Technoverse (Video Game Mega crossover)

Okay, so I have a basic concept for a character, and two ways I'm thinking of going about it.

Basically, it's an assimilative machine, it eats other machines to improve or add to itself. The two ways I've thought of are either a mechanical blacklight-lite, or a giant monstrous machine that has to capture and then internally disassemble machines, it would be slower that way, but have more raw firepower to throw around.

That sounds reminiscent to some Megaman villains. Bass and Axl were designed to imitate and surpass technology they copy.

Prototypes are the highest tier, so I'm going to nerf you some for the sake of keeping things fair. I'm guessing what you're looking for, is a bio-cyborg machine that adapts to technology around them?

Do you have a reference picture for an idea of what they look like? Or an idea of which video games his character might derive from?
 
That sounds reminiscent to some Megaman villains. Bass and Axl were designed to imitate and surpass technology they copy.

Prototypes are the highest tier, so I'm going to nerf you some for the sake of keeping things fair. I'm guessing what you're looking for, is a bio-cyborg machine that adapts to technology around them?

Do you have a reference picture for an idea of what they look like? Or an idea of which video games his character might derive from?
Well I said "lite" for a reason, nerfed was definitely the intention(mainly because it'd actually be more dangerous than the normal variety because of the importance of machines), think like a slow acting grey goo, but instead of replicating itself, it just improves what's already there or replaces what's lost. The first one was actually inspired by the Devils from Megaman physically.

The second variations powers were based on Nod Avatars and Redeemers, the Avatars took parts from other Nod vehicles to improve themselves mid combat while destroying the vehicle in the process, while the Redeemers had other allies join onto them in the form of turrets, so the second option for the character was effectively a large machine that brought other machines into or towards itself(depending on comparative size) before taking them apart and adding the pieces to it's own body. The (starting) appearance was based on this guy.
 
Well I said "lite" for a reason, nerfed was definitely the intention(mainly because it'd actually be more dangerous than the normal variety because of the importance of machines), think like a slow acting grey goo, but instead of replicating itself, it just improves what's already there or replaces what's lost. The first one was actually inspired by the Devils from Megaman physically.

The second variations powers were based on Nod Avatars and Redeemers, the Avatars took parts from other Nod vehicles to improve themselves mid combat while destroying the vehicle in the process, while the Redeemers had other allies join onto them in the form of turrets, so the second option for the character was effectively a large machine that brought other machines into or towards itself(depending on comparative size) before taking them apart and adding the pieces to it's own body. The (starting) appearance was based on this guy.

The biggest thing you need is an origin story, for which world this character started on.
 
@Axle I do wish to elaborate on the Phoenixes a little bit. Also, I made some changes to the RG to fit more with their Factorio counterpart

With the world having pulled itself out of the second Dark Age, the Phoenixes took on the roles of educators, advisors, and occasionally protectors, of the fledgling communities. This has not changed much in recent years, their expertise in science and engineering continued to be greatly valued in lecture halls, construction sites, and battlefields.

Whole more well integrated into the rest of Earth States, the Phoenixes retain some degree of autonomy, identity, and even their own communities.

Due to their harsh demand in new recruits, admission rate is low. Furthermore, native members are usually in no shape for biological reproduction. This lead to the introduction of the Iron Wombs, as well as laws preventing their people from replacing their reproductive organs until they are fully matured. These discarded organs will then be preserved in order to produce genetic materials for embryos. These embryos are then screened for possible genetic defects before moved into the Iron Wombs for nurturing.

The most renowned and visible members of the Phoenies are the Reclaimers, elites equipped with RG and Omnitools. These mem are often compared to Spectres, N7s, or Spartans. However, while third counterparts are known for prowess in battle, the Reclaimers are famous for being at the front of colonization and industrialization. Unlike the others special forces, whose signified death and destruction, the Reclaimers are the hands of industry and progress.

Aside from that, the Phoenixes have no real combat force of their own. Many have mistaken this for weakness and attempted raids on their fortresses. Even though the Phoenixes do not have a large army, they are the master in the field of dumb, automated AIs. Normally used for automation of logistic chains, these robots handle a gun very well. Or ten of them, for that matter.

And so, would be pirates return with harrowing tales of inexorable automated war machines that dwarf starships and factories growing like mushrooms after rain, churning out endless hordes of synths.

