Mass Effect: Extinction
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An alternate timeline in the series where Commander Shepard doesn't survive the endgame encounter with Sovereign. It's up to you to stop the Reaper Invasion... or die trying.
 
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PostSubject: Races   Races EmptySat Feb 05, 2011 5:49 pm

The Milky Way is populated with dozens of races. Some are valued members of Citadel space, working to build a better galactic community; others are lawless, caring nothing for the Citadel Council's edicts; a few are outcasts, but all are unique.


Citadel Races

Asari:

The asari, native to the planet Thessia, are often considered the most powerful and respected sentient species in the known galaxy. This is partly due to the fact the asari were the first race after the Protheans to achieve interstellar flight, and to discover and inhabit the Citadel.

A mono-gender race—distinctly feminine in appearance—the asari are known for their elegance, diplomacy, and biotic talent. Their millennia-long lifespan and unique physiology—allowing them to reproduce with a partner of any gender or species—give them a conservative but convivial attitude toward other races. The asari were instrumental in proposing and founding the Citadel Council, and have been at the heart of galactic society ever since.

A typical asari individual has a blue to purple complexion; the gas giant Sharblu was named after a famous asari soprano with a distinctive skin tone that resembled the planet's atmosphere. Some asari can also have a teal complexion, but this seems to be a rarity. Some asari, such as their representative on the Council, have facial markings. In the place of head hair, asari possess wavy folds of sculpted skin; aside from this and their skin tone, aesthetically the asari are the closest alien species to humans.

There is some conflicting information regarding the gender of the asari. Though they resemble females, at least to humans, asari are non-gender specific, with no concept of gender differences.

Asari have a robust cellular regenerative system. While they do not heal faster than other species, asari are known to reach 1000 years of age.

Although asari have one gender, they are not asexual. An asari provides two copies of her own genes to her offspring, which—regardless of the species or sex of the 'father'—is always an asari. The second set is altered in a unique process called melding, also known as the joining.


During melding, an asari consciously attunes her nervous system to her partner's, sending and receiving electrical impulses directly through the skin. A common phrase used before melding is "embrace eternity," presumably to help focus the partner's mind. Effectively, the asari and her partner briefly become one unified nervous system. This unique means of reproduction is the reason asari are all talented biotics. Their evolved ability to consciously control nerve impulses is very similar to biotic training. The partner can be another asari, or an alien of any gender. However, since the asari began encountering other sentient species, non-asari mates have become preferred for the diversity they provide. This reproductive process can lead to some confusion among non-asari, who might expect offspring with "mixed" genes. However, the offspring is always 100% asari, as it does not actually take DNA from the partner, simply use it as a "map" to randomize the genes of the offspring.

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

Asari pass through three climacteric life stages, marked by biochemical and physiological changes:


  • The Maiden stage begins at birth and is marked by the drive to explore and experience. Most young asari are curious and restless.

  • The Matron stage of life begins around the age of 350, though it can be triggered earlier if the individual melds frequently. This period is marked by a desire to settle in one area and raise children.

  • The Matriarch stage begins around 700 years of age, or later if the individual melds rarely. Matriarchs become active in their community as sages and councilors, dispensing wisdom from centuries of experience. Their knowledge and guidance may be one reason why Matriarchs are rarely seen outside asari space.


However, it should be noted that, each stage can be started whenever an asari feels that she has reached the correct level of maturity. While each stage of life is marked by strong biological tendencies, individuals do make unexpected life choices. For example, there are Maidens who stay close to home rather than explore, Matrons who would rather work than build a family, and Matriarchs who have no interest in community affairs.

Spoiler:

Asari commandos are powerful asari biotics who form the elite of the asari military. Often in the maiden stages of their lives, they usually fight in small groups using guerrilla tactics.

Some asari commandos were among the first to be chosen as Spectres. They may serve as bodyguards to prominent asari, such as Matriarch Benezia. Commandos also carry out mercenary work;

Commandos dress in distinctive brown uniforms and are usually armed with shotguns or assault rifles. They are considered amongst the finest individual warriors in the galaxy, comparable to Krogan Battlemasters. This Class Advancement is Allowed for Asari Only and only if they buy it for 5,000 Credits. Buying Asari Commando replaces your Class Advancement.


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PostSubject: Re: Races   Races EmptySat Feb 05, 2011 7:10 pm

Drell:

The drell are a reptile-like race that were rescued from their dying homeworld by the hanar following first contact between the two. Since then, the drell have remained loyal to the hanar for their camaraderie and have fit comfortably into galactic civilization.

Drell are omnivorous reptile-like humanoids with an average lifespan of 85 galactic standard years. Drell appearance is very similar to asari and humans, but their muscle tissue is slightly denser, giving them a wiry strength. Many of their more reptilian features are concealed, however one unique characteristic is the hyoid bone in their throats, which allows them to inflate their throats and produce vocal sounds outside of the human range. They also have two sets of eyelids, like crocodiles. Drell possess the ability to shed tears.

