restores health and gives a temporary health bonus when the power is used against unprotected organics. Reave also does double damage to armor and barriers. Reave has a disabling effect when used to leech health from most sapient organics, who will double over momentarily before being forced to a standing position as the leech effect continues. This can be used to set up victims for the killing shot as they are helpless and largely immobile.
Shockwave: The weilder unleashes a powerful biotic wave of energy that spreads out in a globe shaped pattern in front of the weilder. It bypasses physical obstacles, instead focusing on any enemies in sight, even airborne targets. This power also temporarily short circuits electronic shields, momentarily stunning an enemy, allowing the user and his team time to line up their shots for more effective shooting.
Singularity: The power launches a dark energy sphere to create an intense mass effect field. The field creates a warp in the space-time continuum, creating a gravity well akin to a black hole. Unprotected enemies are drawn into the Singularity and held briefly helpless in orbit while protected enemies are held in place. The singularity will drain any shields, armor, or biotic barriers of enemies over time. Unlike singularity in Mass Effect, any enemy wandering into the gravity well of a singularity after it has been created will also be pulled into orbit.
Slam: This power lifts a target into the air, and slams him back down with tremendous force. The impact is enough to shatter bone and send a foe into unconsciousness. This ability also works well to lift objects and slam them atop an opponent, often flattening whomever was unfortunate enough to get caught beneath the slamming object.
Stasis: Stasis causes an enemy to be temporarily locked in a mass effect field, freezing the target in place and making them unable to attack. Enemies in Stasis also become impervious to damage. It also puts enemies at risk from flying debris, because it becomes impossible to dodge and their shields won't take the damage.
Throw: Throw is mostly used in combat to keep opponents at a distance, by either launching them away or knocking them over, rendering them helpless when they land. In certain areas Throw will knock enemies off ledges so they fall to their death. If used near destructible objects, Throw can break them and hit enemies with debris. Any moveable boxes can also be Thrown into them, injuring them further because their shields cannot absorb the damage.
Warp: Warp lowers the armor on a target, increasing the damage the enemy takes, as well as dealing damage over time. The power spawns a mass effect field that damages enemy targets and stops health regeneration. It deals double damage to barriers and armor and will detonate any biotic powers affecting the target, such as Pull or Singularity. The detonated target takes double damage from Warp, and all targets within the Detonation Radius receive full damage, regardless of any protection they might have. If they are also being affected by a biotic power, then they also take double damage.
Character Sheet
Please use the following format for your character sheets.[b]Name:[/b]
[b]Race:[/b]
[b]Class:[/b]
[b]Class Specialization:[/b] (if any)
[b]Appearance:[/b] (insert links where appropriate)
[b]History:[/b]
[b]Biotic Powers:[/b] (if any)
[b]Weaponry:[/b] (3 per character-1 sidearm, 1 rifle, 1 heavy weapon)
[b]Sexual Orientation:[/b] (Straight, Gay, Bisexual)
[b]Preferred Position:[/b] (Dominant, Submissive, Neither)
Notes & MiscellaneousI would prefer that there are no more than two of the same species/class combination. Be creative with your characters, and post them here for approval. This is not a first come, first serve game. Characters that are well thought out and detailed will likely receive quicker approval than those who are mere baseline cut outs. Let your imagination run free with this one, and if you have any questions, feel free to ask.
There are numerous character pictures of the various species scattered throughout the internet. If a Google image search doesn't give you what you're looking for, try searching Deviant Art, the Bioware forums, or Mass Effect concept art. If you're not sure about certain bits of the Mass Effect setting or history, don't hesitate to ask.
All in all, I'm looking for 6-8 characters for this game.
For the basics of how long shields last, let's try it this way:
Heavy Armor - 10 hits negate shields, and take six posts to recharge.
Medium Armor - 6 hits negate shields, and take four posts to recharge.
Light Armor - 4 hits negate shields, and take two posts to recharge.
With character-on-character violence, auto-hits are, of course, forbidden.
For GM hits, they're considered auto-hits, so long as everyone is alright with me doing so.
I want to make it clear that not everyone will survive the story. Tragedy is part of the Mass Effect games (I almost cried when it came to sacrificing Kaiden or Ashley in the first game), and will be part of this one, too. There won't be any OOC prejudice in the decision of who makes it and who doesn't, but I do plan on this being a long-term game, so those unfortunately necessary deaths won't happen for some time.