The Phoenixes control twelve worlds scattered across Alliance space.These, on paper, are Alliance worlds. However, they also happen to be horrific hellholes, all not merely ill-used for life, but seemed to be actively malicious toward complex organisms. The Phoenixes take a great pride in living on these planets, and use the extremely hostile surrounding to keep themselves sharp and ready.

Amongst these world, the most famous is simply called Factorio, within the Nauvis system. This planet is home to an extremely lethal and successful species of insect known simply as Ludd's bugs.

Believed by many to be a discarded alien bioweapon, these bugs had consumed all other species on the planet, adapted to thrive in all condition, and managed to prevent ecological collapse by filling in the blank left by other inferior faunas. They are extremely dangerous, with the smallest specimens being the size of grown men and can chew through bones, and the largest are massive biological tanks that can wade through heavy ornaments. Curiously, try are greatly agitated by noise and air pollution, and will seek to destroy the source of these thing whenever possible.

Factorio is a proving ground and almost a religious destination for Phoenixes. It is a proving ground for prospective Reclaimers. The recruits are dropped on the planet with nothing but their RGs and an Omnitools, and the only way out is to build their way back into orbit, alongside with whatever industrial foundation needed to support it.

RG suit: While matching a Standard Alliance Armor in all performances, the RG justified it's much greater cost by the staggering degree of customization available. A skilled engineer can mount anything on it:Secondary Reactors, Tetiary Reactors, ports for charging and docking drones, storage, a second Omnitool, automated turrets, etc. Furthermore, the RG offer immunity against almost all known environmental hazard an a stage of the art onboard geology and atmospheric lab.

Build Beam: The basic of Phoenixes Omnitool and Repair Tentacles (A misnomer, as they are also just as good in construction). The build beam is so far the Apex of 3d printing, By drawing from existing stock of resources, the build beam reconstitute the raw material and "print" them into the world one atom at a time. For outside observer, the build beam seem to conjure equipments out of thin air.
 
The biggest thing you need is an origin story, for which world this character started on.
Yeah, probably a good idea to do that so we know what tech it can get before really hitting the world. I think I probably want to go with something pretty low tech. You know make it struggle to achieve it's full potential rather than handing it all the best stuff on a silver platter.
 
@Axle I do wish to elaborate on the Phoenixes a little bit. Also, I made some changes to the RG to fit more with their Factorio counterpart

With the world having pulled itself out of the second Dark Age, the Phoenixes took on the roles of educators, advisors, and occasionally protectors, of the fledgling communities. This has not changed much in recent years, their expertise in science and engineering continued to be greatly valued in lecture halls, construction sites, and battlefields.

Whole more well integrated into the rest of Earth States, the Phoenixes retain some degree of autonomy, identity, and even their own communities.

Due to their harsh demand in new recruits, admission rate is low. Furthermore, native members are usually in no shape for biological reproduction. This lead to the introduction of the Iron Wombs, as well as laws preventing their people from replacing their reproductive organs until they are fully matured. These discarded organs will then be preserved in order to produce genetic materials for embryos. These embryos are then screened for possible genetic defects before moved into the Iron Wombs for nurturing.

The most renowned and visible members of the Phoenies are the Reclaimers, elites equipped with RG and Omnitools. These mem are often compared to Spectres, N7s, or Spartans. However, while third counterparts are known for prowess in battle, the Reclaimers are famous for being at the front of colonization and industrialization. Unlike the others special forces, whose signified death and destruction, the Reclaimers are the hands of industry and progress.

Aside from that, the Phoenixes have no real combat force of their own. Many have mistaken this for weakness and attempted raids on their fortresses. Even though the Phoenixes do not have a large army, they are the master in the field of dumb, automated AIs. Normally used for automation of logistic chains, these robots handle a gun very well. Or ten of them, for that matter.

And so, would be pirates return with harrowing tales of inexorable automated war machines that dwarf starships and factories growing like mushrooms after rain, churning out endless hordes of synths.

The Phoenixes control twelve worlds scattered across Alliance space.These, on paper, are Alliance worlds. However, they also happen to be horrific hellholes, all not merely ill-used for life, but seemed to be actively malicious toward complex organisms. The Phoenixes take a great pride in living on these planets, and use the extremely hostile surrounding to keep themselves sharp and ready.