Because the drell ancestors emerged from arid, rocky deserts, the humid, ocean-covered hanar homeworld of Kahje proved tolerable only when the drell stayed inside a climate-controlled dome city. The leading cause of death for drell on Kahje is Kepral's Syndrome, caused by cumulative long-term exposure to a humid climate. This syndrome erodes the ability of drell lungs to take in oxygen, and eventually spreads out to other organs. It is noncommunicable, and there is currently no known cure, though leading hanar scientific authorities are working on creating a genetic adaptation.

The drell possess eidetic memory, an adaptation to a world where they must remember the location of every necessary resource (vegetation, drinkable water and prey migration paths) across vast distances. The memories are so strong that an external stimulus can trigger a powerful memory recall. These recalls are so vivid and detailed that some drell may mistake it for reality. Thane Krios, for example, remembers every assassination he has ever performed and can describe them in flawless detail, and says he prefers to spend a lonely night with the perfect memory of another. This process can be involuntary.

Spoiler:


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PostSubject: Re: Races   Races EmptySat Feb 05, 2011 7:18 pm

Elcor:

The elcor are a Citadel species native to the high-gravity world Dekuuna. They are massive creatures, standing on four muscular legs for increased stability. Elcor move slowly, an evolved response to an environment where a fall can be lethal. This has colored their psychology, making them deliberate and conservative.

Elcor evolved on a high-gravity world, making them slow, but incredibly strong. Their large, heavy bodies are incapable of moving quickly, but they possess a rather imposing stature and immense strength, as well as thick, tough skin. They move using all four limbs to support and balance their massive bodies. Given their method of communication, they likely have highly-attuned olfactory senses. Only once has an elcor been seen actually walking in full view of the camera, in a long shot in Mass Effect 2. In Mass Effect, Xeltan leaves the office off-camera, but his walk is thunderously loud.

Elcor speech is heard by most species as a flat, ponderous monotone. Among themselves, scent, extremely slight body movements, and subvocalized infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. Since their subtlety can lead to misunderstandings with other species, the elcor prefix all their dialog with non-elcor with an emotive statement to clarify their tone.

Spoiler:


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PostSubject: Re: Races   Races EmptySat Feb 05, 2011 7:21 pm

Hanar:

The hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. Hanar are known for their intense politeness when speaking, and their strong religious beliefs regarding the Protheans, whom they refer to as "the Enkindlers".


The hanar "stand" slightly taller than a human, although most of their height is in their long tentacles which have three fingers at the base. The invertebrate, water-native hanar cannot support their own weight in normal gravity. When interacting with mainstream galactic society, they rely on contra-gravitic levitation packs that use mass effect fields. Their limbs can grip tightly, but are not strong enough to lift more than a few hundred grams each. Hanar also possess the ability to secrete natural toxins.

It is not known if hanar have more than one gender, or are asexual (as some jellyfish species are). Despite evolving in water, hanar also appear able to breathe air, or use technological means to enable this.

Spoiler:


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PostSubject: Re: Races   Races EmptySat Feb 05, 2011 7:23 pm

Humans:

Humans, from the planet Earth, are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. They independently discovered a Prothean data cache on Mars in 2148, and the mass relay networks shortly thereafter.

Humans have a fairly robust physiology. Their internal makeup and reproductive processes are typical of most bipedal mammals, and their size and proportions give the appearance of being strong, fast and agile. In comparison to the Council races, humans are roughly physically on par with turians (as very fit humans can punch them over and even throw them off the ground unassisted), and less agile than asari (whom they closely resemble), though fit human males are likely to be far stronger than the average asari. Humans would appear on average to be stronger than salarians but not as fast, due to the extremely elevated metabolisms of the latter. Like most organic races, humans are also capable of producing biotic individuals but there is a high risk of medical complications.

Humans can live to about 150 years, and recent medical advances have eradicated almost all known diseases that afflict them. However, as humans only emerged on the galactic stage within the last thirty years, it is highly likely that the introduction of new technology into their society will greatly increase their average lifespan. Humans reach physical maturity at approximately eighteen years of age, at which point they have usually finished their academic education and either directly enter the workforce or begin training for a profession.

It has been noted that humans are unusual in the galactic community because they have far greater genetic diversity compared to other species with more peaks and valleys. This makes human genetic material useful in biological experiments, as a control group.

Spoiler:


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PostSubject: Re: Races   Races EmptySat Feb 05, 2011 7:27 pm

Keepers:

The keepers are a bio-engineered, insectoid race found only on the Citadel. They are completely docile and harmless, and appear to exist for no other reason than to maintain the Citadel and its systems.

