Mass Effect: Division
Many thousands of years ago an old culture struggled against an ancient enemy.
They were the Protheans. Their adversaries were the Reapers. The Reapers were a machine race that “harvested” advanced races and stored the races in the form of a Reaper every 50 thousand years. The Old Machines were all the harder to defeat because of Indoctrination, an insidious process that makes the victim serve the Reapers. Indoctrinated agents sabotaged many Prothean attempts at survival, including one to plant 1 million Prothean warriors to survive the primary invasion.
Just when the Protheans thought all was lost, they completed a device. One that dated back to the first civilization harvested by the Reapers.
The Protheans realized that the Catalyst,the last part they needed, was the Citadel, a space station the Reapers had built as part of their trap and the former seat of the Prothean government. The Protheans gathered their remaining strength and made a final push to the Citadel. They attached the Crucible, as they had dubbed the device, to the Citadel. It fired, but was too damaged to, or it never could, tell friend from foe. The Reapers were wiped out, but at a great cost.
Civilization was lost once more.
3 thousand years ago, the Asari discovered the Citadel and settled in. The Salarians, an amphibious race, soon followed. The Council was formed by these two species. Many races joined the Council as they discovered the Citadel. The honor of making the Council's decisions was left to the Asari and Salarians, but the others could propose ideas and ask for the council's help. This system lasted for many years, eventually giving the avian Turians a seat to serve as the primary military.
But peace was not to last.
The quarians, a race based on Rannoch, built an AI race named the geth to serve them. Eventually the geth achieved sentience, the quarians panicked and tried to shut the robots down. The geth fought back, trying to survive against their creators. The quarians asked the Council to help.
No help came.
Instead, the Council stripped the quarians of their embassy. The “lesser races” (Non-council seat species) began to grow restless.
In 2157 a new race leapt on the scene with a bang. The turians discovered them trying to activate a dormant Mass Relay, which was forbidden under Council law. The humans (as this race was called) fought hard, surprising everyone with their military power. The Council stepped in to negotiate a peace treaty, but was startled when 3 different leaders showed up. The humans were more fractured than any race the Council had ever met. When the Council saw the armada the humans had brought with them, however, they decided it was probably best they were fractured.
Over the next decade, the Council did its best to make the humans divided.
A quarian hacker by the name of Tali'Zorah found this out, and was barely rescued by a human named Commander Shepard. When this discovery leaked, the lesser races had enough of the Council and its manipulating.
They left.
The humans swore off the Council, and a barely kept peace exists between the Council, humans, and the ISA, as the rebel races call themselves. Further complicating this is the final faction, the Krogan and Rachni, which only recently appeared.
Welcome to ME: D
The world of Division is one of strained peace at best. Beings fight to preserve what shaky alliances they have, ambassadors try to form new bonds while Spec Ops try to destroy their enemies.
Who are you? A hero? A man who gets the job done, no matter the cost? Or someone just out to survive?
Factions
There are 4 major factions, with 3 subfactions under human. Of course, you don't have to side with the faction your character's race is listed under, or even with a faction at all. Just note that most factions don't like members of enemy species.
Each race has an image linked, courtesy of the wiki. Also, please read the codex article for the race you plan on using if you've never played the game. The Codex is linked below under Locations.
InterSpecies Alliance (ISA)
The ISA was formed by its constituent races after their rebellion against the Council. Their government
is one not unlike the USA's senate, with each race sending a delegation to their meetings. Said meetings take place on the recently built space station Unity. The ISA has the biggest conglomerate fleet, but this is trumped by how many are quarian liveships.
Major constituent races:
Homeworld: Rannoch, though few living quarians have ever set foot there. A synthetic race, the Geth, drove them off and promptly entrenched. Few Geth have been seen since. Instead, most quarians are nomads, living on the Migrant Fleet.
Homeworld: Irune. An inhospitable place, with an ammonia atmosphere and high gravity. Only volus can live here comfortably.
Homeworld: Kahje
Homeworld: The Drell live on the Hanar homeworld.
Homeworld: Dekuuna
The Humans
The humans consist of a shaky political alliance between the democratic US, the communist USSR, and the socialist EU. Each sends their leader to a triumvirate. Most meetings end in yelling, but war is not forthcoming.
The Soviets
Domain: Asia and Australia.
The USA
Domain: All of the Americas.
The European Union
Domain: Europe and Africa.
The Council
The Council is three members, one of each race, elected by their people.
Homeworld: Thessia.
Homeworld: Sur'Kesh
Homeworld: Palaven
The Kroni
The krogan are governed by clan leaders, while the Rachni are a hive mind dominated by their queens. How exactly they are cooperating is unknown. Please note that the Rachni wars never happened without Reaper indoctrination.