Amongst these world, the most famous is simply called Factorio, within the Nauvis system. This planet is home to an extremely lethal and successful species of insect known simply as Ludd's bugs.

Believed by many to be a discarded alien bioweapon, these bugs had consumed all other species on the planet, adapted to thrive in all condition, and managed to prevent ecological collapse by filling in the blank left by other inferior faunas. They are extremely dangerous, with the smallest specimens being the size of grown men and can chew through bones, and the largest are massive biological tanks that can wade through heavy ornaments. Curiously, try are greatly agitated by noise and air pollution, and will seek to destroy the source of these thing whenever possible.

Factorio is a proving ground and almost a religious destination for Phoenixes. It is a proving ground for prospective Reclaimers. The recruits are dropped on the planet with nothing but their RGs and an Omnitools, and the only way out is to build their way back into orbit, alongside with whatever industrial foundation needed to support it.

RG suit: While matching a Standard Alliance Armor in all performances, the RG justified it's much greater cost by the staggering degree of customization available. A skilled engineer can mount anything on it:Secondary Reactors, Tetiary Reactors, ports for charging and docking drones, storage, a second Omnitool, automated turrets, etc. Furthermore, the RG offer immunity against almost all known environmental hazard an a stage of the art onboard geology and atmospheric lab.

Build Beam: The basic of Phoenixes Omnitool and Repair Tentacles (A misnomer, as they are also just as good in construction). The build beam is so far the Apex of 3d printing, By drawing from existing stock of resources, the build beam reconstitute the raw material and "print" them into the world one atom at a time. For outside observer, the build beam seem to conjure equipments out of thin air.

I like all the lore you included, but can we change the part about the number of worlds they control? I never elaborated this on the guideline too much, but there is a sense of 'diversity' in the Systems Alliance military, with soldiers retaining combat symbols from their home cities (neo-samurai from Japan, Augmented king's knights from England, etc).

I'm the case Phoenix, can we have them not necessarily be in charge of planets, but in charge of specific colonial cities? There are only two dozen planets the Systems alliance have colonized, so I'd rather not give them half of everything.

I'd actually recommend Phoenix be in charge of protecting and managing colonies on Helghast shared colonies.

The Systems Alliance and the Helghast empire go toe to toe to each other often, and have recently begun colonizing the same planets to try and "kick off" each other from their territories. Since the colonies share the same planet, it's a constant hellhole of war, bombings, terrorism, assassination, and other forms of espionage. It might be better for the Phoenix to be in charge of military tactics in these hot zones.
 
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Name: Ted Baxter

Code-Name:
(Optional)

Age: 37

Species: Human

Gender: Male

Appearance:

Faction/Hired by:
Dust Men

Powersuit: Resource Integration Gear

Favorite Weapon: Plasma Cutter

Pet: None

Powers: None

Sub-Culture: Extractor - A sub-sect of the dust men focused on extracting conduits from hazardous locations to smuggle them safely to the outer Martian colonies.

Personality: Ted is stubborn but easy going. He tends to let things happen and then figure out stuff from there.

Backstory: Ted Baxter worked as a police officer in The Rubble. With him being sympathetic to the Conduits cause he provided the Dust Men with information on any new conduits discovered by the Mars Federation with his contacts in the force. After he was fired from the force he worked as an extractor for the Dust Men often using construction equipment in place of regular firearms.

@Axle I changed the place but the backstory is pretty much the same.
 
I like all the lore you included, but can we change the part about the number of worlds they control? I never elaborated this on the guideline too much, but there is a sense of 'diversity' in the Systems Alliance military, with soldiers retaining combat symbols from their home cities (neo-samurai from Japan, Augmented king's knights from England, etc).

I'm the case Phoenix, can we have them not necessarily be in charge of planets, but in charge of specific colonial cities? There are only two dozen planets the Systems alliance have colonized, so I'd rather not give them half of everything.

I'd actually recommend Phoenix be in charge of protecting and managing colonies on Helghast shared colonies.

The Systems Alliance and the Helghast empire go toe to toe to each other often, and have recently begun colonizing the same planets to try and "kick off" each other from their territories. Since the colonies share the same planet, it's a constant hellhole of war, bombings, terrorism, assassination, and other forms of espionage. It might be better for the Phoenix to be in charge of military tactics in these hot zones.
Well, they don't so much as control worlds, they control little fortress on worlds so inhospitable, no one bother to live there with them. But if you want, I can go with your way.
 
