Background In 68,000 BCE, the Prothean race reached for the stars and took them as their own. Their empire stood for 20,000 years and spanned from one end of the galaxy to the other. In 48,000 BCE, the Reapers came. And the Prothean Empire came to an end. For millennia afterward, their creation was alternatively sullied and desecrated or praised and worshiped, often by the same races. Until in 2186, the last surviving Prothean, Commander Javik, was awakened to combat the Reapers once more. He, and his allies who woke him, were successful where the Empire had failed. His mission accomplished, Javik was ready to accept his new lot in life. Until someone came to him with the offer of a million lifetimes... Plot In 2187, the efforts of a Cerberus remnant resulted in the rebirth of the Prothean race. In a matter of years, after using various methods of accelerating their birth rates, the Protheans united under a new leader to take back their galaxy, much to the dismay of a morally stricken Citadel Council. After decades of war between the two factions, and the secession of the Drell, Hanar, Volus, Rachni, and Yahg to the reborn Prothean Empire. At the moment, in the year 2219 ARC (After Reaper Crisis), the Empire Reborn has established itself as a major galactic power, rivaling the Citadel Council despite being a third of its size. The Council itself has grown, solidifying its hold on the races who remain within it. The criminal organizations that populate the Terminus system have become a nation unto themselves, and sell their services to both sides. Fearing the growing strength of the Protheans, the Citadel council has established a multi-racial task force comprised of Special Tactics and Reconnaissance operatives to sabotage, or potentially terminate, the reign of the Protheans. These seven soldiers come from a variety of backgrounds, races, homeworlds, and ex-professions, but are all loyal to the Citadel. However, many are emotionally damaged by the Prothean-Citadel War, and even some by the Reaper Crisis. Some belong to races who betrayed the Citadel, and who seek redemption for their races... and themselves. The fireteam will need to work past their differences and their faults in order to achieve the ultimate mission: Assassinate the Prothean Emperor, sabotage the Empire's infrastructure, and turn the Empire's client races against each other. Rules of the RP (Move your mouse to reveal the content) Rules of the RP (open) Rules of the RP (close) Each member of the RP is obligated to post on the OOC. Be social, talk to each other, discuss things. Just stay active. Arguments should be friendly and civil. Harassment will not be tolerated. Combat between players will be fair, and mediated by the GM. Sentence-by-sentence battles are recommended to avoid hijacking. Make sure to post regularly, at a minimum of once a week. Inform the GM and/or Co-GMs of any prolonged absences beforehand, or else you will be kicked. In a particularly bloody fashion. Most likely eaten by Vyrean. Respect others. Write posts of two paragraphs or more. Do not feel obligated to write super long posts even if others do. No Mary Sues. No Meta. No chain-posting. A posting order will be established once each player posts initially. Character Sheet (Move your mouse to reveal the content) Character Sheet (open) Character Sheet (close) Name: Age & Date of Birth: (keep in mind some races live far longer than others) Race: (Protheans, Prothean subspecies, and Yahg are not allowed) Psychological Profile: (5 bullet points with up to 2 exposition sentences for each) Loadout: (up to five weapons; having all five types at once increase power recharges - choose your tools wisely) Operational Role: (class) Biography: (three paragraphs, 4-5 sentences each) Biotics: (if applicable) Talents: (Combat skills) NOTE: The maximum for your powers is six, and the minimum is four. You cannot have more. Lore (Move your mouse to reveal the content) Lore (open) Lore (close) The Citadel (Move your mouse to reveal the content) The Citadel (open) The Citadel (close) The Citadel and the Council, in the years following the Reaper Crisis, grew in many interesting ways. Citadel space experienced a period of untold peace for a decade before the Prothean War, during which the Citadel sponsored races united surprisingly well, despite their common enemy having been destroyed. Most notably, more Council seats were granted in this period of time than ever before, to the Krogan, Quarians & Geth (one seat for both), and Elcor; furthermore, the Vorcha, having been sponsored by the Krogan, have an embassy on the Citadel. Each race has, over the course of this time, changed to some extent. While a powerhouse, the Citadel is not as advanced as the Prothean Empire, which possesses secrets from ages past and can utilize the ruins of the old Empire. The Quarians and Geth, having reunited on Rannoch, have fused into one culture. While originally Quarian/Geth space was to be divided into separate states for each, it was ultimately decided that it would only lead to further conflict. Instead, the other extreme was chosen. Geth programs interface regularly with Quarian envirosuits, assisting in daily chores and studies. As well, they serve to gradually build Quarian immune systems, conditioning them via envirosuit to be resistant to septic environments outside of a suit. Newborn Quarians are partnered with new Geth programs; as the pair grow, they develop alongside one another and operate in all facets of life as a team. The Quarian military treats each pair as one individual, allowing each operative to complement the other. Quarian culture and technology has