Homeworld: Tuchanka. A massive dust ball, devastated by nuclear bombs.
Homeworld: Suen
NOTE: The picture above of the Rachni is one of many types.
Profile rules
Post your profile in the discussion topic and wait for staff approval before posting as that character. Alternatively you can send your profile to a staffer by PM. Staff need another staffer's approval for characters. See the power list for rules about biotics and the like. The character limit is currently seven. Dead characters do not count toward your limit, the bounds are here to prevent character neglect.
Name: An actual name, please. No usernames. Ideally one fitting with that species' name type.
Species: Any sentient, non-extinct species from the Mass Effect universe is allowed, but you are encouraged to use one of those listed in the faction section above. No Thresher Maws.
Age: Self explanatory. Just keep in mind that some races, like krogan and asari, live to be at least a thousand, while Salarians only live to be 40.
Gender: Male, Female, Indeterminate.
Faction: List is up there.
Class: There are six classes to chose from for biotic, tech, and combat characters. Ambassadors and the like probably won't have implants, but if you want abilities you need to pick a class.
Abilities: Rules on abilities are in the ability section.
Weapons and armor: Self-explanatory. Keep in mind the weight limit.
Skills: What your character is good at.
Personality (optional): How your character acts.
Appearance: What your character looks like.
Ship specifications: Is your ship fast? Slow? Heavily armed? Say it here.
Bio: Your character's history. How they got where they are, their childhood, etc.
Blank profile:
Name:
Species:
Gender:
Faction:
Class:
Abilities:
Weapons and armor:
Skills:
Personality (optional):
Appearance:
Ship specifications (if applicable):
Bio:
Locations
Lord of Adders Black was gracious enough to make sure that we could use the Mass Effect Wiki. Thus, the Codex and all of its information is open to us. Refer to it for planet atmosphere, geography and the like. The Codex: http://masseffect.wikia.com/wiki/Codex
Travel by Mass Effect relays is nearly instant, FTL travel inside a cluster takes about 12 hours to get from one side to the other. When using relays, please be gracious enough to say in OOC that you're going to another cluster.
Arguably the most important cluster is the Serpentine Nebula, home of the Citadel and the Council. Even after the rebellion the Citadel is an important place, being as it is in the center of the relay network. There's a major nightclub, marketplace, and living spaces.
Omega is the other major space station, on the far side of the galaxy. Unlike the Citadel, Omega is home to the more unsavory parts of galactic culture. Mercenaries, gangs, and all around crooks are headquartered on Omega. Presiding over all of this is Aria T'Loak, the Asari in charge of Omega's operations. Another major feature of this system is the Omega-3 Relay. Many ships have gone through the relay, none have returned.
Class Rules
All classes may choose six abilities. For classes that draw abilities from two pools (Infiltrator, Sentinel, Vanguard) at least two of the six abilities must be of one type, with four of the other, or a three/three split; i.e. a Sentinel with Tech Armor, Snap Freeze, Flamer, Arc Grenade, Pull and Throw, or a Vanguard with Carnage, Adrenaline Rush, Fortification, Singularity, Warp Ammo and Shockwave.
It should be noted that the only species that has a significant number of biotics are the asari, as all asari are born with them and training in them is part of their basic education. Among other species they are quite rare, being practically nonexistent among the quarians (and literally nonexistent among the synthetic geth). Keep this in mind when creating characters.
Abilities
Weight Limits
Soldier (Combat): 12
Adept (Biotic): 6
Engineer (Tech: 6
Infiltrator (Tech/Combat): 8
Sentinel (Biotic/Tech: 8
Vanguard (Combat/Biotic): 8
Weapon Weights
SMG: 1
Heavy Pistol: 2
Shotgun: 3
Assault Rifle: 3
Sniper Rifle: 4
Tech Abilities
Combat Drone
Cryo Blast
Damping
Decoy
Defense Drone
Defense Matrix
Electric Slash
Energy Drain
Flamer
Geth Turret
Homing Grenade
Hunter Mode
Incinerate
Overload
Sabotage - only able to hack VIs/mechs, plus the weapon overheat function
Sentry Turret
Snap Freeze
Submission Net
Supply Pylon
Tactical Cloak
Tactical Scan
Tech Armor
Biotic Abilities
Annihilation Field
Barrier
Biotic Slash
Biotic Sphere
Charge
Dark Channel
Lash
Nova
Phase Disruptor
Pull
Reave
Shockwave
Singularity
Slam
Smash
Throw
Warp
Warp Ammo
Combat Abilities
Adrenaline Rush
Armor-Piercing Ammo
Ballistic Blades
Blade Armor
Carnage
Concussive Shot
Cryo Ammo
Disruptor Ammo
Fortification
Incendiary Ammo
RULES:
1. All BZP rules apply.
2. Listen to the staff.
3. Your posts should go something like this, with IC for “in character” and OOC for “out of character”:
IC: Garrus smashed a pod with the butt of his rifle, grimacing as the fluid hit his shields. “Scratch one!”