Misaki Michiko
Name: Misaki Michiko
Code-Name: Ceefor.
Age: 26
Species: Human.
Gender: Female
Appearance:
Long white hair surrounds an ambiguously Asian face. Misaki is a tall woman, standing at 6' 3". Her arms are marked with seams and nanotats proclaiming support for conduit rights, various invective at the Martian government, and patterns that are usually associated with the Equitable Powers.
Faction/Hired by: She is a member in good standing of the Equitable Powers, a violent group that advocates for conduit rights in the martian coreworlds. While its decentralised structure means that any person can become a member simply by declaring so, she is one of the more active members, having been involved with cross cell operations, as well as leading her own cell in the past. It has numerous links with more peaceful movements such as the Dust men, which channel money and weapons into the
Powersuit: If I had money for a power suit, I would have bombed someone. Fuckin hell, it's hard enough getting though customs already.
Favorite Weapon: My powers, my implants, and overcalibre submachines. In that order.
Powers: Conduit. Primary Conduit of Dimondoid manipulation, with secondary powers in Shadow and Hologram manipulation, with some half learned water and electricity manipulation. She also has high grade implants in her limbs and eyes, which grant her an implanted HUD, enhanced speed and strength, access to a wide variety of tools, and some very nasty weapons
Sub-Culture: While ostensibly a Martian, Misaki identifies more with the counter-culture that emerged from the merging of the body modification subculture, the conduits rights culture, as well as some elements of the Queer subculture. It is heavily associated with elements of the radical left, and believes in individual freedoms and rights, as well as firmly against most government action. Equitable Powers recruits heavily from it, although in Misaki's case it is the other way around.
Personality:
Mischevious, Misaki has an attitude to life that could be summed up as "Well, it's not like I couldn't do it". She has what people could call an infectious personality, long practice having given her skills in persuasion and integration that only the hardest of teachers can give you.
Backstory:
Born to conduit parents on Mars itself, Misaki grew up on the run, evading government security, living as vagrants on the street. Avoiding contact with the EP was impossible, but Misaki's parents tried to do so as much as possible, firmly standing buy their principles of non-violence. This got them both some very nice holes six feet beneath the ground, and so the now teen Misaki turned to EP, becoming radicalised. She committed her first act of publicised terrorism at the age of fourteen, blowing up the fire service for the Auvic section of Valles-New Shanghai. Progressing in the informal ranks of the movement, she gained implants and new powers, as well as strengthening her own. Neuromods replaced her basic education, and supplemented it with the knowledge of bomb-building, contact making, and the other techniques of fifth generation warfare. She now stands as one of the movers and shakers of the movement, inflicting the oppression of conduits back at the populace.

@Axle, hey, is it all right that I've used Prey's neuromods, and can you tell me what the major material for high stress products would be? I'd put steel, but I want to know if some carbon nanotube composite has replaced it.
 
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Dinah Godspeed
Name: Dinah Godspeed

Code-Name: Hack

Age: 26

Species:
Human

Gender: Female

Appearance:

Dark skin complexion, constantly changing hair color. Skinny frame build and six feet tall.

Faction/Hired by: System Alliance military - Infiltrator Class (Espionage tactics)

Powersuit: Standard N7 Armor. Is applying for the Warframe program, has not been accepted yet.

Favorite Weapon: Sniper

Pet: Keeps a cat at home.

Powers: None.

Sub-Culture: Colonist. Her family followed an small Muslim Sect growing up, but she's non-practicing. The only culture she knows of now is military culture, doing everything she can to look strong to her fellow soldiers.

Personality: Brash and reckless, Dinah uses overwhelming firepower to get out of whatever situation she's in. Whether its through guns or bashful attitude, she believes stubbornness and force is the only way to get out of any situation. While she comes off as hostile, she has an immense sense of loyalty and obligation to her countryman and allies, Dinah stops at nothing to fight all enemies of the Systems Alliance.

Backstory: She and her older brother were born and raised on Mindoir, a small colony on the edge of Systems Alliance controlled space. When she was fifteen, slavers raided her home, slaughtering nearly everyone she'd grown up with. She and her brother were saved by a passing alliance ship, and she enlisted a few years later.
 
@Axle What does the Helghast have in term of combat force? I seriously struggle to think of a non-Zeus force that can hold back a combination of From the Depths and Factorio with Fallout and Mass Effect technology.
 