been forever altered by Geth influence, resulting in more streamlined and advanced architecture, weaponry, and ships, though none lack the organic touch of the Quarians. In 2199, the Quarians were granted a seat on the Citadel Council. Their chosen representative, unsurprisingly, was Fleet Admiral Tali'Zorah vas Neema (formerly vas Normandy), and her advanced Geth partner, Phalanx. They have proven time and again to be mature and logical in their decisions, though perhaps a bit more naive and gregarious than some would desire. This makes them a bit less of a political power, and more as an advisory pair. Many don't take them seriously, while others find their relative innocence refreshing. The Krogan, to the great shock of the galaxy, have remained relatively silent in the past few decades. This is not to say that they have not participated in the galactic community - this is farthest from the truth. Krogan marines are a common sight up and down the border of Citadel and Prothean space, and have turned the tide of many skirmishes. However, due to the issue of re-population and consolidating rogue Krogan elements, most of Urdnot Wrex's efforts have been towards managing his people's newfound territory. Despite a rapid early growth following the curing of the Genophage, Krogan population across the former DMZ has grown steadily, but slowly, managed by restrictions on breeding and the encouragement of adoption. Otherwise, Krogan society has changed little. They are still warriors first, and eagerly enter a fight when called. But when offered a seat on the Council, they eagerly elected a representative to push their interests. Said representative is Urdnot Bakara, otherwise known as "Eve", who represents her people's blunt, irrational, but ultimately goodnatured personality well, earning her friendships with the more good-hearted and honorable members of the Council, while putting her in direct opposition with the more traditional and slimy politicians on the Council. The Elcor, in accordance with their genetic disposition, have changed slowly, and little, over the time between the Reaper Crisis and now. However, for their valiance in both the Citadel-Prothean Conflict and the Reaper Crisis, the Elcor have finally received an ambassador on the Council, known as Jyzura, whose paced and calm wisdom is much needed on the council, but often leads to others ignoring her slow speech and leading to her isolation on the Council. Humans have remained mostly the same since the Reaper Crisis, but have situated more comfortably into galactic society. Having shaken the stigma of progressing too far and too fast, humanity has been allowed to grow unmolested. Their replacement for Donnel Udina is Jefferson Moreau. His wisecracks and wit have not been lost with age, though they've become tempered with time and experience. While irritating to some, they are useful at pointing out what some refuse to see, while also diffusing tense situations. He is friendly with most of the other Councilors, especially those he served with in the past, but views Irissa as having "a stick up her ass the size of a Thresher Maw", and Esheel as being simply distasteful. The Asari have largely remained quiet, but not inactive. Asari Huntresses patrol the starways hunting down remnants of Cerberus and rooting out any remaining Reaper supporters or technology. Meanwhile, the Asari remain a uniting force on the Council, acting as a calm voice of reason in a room of hot heads and reactionary attitudes. However, Councilor Irissa represents her people's attitude in wanting to rebuild their own civilization first, and help others later. Her cold nature generally places her on the side of tradition and icily logical decisions, contrasting with the more emotional and honorable members of the Council. The Turians have become more stoic than ever, resolute in defending their territory on the frontlines of the new conflict in the galaxy. Embarrassed and weakened by the betrayal of the Volus, the Turians have fortified heavily along the Aethon Cluster, and act as a bulwark protecting Citadel space from the reaches of the Prothean Empire. This has caused the Turians to become increasingly distant from other Council races, save for, ironically, humans and the Krogan, who frequently serve on the frontlines as well. On the Council, the Turian Quentius serves as a reasonable and amiable military adviser, and an avid advocate for interspecies cooperation (earning friends in the form of Tali'Zorah and Bakara), though is more reluctant to choose sides on the Council. His honor tempers the underhandedness of Council politics, but often backs him into a corner when it comes to picking his allies. The Salarians have become increasingly insular and secretive, but are known to be responsible for establishing a spy network throughout the Prothean Empire, and for carrying out numerous STG operations within Prothean space. Otherwise, the activities of the Salarians have become nebulous and impossibly complex to anyone other than themselves (or, as they're reluctant to admit, the enemy Yahg). Dalatrass Esheel is as ruthless as ever in her methods, and dominates discussions with rapid-fire dialogue, trying to drown out the voices of her enemies on the Council. The Vorcha, once verminous and primitive compared to the rest of the galaxy, have been "uplifted" by the Krogan, who now use their resilience and viciousness to supplement Krogan forces in combat. However, unlike the Salarian treatment of the Krogan, the Krogan treat the Vorcha as equals, and respect their skill in combat when put to use correctly. They are now a common sight across Krogan