OOC: The rest of the Normandy crew is welcome to join in.
4. Arguments/debates may go on for 5 posts in the main thread. After that, take it to PM or the discussion topic.
5. No godmodding. Dodging unavoidable attacks, ignoring injuries, etc.
6. This fits under godmodding: No metagaming. Knowing things your character didn't learn, magically crashing another player's party without a good IC reason.
7. Put “The Harbinger” in your profile to prove you read this.
8. Don't kill another player's character without permission from him/her. Make sure to write that you have permission in the post where you kill the character.
9. IN THE EVENT THAT DEATH SEEMS UNAVOIDABLE: Your character may be killed to avoid breaking rule 5. Only staff can do this. This isn't a punishment, just realism. If you have a good way to get out of it after your character is dead, please PM Toa Kaithas or another staffer.
10. Canon characters are not allowed without having permission from the GM first.
11. NPC autohitting is permitted as long as you play realistically. If you charge a group of krogan mercenaries with nothing but a machete and you're winning, that's breaking the rules.
12. No destroying relays without explicit staff permission. That is the ultimate case of NPC bashing, and they're nigh indestructible anyway. Trying isn't against the rules, but you'll be chased across the galaxy by literally every faction.
13. No bunnying. That means taking control of another person's character without permission.
14. Double posting... Nah.
15. Have fun!
Punishments:
1. Warning.
2. Serious injury that can't be fully healed by Medigel, and requires the character's own body heal.
3. Character death, and no, Cerberus will not be saving you.
4. 1 week ban.
5. All characters die.
6. Permanent ban.
Rewards:
Level 1: Character limit raised by 1 or power limit raised for one character with a power to fill it, custom or normal.
Level 2: A frigate level ship and/or a promotion if you're a member of a faction.
Level 3: Staff position and a character invited to be on the Normandy.
Current Staff
Host: Toa Kaithas/Elvis
Cohost: Bundalings
Story and realism advisor: Basilisk
All staff can approve characters.
Well, rules are self explanatory. I'll post the first IC and my profiles tomorrow, as my internet is acting up. Good luck to everyone!
My Profiles:
Name: Erif'Spur vas Xil.
Species: Quarian
Age: 25
Gender: Male
Faction: ISA. Most other quarians, however, will have nothing to do with him, nor he with them.
Class: Vanguard
Abilities: Singularity, Nova, Biotic Charge, Carnage, Armor-Piercing Ammo, Shockwave.
Weapons and armor: Military quarian envirosuit, though it may be noted that he is more resistant to disease than most quarians, able to be outside of his suit for 5 minutes without getting sick. Instead of an omniblade his suit is equipped with an omnisword (essentially the same, but a sword instead of the normal omniblade's shape). Also carries a Scimitar shotgun, Tempest submachine gun, and a grenade launcher that holds 5 shots.
Skills: Erif'Spur is one of the only biotic quarians around, and that gives him the advantage of surprise. He isn't as good at shooting as Shepard, but is still not easily beaten on the shooting range.
Ship specifications: The Xil is a long-range fighter. Its added engines and supply areas do tend to make it not as agile as normal, but it can outrun most everything.
Appearance: Erif wears a faded green (the color being faded to begin with, though the amount of use the suit has received doesn't help) envirosuit, his facemask is a soft shade of blue. Like most quarians, Erif is smaller and more slender than his human equivalent, standing at about 5'6”. Also like most quarians, Erif's face is physically attractive, at least by human standards, and his bright green eyes (while odd for a member of his species) are vibrant and full of life.
Bio: Erif's parents were killed when the ship they lived on's Element Zero core overloaded. Erif only barely survived, his 2 year old body changed forever. The irradiation from the core enhanced his immune system and made him biotic. He was excluded because of this, only one of the admiral's daughter would have anything to do with him. Right before his Pilgrimage there was an incident with some active geth. He destroyed them, but his uncontrolled biotics ripped the ship apart. Exile followed swiftly.
Edited by Elvis, Mar 20 2013 - 09:59 PM.