Sora Cruz
Name: Sora Cruz

Code-Name: Rogue Soldier

Age: 28

Species:
Human

Gender: Female

Appearance:

Thin body frame, 5'2. Light skin complexion with Asian facial features. Brunette, and often tries to keep her hair covered by a helmet.

Faction/Hired by: Systems Alliance soldier

Powersuit: Standard N7 armor

Favorite Weapon: Prefers using a vast array of projectile guns, and is particularly skilled with close quarters combat. Omni-blade is second nature to her.

Pet: Used to have a dog, but not anymore.

Powers: None

Sub-Culture: Brazilian Japanese. She grew up in a small ethnic neighborhood in the remnants of war-torn Brazil.

Personality: Heroic. Selfless, doing her best to distance herself from the crimes she'd done from before enlisting. Sora does everything in her power to be good to people, and won't hesitate to show mercy and understanding to everyone she comes by. Believing in the soft-touch approach, Sora gives off an aura of hospitality to everyone she's around.

Backstory: Although earth has reached the stars centuries after the nuclear holocaust, there are many parts of earth that have never recovered. In Brazil, warlords and drug dealers control the people more than the Systems Alliance do. Sora and her brother grew up in this 'hot-zone', forced to live a life of crime for their own survival. Coming of age to enlist, she and her brother enlisted to escape life of crime, and have proven to be exceptional soldiers for the Systems Alliance.
 
A Colonist Shepard background?

Yup, her brother will be a part of the Torfan assault in the next story setting.

@Axle What does the Helghast have in term of combat force? I seriously struggle to think of a non-Zeus force that can hold back a combination of From the Depths and Factorio with Fallout and Mass Effect technology.

The Helghast empire are almost exactly on par with the Systems Alliance.

I'll break it down:

Homeworlds:

Earth went through a nuclear holocaust, leading to a hostile aftermath that made the people forced to survive. They adapted to the remnants of old technology around them, and have created something new as a result. Earth citizens have a sense of 'individualism', mixed with 'synergy,' believing they have to rely on one another to survive all adversaries.

Eden is a cold hostile planet with bug like monsters that make survival nearly impossible to survive... Yet they survived it anyway. Not only survive, but thrive. The UNSC tried to stop them from seceding, but failed. Helghast have a militaristic dictatorial government, similar to the Soviet Union. Although they originated and call Eden their homeworld, Vekta (a neighboring planet) has more people than on Eden.

In terms of planetary control:

The Helghast Empire found a Mass Relay near their solar system, and used it to colonize two dozen planets.

The Citadel Council contacted the UNSC. The UNSC chose not to join them, but the Systems Alliance (which represented earth) was newly founded, and Earth accepted membership in to the Citadel Council. The Citadel Council went out of their way to supply and help earthlings colonize other worlds, to use them as a 'shield' against space pirates and Helghast.

And now Helghast and Systems Alliance are equally at each other's throats, doing everything to counter each other. From blockades, to terrorism. Assassination, to bombings. Its hostile when colonies are boardering each other.

Technology


Main military: The Sytems Alliance are nothing compared to Helghast main forces. Helghast citizens are raised up at soldiers since birth. Systems Alliance often uses local communities to train soldiers, meaning someone from China might have more training than someone from New Zealand. While some Systems Alliance soldiers are exceptional, all Helghast soldiers are exceptional. The military culture makes Helgahst troops the most relentless group of soldiers among humans.

Laser Weapons:

Standard Earthling soldiers has laser weapons (which can pass kinetic shields), but the UNSC and the rest of the Citadel Council don't (Specters use them, but it's considered a military secret). Earth has these weapons because it was rediscovered following the Nuclear Holocaust ruins.

Helghast have laser weapons too. Akrid (monsters from Lost Planet) are unique to their homeworld of Eden. They harness the natural energy of these animals, and use them to create laser weapons. Different design, same effect.

Mechs:

Ironically, there are corporations than sell parts and schematics of mechs to both sides. There will often be two mechs of the same design fighting each other, so mechs are precisely equal. (Thin Titanfall)


Drugs:

Systems Alliance soldiers commonly use vigor (from bioshock infinite) to give them a bonus strength.

Helghast soldiers used Plasmids from the original bioshock game.