space, and often possess a position of importance in the Krogan military. Unfortunately, this has not changed their lack of intellect, and the Vorcha remain generally incompetent on their own. At the moment, they do not possess a Council seat. The Empire Reborn (Move your mouse to reveal the content) The Empire Reborn (open) The Empire Reborn (close) The Prothean Empire Reborn, though new to the Milky Way, has already established itself as a galactic power by using the sum of its whole to its fullest potential. Ironically, Protheans don't even constitute the majority of the Empire's population, numbering only at 1,009,698 individuals. Breeding has caused the population to grow, but cannot completely reform the old Prothean populations. Other races comprise the bulk of military positions and fulfill many necessary positions in the Prothean administration. So far, these include the Yahg, the Rachni, the Volus, the Hanar, and the Drell. Access to old Prothean technology has elevated the newborn confederation to a high level of importance, and makes it strong enough to combat the Citadel. The Protheans, otherwise known as the Enkindlers or the Ancients, are a race reborn. They are the first race that has been completely resurrected through the DNA of a single subject - Javik, formerly the last surviving Prothean. By making a deal with a mysterious benefactor and through processes unknown, the Protheans were remade as a fertile and powerful race. Bearing little difference to their ancient ancestors, these Protheans retain the benefits of their race and are able to interact with the ruins left behind by their old empire. Most of their racial memories and pride come from Javik's own experiences, slightly tempered by the emotions he experienced during the Reaper Crisis. Ultimately, however, this led to them seceding from Citadel space and recreating the Prothean Empire with a handful of other races. Their technology and inherent genetic superiority give them a distinct advantage in combat, and fuel their attitude of superiority. They are ruled by a single, enigmatic Emperor, who resides deep within Prothean space. The Yahg, a generally brutal, savage, and terrifyingly intelligent race, were one of the later additions to the Prothean Empire, but are one of the single most important assets possessed by the Protheans. Serving as elite shock troops and powerful counter-intelligence operatives, the Yahg are still a young race, and as limited in numbers as the Protheans themselves. The reason that the Protheans, unlike the Citadel, control the Yahg is because the Prothean Emperor followed the Yahg's rule: Don't treat anyone as an equal. When the Empire arrived at Parnack, the Yahg homeworld, the Emperor swiftly overthrew the Yahg's leaders, and claimed the title of King of Parnack. The conquered Yahg offered anything but resistance, enthusiastically settling into their role beneath the Protheans, as per their cultural requirements. The issue of the wild and independent Rachni was solved in a manner far different from the Yahg. The Emperor used peaceful methods, as well as psychic manipulation, to convince the sole living Rachni Queen of his cause. The Rachni have since served both in a military and industrial role, operating as farmers and workers, as well as serving as the military backbone of the Prothean military, supplemented by Yahg shock troops and Prothean officres, who have the ability to psychically link with their Rachni pawns. The Volus were one of the three races who willingly and immediately entered the Prothean Empire. Frustrated and angry with the slow pace at which they were progressing in the Citadel's hierarchy, the Volus leapt at the opportunity to join the Protheans, where any race could ultimately become a Prothean should they accept the culture. Acting more as diplomats and merchants for the Protheans than as warriors, the Volus are nevertheless valued by their new masters. However, their homeworld of Irune is inconveniently positioned next to Palaven, the Turian homeworld. They are constantly on the frontlines of the conflict, and often suffer the consequences for it. The Hanar were the most obvious race to abandon the Citadel for the Protheans. The Protheans are, after all, the Enkindlers, and are divine to the Hanar. Eagerly accepting their subservient role to the Protheans, the Hanar are generally regarded as worthless soldiers by the Protheans, and are often consumed as a guilty-pleasure food by Prothean royalty, a fact that does not deter the Hanar's loyalty in the slightest. However, the Hanar do provide much of the Prothean's fledgling navy, which is the whole reason they weren't completely harvested for food to begin with. The Drell, in sharp contrast with many of the other races of the Empire, owe no true allegiance to the Protheans. The whole reason they joined the Empire was because of their loyalty to the Hanar. This does not hinder their services to the Protheans, however. While the Yahg possess incredible minds and are incredibly valuable in counter-intelligence, their violent and brutal attitudes render them undesirable as assassins or spies, which has left them limited to frontline roles. The Drell fill this gap, continuing in their roles as assassins and spies. Their all-around capability has made them one of the favored subordinate races of the Protheans, and has rendered them strong rivals with the Yahg, who desire to maintain a monopoly on the power afforded by their servitude, and has begun to alienate the Hanar, who do not appreciate the irreverence the Drell show towards the Protheans or their generally indifferent attitudes to their new situation.