The keepers are believed to have been created by the Protheans to serve as caretakers of the station, and have become essential to the Citadel's operation. Very little is known about them, as they do not communicate with other species.

Physically, the keepers resemble large aphids. Little else is known about their biology, other than what can be observed with the naked eye. Attempts to capture a keeper or take it into custody for study will cause the creature to undergo a sudden "self-destruct," with a form of acid being released internally. The affected keeper literally melts into a puddle of proteins and minerals in less than a minute, preventing any serious research.

Due to the fact the keepers persist in destroying themselves when interfered with, they are nearly impossible to scan or study. By Council law, it has become illegal to interfere with the keepers on penalty of imprisonment, because the Citadel cannot be maintained without them. No matter how many keepers die due to old age, violence, or accident, they maintain a constant number. No one has discovered the source of new keepers, but some hypothesize they are genetic constructs: biological androids created somewhere deep in the inaccessible core of the Citadel itself.

Keepers are mute, at least to the perceptions of other races. Some Citadel scientists believe the keepers communicate between themselves with telepathic images, but this is mainly scientific speculation. Their inorganic components (specifically, the component on the keeper's back and its attached antenna) are speculated to facilitate the coordination between the keepers and the Citadel.

Spoiler:


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PostSubject: Re: Races   Races EmptySat Feb 05, 2011 7:30 pm

Salarian:

The second species to join the Citadel, the salarians are warm-blooded amphibians native to the planet Sur'Kesh. Salarians possess a hyperactive metabolism; they think fast, talk fast, and move fast. To salarians, other species seem sluggish and dull-witted, especially the elcor. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; salarians over the age of 40 are a rarity.

Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and inventing, and it is generally accepted that they always know more than they are letting on.

The salarians are a bipedal race of amphibians, with tall, elongated bodies suited for their high metabolism. Their heads are long and thin, and have a pair of horns protruding from the top of their skulls. Salarian skin varies in color, but is mostly a shade of blue or grey. However, this does not apply to all salarians, as some are brightly colored, ranging from light red to green.

Salarian eyes are large, oval and have thin membranes in place of eyelids. Salarians blink upwards, rather than downwards as humans do. The pupils are a wide slit, oriented horizontally, and iris colours - while normally not visible - include green, purple and brown.

Salarians are noted for their high speed metabolism, which allows them to function on just one hour of sleep a day. Their minds and bodies work faster than most sapient races, making them seem restless or hyperactive. The drawback of this active metabolism is a short lifespan of around 40 human years.

The salarians are amphibian haplo-diploid egg-layers; unfertilized eggs produce males and fertilized eggs produce females. Once a year, a salarian female will lay a clutch of dozens of eggs. Social rules prevent all but a fraction from being fertilized. As a result, 90% of the species is male.

Salarians have photographic memories and rarely forget a fact. They also possess a form of psychological ‘imprinting’, tending to defer to those they knew in their youth. Salarian hatching is a solemn ritual in which the clan Dalatrass (matriarch) isolates herself with the eggs. The young salarians psychologically imprint on her and tend to defer to her wishes.

During the hatching of daughters, the Dalatrasses of the mother and father’s clans are present at the imprinting. This ensures the offspring have equal loyalty to both, ensuring the desired dynastic and political unity.

Salarian sex drive and reproduction appear to differ from that of humans, with Mordin Solus claiming that it is not hormone-based. They are, however, attracted to the asari, and in Mass Effect, one salarian notes that "even humans find the Consort irresistible."

Salarians have more cartilage in their skeletons than many other Citadel species, such as humans.

Spoiler:


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PostSubject: Re: Races   Races EmptySat Feb 05, 2011 7:36 pm

Turians:

Known for their militaristic and disciplined culture, the turians are the most recent of the Citadel races invited to join the Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions. The Turians deployed a Salarian-created biological weapon called the genophage, which virtually sterilised the krogan and sent them into a decline. The Turians then filled the peacekeeping niche left by the once-cooperative Krogan, and eventually gained a Council seat in recognition of their efforts.

Originally from the planet Palaven, Turians are best known for their military role, particularly their contributions of soldiers and starships to the Citadel Fleet. They are respected for their public service ethic—it was the Turians who first proposed creating C-Sec—but are sometimes seen as imperialist or rigid by other races. There is some animosity between Turians and Humans, largely due to the Turian role in the First Contact War. This bitterness is slowly beginning to heal—as shown by the cooperation of the two races on the construction of the SSV Normandy—but many Turians still hate humans, and vice versa.

Turians typically stand over six feet tall, have two long, proportionately thick fingers and an opposable thumb on each hand, each tipped with talons, and a set of mandibles around their mouths. The most distinguishing feature of turians is their metallic carapace, which is a result of their evolution. Turian features are avian, making them resemble humanoid birds or raptors. In Mass Effect: Revelation, David Anderson claimed that turians reminded him of the evolutionary link between birds and dinosaurs. Turians are also recognisable by their voices, which have a distinctive flanging effect.