The key difference between these drugs is that Vigors are non-addictive, yet weaker. Plasmids are highly addictive, and more powerful. The Helghast use these drugs to control their soldiers, and keep them dependent on the government. So Helghast drugs beat Systems Alliance drugs.


Helghast will genocide Conduits

The Helghast empire bans Conduits. They genocide them out of fear that they might gain too much influence.

Systems Alliance welcome Conduits, and utilize them efficiently.

Systems Alliance have more cyborgs than Helghast:

Helghast homelands on Eden is a mostly cold, and makes maintenance of machines more difficult.

Remember the rule: One cannot used plasmids or Vigors if they are cyborgs, the drugs cause the cybernetic parts to fail.

Therefore, while Helghast soldiers commonly use plasmids to exert control, they also limit the amount of cyborgs and reploids they have (typically government officials use them, but not foot and frontline soldiers). Systems Alliance has a more diverse usage of robots than the Helghast do.

Ship sizes:

Their fleets are almost the same size, and neither side are willing to sacrifice the bulk of their space navy for a full-on confrontation. Think of the Systems Alliance fleet size in Mass Effect 1, matching itself.

Speciel forces:

Systems Alliance has the Tenno Branch, an elite force using ancient alien armors called "warframes". These soldiers can single-handedly defeat armies, but they are extremely rare. Although its rumored to be at around 300 soldiers, its actually much smaller and the true number is kept secret to boost morale.

Helghast don't have a Spartan program yet, because they aren't efficient in cybernetic parts (I would say each soldier equates to a Halo Noble). BUT, the UNSC is working on a program to have people use augmentations+Plasmids. If it succedes, the Helghast Empire would have the chance to steal that intel, and implement it into their entire population to have all their people as strong as Spartans. (This hasn't happened yet, but there's a chance they'll try it)

Mercenaries:

Of course, everyone loves hiring mercenaries. The key differences is who hires who. And although there are many mercenaries that work with both sides, there are some exclusive mercenaries that both factions use.

Systems Alliance ask for the Jedi Order for aid, and the Helghast often have Sith lords working with them. Both these factions number at less than 100 members, but they have been known to change the tide of battles.

XXX

That was a basic write up, let me know if you need anything else.d
 
Last edited:
Name: Misaki Michiko
Code-Name: (Optional)
Age: 26
Species: Human.
Gender: Female
Appearance:
Long white hair surrounds an ambiguously Asian face. Misaki is a tall woman, standing at 6' 3". Her arms are marked with seams and nanotats proclaiming support for conduit rights, various invective at the Martian government, and patterns that are usually associated with the Equitable Powers.
Faction/Hired by: She is a member in good standing of the Equitable Powers, a violent group that advocates for conduit rights in the martian coreworlds. While its decentralised structure means that any person can become a member simply by declaring so, she is one of the more active members, having been involved with cross cell operations, as well as leading her own cell in the past. It has numerous links with more peaceful movements such as the Dust men, which channel money and weapons into the
Powersuit: (Mercenaries are able to buy powersuits from any faction. What powersuit do you have?) (Optional)
Favorite Weapon:
Powers:
Conduit. Primary Conduit of [X] manipulation, with secondary powers in Shadow and Hologram manipulation, with some half learned water and electricity manipulation. She also has high grade implants in her limbs and eyes, which grant her an implanted HUD, enhanced speed and strength, access to a wide variety of tools, and some very nasty weapons
Sub-Culture: While ostensibly a Martian, Misaki identifies more with the counter-culture that emerged from the merging of the body modification subculture, the conduits rights culture, as well as some elements of the Queer subculture. It is heavily associated with elements of the radical left, and believes in individual freedoms and rights, as well as firmly against most government action. Equitable Powers recruits heavily from it, although in Misaki's case it is the other way around.
Personality:
Mischevious, Misaki has an attitude to life that could be summed up as "Well, it's not like I couldn't do it". She has what people could call an infectious personality, long practice having given her skills in persuasion and integration that only the hardest of teachers can give you.
Backstory:
Born to conduit parents on Mars itself, Misaki grew up on the run, evading government security, living as vagrants on the street. Avoiding contact with the EP was impossible, but Misaki's parents tried to do so as much as possible, firmly standing buy their principles of non-violence. This got them both some very nice holes six feet beneath the ground, and so the now teen Misaki turned to EP, becoming radicalised. She committed her first act of publicised terrorism at the age of fourteen, blowing up the fire service for the Auvic section of Valles-New Shanghai. Progressing in the informal ranks of the movement, she gained implants and new powers, as well as strengthening her own. Neuromods replaced her basic education, and supplemented it with the knowledge of bomb-building, contact making, and the other techniques of fifth generation warfare. She now stands as one of the movers and shakers of the movement, inflicting the oppression of conduits back at the populace.