Since the Unification War, turians normally wear elaborate facial tattoos marking their colony of origin, though it is not known which markings distinguish which colony. These tattoos are usually white — particularly on turians with darker carapaces — but can be of various colours. Garrus Vakarian's markings, for example, are dark blue. As a point of interest, the turian term "barefaced" refers to one who is beguiling or not to be trusted. It is also a slang term for politicians.

Turians exhibit the characteristics of predators rather than those of prey species (compare to krogan biology). Their forward-facing alert eyes give the impression that they possess outstanding eyesight and their teeth and jaws mimic the structures possessed by apex predators such as crocodiles or ancient, carnivorous dinosaurs. Needless to say, their talons on both their feet and hands seem capable of ripping flesh. Their slender bodies also seem to suggest that they are also capable of moving at high speeds.

The turian homeworld, Palaven, has a metal-poor core, generating a weak magnetic field and allowing more solar radiation into the atmosphere. To deal with this, most forms of life on Palaven evolved some form of metallic "exoskeleton" to protect themselves. Their reflective plate-like skin makes turians less susceptible to long-term, low-level radiation exposure, but they do not possess any sort of "natural armor". A turian's thick skin does not stop projectiles and directed energy bolts. Turian blood has a dark blue colouration, possibly from the presence of hemocyanin rather than hemoglobin, which would fit with the biology of a metallic exoskeleton.

Although life on Palaven is carbon-based and oxygen-breathing, it is built on dextro-amino acids. This places the turians in a distinct minority on the galactic stage; the quarians are the only other sapient dextro-protein race. The food of humans, asari, or salarians (who evolved in levo-amino acid-based biospheres), will at best pass through turian systems without providing any nutrition. At worst, it will trigger an allergic reaction that can be fatal if not immediately treated. The turian mechanic Lilihierax on Noveria uses the idiom, "if you can polish enough gizzard". This suggests that the turians have a digestive system similar to birds and reptiles on Earth, some of whom swallow stones to help break down harder foods in the stomach.

The lifespan of a turian is comparable to that of a human.

Spoiler:


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PostSubject: Re: Races   Races EmptySat Feb 05, 2011 7:40 pm

Volus:

The volus are an associate race on the Citadel with their own embassy, but are also a client race of the turians. They hail from Irune, which possesses a high-pressure greenhouse atmosphere able to support an ammonia-based biochemistry. As a result, the volus must wear pressure suits and breathers when dealing with other species.

Because they are not physically adept compared to most species, volus mostly make their influence felt through trade and commerce, and they have a long history on the Citadel. However, they have never been invited to join the Council, which is a sore point for many volus individuals.

The volus homeworld Irune features an ammonia-based ecology and a gravitational field 1.5 times that of Earth, as well as a high-pressure atmosphere. This is reflected in the physiology of the volus themselves. The volus are unable to survive unprotected in an atmosphere more suitable to humans and other carbon-based lifeforms, and as such require protective suits capable of providing the proper atmosphere, as well as being pressurized to support the volus. Traditional nitrogen/oxygen air mixtures are poisonous to them, and in the low pressure atmospheres tolerable to most species, their flesh will actually split open

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PostSubject: Re: Races   Races EmptySat Feb 05, 2011 7:49 pm

Non-Citadel Races

These are the races that don't have a major presence in the Citadel, and as such live elsewhere and have little to none influence with the Council.


Batarians:

A race of four-eyed bipeds native to the world of Khar'shan, the batarians are a disreputable species that chose to isolate itself from the rest of the galaxy. The Terminus Systems are infested with batarian pirate gangs and slaving rings, fueling the stereotype of the batarian thug. It should be noted that these criminals do not represent average citizens, who are forbidden to leave batarian space by their omnipresent and paranoid government.

Despite several disagreements with the Citadel and simmering hostility toward humans, most batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. They have a reputation for being shrewd businessmen and merchants, though in more lawless regions of the galaxy like Omega, negotiations with a batarian are likely to be conducted at gunpoint.

Batarians are an anthropoidal race like humans and asari. Their most distinctive physical feature is their four eyes. The batarians are one of two known organic races in the galaxy to have developed more than a single pair of eyes; the other such race, the yahg, have four pairs. Batarians also exhibit different skin tone colors: while most encountered batarians are a dark, brown-red hue with pale facial ridges, at least one, Balak, has a black and yellow striped pigmentation with light green facial ridges.