@Axle, hey, is it all right that I've used Prey's neuromods, and can you tell me what the major material for high stress products would be? I'd put steel, but I want to know if some carbon nanotube composite has replaced it.

Those mods are fine, keep in mind you can't use plasmids or vigors as a result. Carbon Namotube would be better than steel, so you can use that.

Also, the species line will have to be changed to "Human Conduit", because Conduits are treated so differently from place to place it has to be distinguished separately.
 
That was a basic write up, let me know if you need anything else.d

Where's the UNSC fit into all this? So far as I understand they're not a part of either side so how do they interact politically with the others? Are they just too busy fighting the covenant to really get involved or what's up with that?
 
Where's the UNSC fit into all this? So far as I understand they're not a part of either side so how do they interact politically with the others? Are they just too busy fighting the covenant to really get involved or what's up with that?

Copy and Paste from something I didn't link to in the first post:



The Covenant: The Covenant has had a long history of conquering and indoctrinating species into their empire. For some unknown reason, the covenant has no intention of adding humans into their empire. The Covenant's only plans for humanity is for their complete annihilation and extinction. The Covenant does not know about Mass Relay technology and therefore do not know about the existence of the Citadel council. What the Covenant would do to the Citadel Species if they were discovered is greatly speculated. Some say the Covenant would try to conscript them, others argue they would try to exterminate them similar to what they intend to do with humans.

Mars Federation: The primary target of the Covenant. The Mar Alliance currently focuses all their resources against the Covenant threat. Although their army is powerful, Covenant spaceship technology far out pace their own. The Mars Federation have lost dozens of outer planets to the Covenant empire.
Mars/Citadel: The Citadel have trade agreements with the Martian Federation for the sake of keeping relations cool. The UNSC generally don't trust aliens, but they are willing to trade with the Citadel for the sake of peace.
Mars/Earth: Earth and Mars have a cold relationship with each other. Martians often believe that Earthlings are diseased. That because of their apocalyptic history, humans are tainted, and that their conduits, necro-humans, and meta-humans are a gross representation of their culture. Regardless of this strained relationship, Earth is still willing to manage trade between the Citadel and Mars for the sake of peace.
Mars/Helghast: The Helghast planet was the first planet to secede from the Mars Federation. For over two hundred years, Mars has been at war with the Helghast empire in order to regain their territory. The war only made Mars more totalitarian, and it even caused more outer colonies to try and secede as well. Ever since the Covenant threat began, Mars has completely stopped any advances against the Heghast empire. All resources now diverted into stopping the Covenant empire.

Helghast Policy They practice supremacy in every form. They believe they are the most superior humans and have the right to exterminate any other "fake humans." Aliens are no exception. If there were a hierarchy among the species of the galaxy; Helghans would be placed at the top, Martians would be second, Earthlings third, all other aliens species at the bottom. Helghast citizens have no intent of speaking or establishing peace with any other civilization. Their only goal is to exterminate all non-helghans in the galaxy. If the Covenant ever reach one of their planets, the Helghans will treat them the same way they treat any other aliens, Plasma bullet to the head.

Systems Alliance: The representative body that speaks for earth to the Citadel Council. They are not an alliance as large as the Martian's UNSC, but they have proven themselves time and time again that they are worthy members for the galactic community.
Earth/Mars: Earthlings look at Mars as a totalitarian government. They believe that Martians are cold hearted and lack any human morals. But just as the Citadel has requested, Earth agrees to trade with the Martian Federation in order to better their relationships. Earth is the "middle man" between the Citadel and Mars.
Earth/Covenant: The Systems alliance recognize the Covenant as a threat to their species. Mars unfortunately has Conduitphobia, and refuse to accept aid from Earthling Conduits, Necro, and meta humans. They have an agreement that Earthlings can send aid to the outer Martian colonies, but even the Citadel Council warn them to act with caution. With so many restrictions towards fighting the Covenant from Mars and the Citadel, Earth can only help in the war against the invaders on a minimal level.
Earth/Helghast: There are dozens of Helghast colonies scattered across the galaxy. The System's alliance has made it their personal responsibility to protect the Citadel against these war mongering city-states. For every Helghast colony there is an earth colony in it's system. The Attican Traverse has a high number of conflicts between Earthlings and Helghans. The Citadel council encourages Earth's role. Unlike the Covenant conflict, the Citadel aid the System's alliance in every way it can against the Helghast empire.