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PostSubject: Re: Races   Races EmptySat Feb 05, 2011 7:53 pm

Collectors:

The Collectors are an enigmatic race that live beyond the Omega 4 Relay, a mass relay within the same system as Omega, in the Terminus Systems. They are rarely seen in Terminus itself, let alone Citadel space, and are generally regarded as a myth by Citadel citizens. Definite sightings of Collectors have been made on Omega every few centuries.

They are most well known for their odd trade requests for which they offer new technologies, often of a startling level of advancement. Their requests usually involve the trade of living beings in odd numbers and varieties, such as two dozen left-handed salarians, sixteen sets of batarian twins, a krogan born of parents from feuding clans, or two dozen "pure" quarians — quarians that have never left the Migrant Fleet due to illness, importance to the fleet, or disability. One of their current interests is in healthy human biotics. No one knows what happens to the individuals concerned after the exchange is completed.

The Collectors appear as human-sized bipedal insects with a chitinous exo-skeleton, four eyes, and a distinct, large, tapering head along with fully developed wings that allow them to fly over short distances. Each Collector appears to be little more than a drone with no distinctions between individuals. Although they do not appear to communicate vocally, since none are heard speaking, they have been heard to cry out in pain when shot or killed.

While exploring a supposedly derelict Collector ship, Shepard and team discover the true origin of the Collectors. Since they exhibit a similar quad-strand genetic structure unique to the Protheans, Shepard realizes that the race formerly believed extinct still exists but has been completely subjugated by their Reaper masters. Their DNA showed signs of "extensive genetic rewrite" including three fewer chromosomes, reduced heterochromatin structure, and the elimination of superfluous "junk" sequences.

While studying Collector data in the lab aboard the Normandy SR-2, Mordin Solus determines that the Reapers indoctrinated the Protheans and compensated for their growing lack of ability due to prolonged indoctrination through cybernetic modifications. The modifications are beyond any form of repair, each Collector drone being little more than a clone—it's unknown if they even still possess any form of gender—riddled with cybernetics, lacking glands or digestive system, and having any form of intelligence or self-awareness completely eradicated by indoctrination.


Periodically, individual Collector drones are "possessed" by an overseer, referred to as the Collector General who is itself being possessed by the Reaper known as Harbinger. In effect it is as if Harbinger is assuming control of individual Collectors to combat Shepard personally. Upon possession a Collector's skin and eyes begin to crack open and emit a bright orange light. Bearing a strong similarity to the husk conversion process used by Sovereign on Saren's corpse, this is probably due to cybernetic implants throughout a Collector's body. At this point, the drone becomes more resilient and wields powerful biotic attacks. The Collector General itself is very different to a standard drone, being almost completely insectoid, with a much larger head, a short body, and multiple claw-like limbs.

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PostSubject: Re: Races   Races EmptySat Feb 05, 2011 7:57 pm

The Geth:

The geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. The geth were created by the quarians, as laborers and tools of war. When the geth became sentient and began to question their masters, the quarians attempted to exterminate them. The geth won the resulting war, and reduced the quarians to a race of nomads.

The history of the geth's creation and evolution serves as a warning to the rest of the galaxy of the potential dangers of artificial intelligence and to the legally enforced, systematic repression of artificial intelligences throughout galactic society.

Physically, the humanoid geth resemble quarians—their hands, head shape and legs are similar—which is probably a holdover from their origins. They are described as having 'flashlight heads'. Geth are built of two materials, a large plastic or steel outer shell, and a kind of synthetic muscle tissue that gives Geth Hoppers their incredible agility. It is actually possible for this synthetic muscle to be grafted to organic tissue (Saren Arterius has a grafted geth arm). Geth 'bleed' a white conductive fluid when shot, but they don't have any internal organs or nervous system, so the geth don't feel hunger or pain. The geth are also seen using omni-tools, and have seemingly modified them to heal synthetic wounds.

Part of the geth's success is due to their neural network. Effectively, they 'share' their processing power, distributing low-level processes like motor control and visual identification to free up bandwidth for higher reasoning and complex thought. Geth can't share sensory data—they aren't a hive mind like the rachni—but in large groups they have more to think with. An individual geth has only a basic intelligence on par with animal instincts, but in groups they can reason, analyze situations, and use tactics as well as any of the organic races. An exception would appear to be Legion, a geth specifically designed to operate as an autonomous sentient unit outside the Veil.

According to Legion, each geth is made up of hundreds of programs equivalent to VIs, all operating in parallel with one another to form a kind of emergent intelligence described by EDI as "a thousand voices talking at once". An individual geth is thus more of a "mobile platform" than an actual body; the programs that make up its consciousness are constantly being transferred and downloaded; the mind operating one of these "mobile platforms" might just as easily inhabit a starship body should it need to. Most of the time geth programs can be found residing in server hubs, which function as something akin to the organic equivalent of a city, and can run millions of geth in communion.

As all geth are networked to each other, they may communicate their exact thoughts and ideas at the speed of light. They find organic methods of communication, such as body language and spoken word, to be largely inefficient; the geth are able to communicate their thoughts flawlessly without any fear of misinterpretation. Because of this they have no true form of government and no system of rank. When a matter must be decided upon, the geth communicate all viewpoints of a situation and a consensus is made, the decision being whatever benefits the geth as a whole the greatest.

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PostSubject: Re: Races   Races EmptySat Feb 05, 2011 8:00 pm

Krogan

The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately, as krogan society became more technologically advanced so did their weaponry.

Four thousand years ago, at the dawn of the krogan nuclear age, battles to claim the small pockets of territory capable of sustaining life escalated into full scale global war. Weapons of mass destruction were unleashed, transforming Tuchanka into a radioactive wasteland. The krogan were reduced to primitive warring clans struggling to survive a nuclear winter of their own creation, a state that continued until they were discovered by the salarians two thousand years later.

With the help of the salarians, the krogan were "uplifted" into galactic society, and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). Ironically, after the rachni were eradicated, the rapidly-expanding krogan became a threat to the galaxy in turn, starting the Krogan Rebellions and forcing the turians to unleash the genophage. This genetic "infection" dramatically reduced fertility in krogan females, causing a severe drop in births and, ultimately, population, eliminating the krogan numerical advantage.

Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the krogan. Unlike most species on the Citadel, krogan eyes are wide-set - on Earth this is distinctive of prey animals, but in this case it gives the krogan 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Prior to the genophage, krogan could reproduce and mature at an astonishing rate.

Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. A bigger shoulder hump is seen as a sign of high status, showing how successful an individual krogan is at hunting. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Consequently their diets can include food and drink which would prove very dangerous to other species—a fact reflected in the krogan liquor of choice, ryncol, which "hits aliens like ground glass". Younger krogan have yellow or green markings on their hides. These markings darken to brown or tan over time, showing their age.

Krogan typically stand over 7 feet and weigh roughly one ton in armor. Biotic individuals are rare, though those who do possess the talent typically have strong abilities. The most amazing physiological feature of krogan biology is the multiple instances of major organs. These secondary (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. They have, for example, two hearts, four lungs, and most notably four testicles. This reflects in their slang, where they often speak about a "quad" where a human would use the words "balls" or "pair". Krogan also have a secondary nervous system using a neuroconductive fluid, meaning they are almost impossible to paralyze. Krogan bleed a yellow or orange fluid when shot, which may be this fluid or actual blood.

Having redundant systems makes krogan difficult to kill or incapacitate in normal combat scenarios. Sheer physical hardiness means an individual krogan can expect to live for centuries. Krogan can live for well over a thousand years, as evidenced by Warlord Okeer, a veteran of the Krogan Rebellions who died (of decidedly unnatural causes) well over a thousand years after the Rebellions ended.

Spoiler:

Krogan Battlemasters, (also written Battle Master), are some of the toughest krogan in existence. They are rare because of their biotic abilities and their determination.

The Battle Masters were officers of the krogan military. Tough, disciplined, well-armed, and biotically gifted, a single Battle Master is said to be an equal match to ten soldiers of any other species. Battle Masters regard killing as a science and focus on developing economy of motion which allow them to maximise the advantage gained from their incredible strength in battle; a single blow from a Battle Master is usually enough to kill or severely incapacitate any non-krogan.

Battle Masters hold little regard for the honor that other races often display in combat; they will use any means necessary to achieve their goals, no matter how reprehensible. Hostage-taking and genocide are generally accepted tactics if they ensure that a victory is gained with minimal krogan casualties. This Class Advancement is Allowed for Krogan Only and only if they buy it for 5,000 Credits. Buying Krogan Battlemaster replaces your Class Advancement.
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PostSubject: Re: Races   Races EmptySat Feb 05, 2011 8:20 pm

Quarian:

The quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Since their homeworld Rannoch was conquered, the quarians live aboard the Migrant Fleet, a huge collection of starships that travel as a single fleet.

Approximately three hundred years ago the quarians created the geth, a species of rudimentary artificial intelligences, to serve as an efficient source of manual labor. However, when the geth gradually became sentient, the quarians became terrified of possible consequences and tried to destroy their creations. The geth won the resulting war and forced their creators into exile. Now the quarians wander the galaxy in a flotilla of salvaged ships, secondhand vessels, and recycled technology.

Quarians are generally shorter and of slighter build than humans. Quarians have an endoskeleton, lips, teeth, and two eyes with eyelids and tear ducts; they also have three thick fingers on both hands which include a thumb and an index finger, as well as three toes on each foot. Their ears or ear analogues differ in a noticeable fashion from those of humans, with references made to "what [passes] for the quarian version of an ear".