Citadel Council: A united entity of species thousands of years old. They are fortunate the Covenant do not know of their existence. Even they know they are not technologically powerful enough to take on the Covenant empire.
Citadel/Mars: With help from Earth, the Citadel has established a stable trade relationship with the Martian Federation. The Citadel will not send military aid to the Alliance for the sake of protecting their own secrecy against the Covenant. Trade between the Citadel and Martian Federation are managed and traveled through the Systems Alliance.
Citadel/Helghast: They are seen as barbarians to the Council. An annoyance to young colonies that the Citadel often ignore. Fortunately for them, the Systems Alliance have become a detergent against them. Earthlings are eager to fight Helghans at every turn. The Citadel utilize this and are sure to give aid to any earthling colonies that expect to fight Helghast soldiers.
Citadel/Earth: The Citadel treat earthlings as they do with any other species. They create laws and expect them to follow them. The Citadel does not approve of Earth's genetically modified humans. It is technically illegal, but since it is so deeply integrated into earth culture, they've made earth an exception to that law. Sometimes earthlings are viewed similarly to Batarians. Batarians have slavery even though it is against council law, Earthlings use genetic modifications even though it is against council law. It is for this reason that Earth will probably never get a seat in the Citadel council. Regardless of the divided opinions, Earthlings have proven themselves as a valuable military asset to the Council.
 
Where's the UNSC fit into all this? So far as I understand they're not a part of either side so how do they interact politically with the others? Are they just too busy fighting the covenant to really get involved or what's up with that?

Essentially, the Covenant are spending all resources on wiping out the humans into extinction. They don't know about the Citadel Council's existance, and if they were discovered, they'd probably hold off conquering them until the humans are wiped out completely.

The Citadel Council know they don't stand a chance, so they stay hidden from them, and aid the UNSC through resources.

The UNSC are almost at the same military strength as they were in Halo Reach
 
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What era is the citadel council in in terms of ME technology? First, Second or third game? A bit before? A bit after?

(I ask because if the citadel council is set with a post ME2 tech level they should technically match beat the covenant ships in terms of tech, I guess there must be numbers to consider?
 
What era is the citadel council in in terms of ME technology? First, Second or third game? A bit before? A bit after?

(I ask because if the citadel council is set with a post ME2 tech level they should technically match beat the covenant ships in terms of tech, I guess there must be numbers to consider?

Citadel Council is set slightly before Mass Effect 1, around the same time when Earth's first contact war happened in the franchise.

And it's mostly numbers that the Covenant outmatch everyone. They're terribly inefficient on ground, but the Covanant has mostly fallen to "scout the worlds for Foretunner ruins, glass them if we don't find anything." Resulting in the UNSC mostly evacuating colonies through winning land battles, and then losing the planets from the glassing.
 
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Name: Ted Baxter

Code-Name:
(Optional)

Age: 37

Species: Human

Gender: Male

Appearance:

Faction/Hired by:
Dust Men / Other

Powersuit: Resource Integration Gear

Favorite Weapon: Plasma Cutter

Pet: None

Powers: None

Sub-Culture: Extractor - A type of dust men that focuses on breaking into hazardous places and extracting people. For the most part they only work with the dust men to further the conduit's cause but for the right price they can be enticed to other missions that their skill set would be useful. Often derided as thieves and seen as untrustworthy by other groups in the Dust Men due to the nature of their job they nevertheless provide a vital service to the Dust Men.

Personality: Ted is stubborn but easy going. He tends to let things happen and then figure out stuff from there.

Backstory: Ted Baxter worked as a police officer in The Rubble. With him being sympathetic to the Conduits cause he provided the Dust Men with information on any new conduits discovered by the Mars Federation with his contacts in the force. After he was fired from the force he worked as an extractor for the Dust Men often using construction equipment in place of regular firearms.

@Axle is my character sheet accepted?
 
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