The most important fact of quarian biology is their weak immune system. As a result, all quarians by necessity dress in highly sophisticated enviro-suits, to protect them from disease or infection if they are injured. Their suits can be compartmentalized in the event of a tear or similar breach to prevent the spread of contaminants (similar to a ship sealing off bulkheads in the event of a hull breach).

Quarian immune systems have always been relatively weak, as pathogenic microbes were comparatively rare in their homeworld's biosphere. Furthermore, what few viruses and other microbes were native to their homeworld were often at least partly beneficial to them. After living aboard the Migrant Fleet for generations, the quarians' immune systems have atrophied further still due to the years in the sterile environment of the Migrant Fleet. As such, quarians are given various vaccinations and immunizations to help ward off disease. However, they prefer the safety of their suits even in clean enviroments and are reluctant to remove them without a good reason.

A quarian who wishes to remove their suit must take antibiotics, immuno-boosters, herbal supplements, or the like in order to do so safely, and even then there are inherent risks. As a result, physical acts of affection are difficult for quarians, even for the purposes of reproduction. Ships in the Migrant Fleet often contain "clean rooms" where quarians can give birth or undergo medical procedures in relative safety, though there are always risks. The most intimate thing quarians can do is link their suit environments. However, doing so guarantees a quarian will get sick, although they will usually adapt over time.

Like turians, the quarians are a dextro-protein species of reverse chirality from humans and asari. The food of levo-protein races such as humans or asari is at best inedible and at worst poisonous, most likely triggering a dangerous allergic reaction. Quarians who want to taste something (other than the refined edible paste issued to all who leave on their Pilgrimage) can eat specially purified turian cuisine.

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PostSubject: Re: Races   Races EmptySat Feb 05, 2011 8:25 pm

The Reapers

The Reapers, known by the geth as the Old Machines, are a highly advanced machine race of synthetic/organic starships. The Reapers reside in dark space, the empty, starless space between galaxies. They hibernate there, dormant for thousands of years, before they are given the signal to return. Their origins are completely unknown. The first Reaper known to have communicated with organic life, referred to by Saren Arterius as Sovereign, claimed that the Reapers have neither beginning nor end. Even their true name is a mystery; "Reapers" was a name bestowed by the Protheans, and Sovereign stated that whatever the Protheans chose to call them is irrelevant: "we simply... are."

Sovereign also reveals that the Reapers were the original creators of the Citadel and the mass relay network. These massive constructs exist so that any intelligent life in the galaxy would eventually discover them and base their technology upon them – all part of a scheme to harvest the galaxy’s sentient life in a repeating cycle of purges that has continued relentlessly over countless millennia.


Sovereign, the first Reaper encountered, bore a superficial resemblance to a Reaper cuttlefish, with a bulky semi-cylindrical body, a tapering plate over the rear and a mass of metallic "tentacles" extending from its front end, in addition to six jointed legs extending from its body. When the Reaper fleet is revealed in dark space they are all shown with this basic design (however, one Reaper in the foreground shown when Harbinger awakens the fleet seems to resemble a scarab beetle) but with great diversity in tentacle number, shape and orientation, some with extended heads and others (particularly Harbinger) having multiple glowing eyes. This diversity is presumably due to the Reapers' reproduction method, in which vast numbers of a single species are harvested, melted down into a raw genetic paste, and then used to construct a "larva" that takes on the characteristics of the species from which it was created. However, as of the end of Mass Effect 2, it is unclear whether every new Reaper derived from organics will eventually take on the cuttlefish-like shape of Sovereign, Harbinger, and others like them, or if the majority of the Reaper fleet is derived from a long-extinct species of organics whose physical forms they now imitate.

Sovereign's design appears to have influenced the 'heretic' geth. This is not surprising, as these geth worship the Reapers as "gods", considering them to be the epitome of independent AI. Wherever the heretic geth become entrenched they build monuments to the Reapers resembling Sovereign's 'tentacles' around a glowing orb, and genuflect. Sovereign was apparently insulted by the adoration of such simple, base synthetics, but it did see their value as pawns and possible replacements for the flawed and organic keepers.

Reapers and their technology have a strange effect on organic beings. Both Dr. Shu Qian and Edan Had'dah begin acting oddly after coming into contact with the "artifact" they found. This mental manipulation is known as indoctrination. Put simply, any organic being who is in close proximity to a Reaper for too long comes to believe the Reapers are correct in their goals and will do anything to serve them. Gradually the mind is eroded until the individual becomes a mindless slave no longer capable of independent thought. Sovereign could partly control the rate of this process as seen with Saren; in order for him to serve the Reaper efficiently, Saren needed a measure of free will. This eventually convinced him that the only way to preserve organic life was to submit to the Reapers provided they could prove themselves useful. Only beings of immense mental strength, such as asari matriarchs, can resist indoctrination, and even then, their resistance only lasts a short time and only forestalls the inevitable. Matriarch Benezia chose to die rather than risk falling under indoctrination again, and if Saren finally rebels against Sovereign, he kills himself to prevent doing any further damage to the galaxy. This indoctrination is permanent (with the single possible exception of Shiala) and is one of the most insidious weapons of the Reapers. Even more horrifying is that the indoctrination field remains active even if the Reaper is largely disabled and incapable of action. A Cerberus science team was indoctrinated by being inside a Reaper that had otherwise been floating derelict for 37 million years, its only obvious activity being mass effect field generation.

Even without their indoctrinating influence, Reapers are immensely powerful warships and their technology is devastating. Sovereign’s destructive power was unrivaled in the known galaxy. Each of the "tentacles" extending from its bow was equipped with a powerful "magnetohydrodynamic" weapon which ejects a stream of molten metal at a fraction of the speed of light which could tear through a cruiser in a single sustained burst. Its gigantic spinal-mounted gun was able to rip through the hulls of even the largest of dreadnought-class ships with ease, effortlessly penetrating their kinetic shields. Sovereign's defences included powerful shields that could block the projectiles of an entire fleet, along with an incredibly strong hull. Though they are sentient machines, the Reapers have habitable interiors that can transport a crew, either to help spread their indoctrinated slaves or to allow these slaves to tend to them, probably both. Speculation in the Codex suggests that each individual Reaper has a massive element zero core which, coupled with the likely enormous quantities of energies at its disposal, allows it to generate the staggering mass effect field needed to land on a planet.

However, the Reapers are not invincible. When the Reapers go into states of hibernation between cycles, they are vulnerable. By taking refuge in dark space, the Reapers ensure they will not be discovered by accident and destroyed while they wait for their vanguard to open the Citadel mass relay. A concentrated effort by the fleets of organic races could also destroy a Reaper even if it is at full power: a single fleet managed to destroy Sovereign when its shields and weapons were disabled.

Aside from their formidable firepower and indoctrination, Reapers are also capable of mustering up their own ground forces to attack their enemies: Husks. Husks are aggressive, mindless drones, created from organic beings who are exposed to Reaper technology, such as Dragon's teeth, resulting in their organic bodies being consumed by cybernetics. Husks are used as shock troops and swarm enemies in waves. Husks can be modified and combined to create Abominations, Scions, and Praetorians.

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PostSubject: Re: Races   Races EmptySat Feb 05, 2011 8:29 pm

Vorcha:


Known for their unique biology and aggressive behavior, the vorcha are a primitive race that live among the galaxy's darker and more dangerous locations, such as Omega. Many vorcha are trained by the krogan Blood Pack as mercenaries due to their savage nature and adaptability to different environments. The rest of galactic civilization regards them as pests and scavengers, and their presence is generally seen as a blight.

The vorcha are the most short-lived sapient species currently known, with an average lifespan of only 20 years. The vorcha are known for a rather unique biology that differentiates them from other known species and which carries with it a striking set of advantages and disadvantages. The vorcha have clusters of non-differentiated cells, similar to those found on the Planarian worm of Earth. These cells allow the vorcha limited regenerative abilities, as well as the ability to adapt quickly to its environment, such as developing thicker skin after being burned or increased musculature to survive in high gravity. When a vorcha is injured or in distress, these cells move to the affected area and rapidly (~1 week) mature to specialized forms that will alleviate the issue.

A vorcha that is cut or burned will adapt to have thicker skin. The lungs of a vorcha placed in a barely-breathable atmosphere will adapt to better use the gases there. A vorcha subjected to high gravity will quickly develop stronger heart and leg muscles. Non-differentiated vorcha cell clusters do replenish themselves, but the process is slow. Generally vorcha can only adapt to a single environment within their brief lives. However, what cells are replaced allow them to heal rapidly, and even regrow lost limbs over a period of months.

However, as a consequence of this, the vorcha as a species no longer evolve as other races do. The vorcha equivalent of DNA has remained unchanged for millions of years. There is no need for them to evolve as a species when they can adapt as individuals.

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PostSubject: Re: Races   Races EmptySat Feb 05, 2011 8:34 pm

Yahg:

The yahg are a sentient race of towering humanoids native to the world of Parnack, known for their violent and aggressive nature. Consummate predators, the yahg possess unrivaled perceptiveness and mental adaptability. Discovered by the Citadel Council in 2125 CE, the yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation.

The yahg evolved to fill the niche of apex predator on Parnack. Yahg have four pairs of eyes, each pair designed to track and predict the movements of prey. A keen sensitivity to movement and light allows the yahg to easily read the body language of any species. The yahg also possess a large, muscular body which provides considerable physical strength and agility.

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