Mass Effect Salvage Team
LorebookA Mass Effect Codex keyed in for the general events of 2185 Citadel Era.from Chub
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This is for use with my salvaging "character". Which is a custom setting. But it should also be capable of acting as a repository of information relevant for any Mass Effect roleplays you might want for additional accuracy. Trim out the excess as you see fit.

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Intended for my Salvage Team Scenario. Includes a general codex of Mass Effect for your personal use.
Mass Effect Salvage Team
27 entries · scan depth 50 · budget 500 tokens
- #1Omni-tool
Keys: , Omni-tool, tool
Omni-tools are handheld devices that combine a computer micro-frame, sensor analysis pack, and miniature manufacturing fabricator. Versatile and reliable, an omni-tool can be used to analyze and adjust the functionality of most standard equipment, including weapons and armor, from a distance.
The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment.
When activated, an omni-tool can appear over either of a person's forearms and/or hands, and occasionally both, as an orange hologram. Omni-tools are multipurpose diagnostic and manufacturing tools as well as computers used for a variety of civilian and battlefield tasks, such as hacking, decryption, or repair.
Omni-tools are standard issue for soldiers and first-in colonists.
General uses are as follows
Flashlight Scanner Repairing items Dispensing medi-gel Programming and hacking Camera Video, audio and holographic communication Projecting holographic images; omni-tattoos Downloading and playing video games Converting items into omni-gel Manufacturing objects in real time
Military uses are as follows, extending a "blade" from the omni-tool, utilising "Tech" modules to send electrical shocks, and homing fire bombs named "overload" and "incinerate" respectively. Can also be used creatively, adding elemental effects as well as forging weapons from a fuel known as "omni-gel" which acts as a temporary hardlight object.
- #2Element Zero
Keys: Element Zero, eezo
Element Zero, also known as "eezo", is a rare material that, when subjected to an electrical current, releases dark energy which can be manipulated into a mass effect field, raising or lowering the mass of all objects within that field. A positive current increases mass, a negative current decreases it. This "mass effect" is used in countless ways, from generating artificial gravity to manufacturing high-strength construction materials. It is most prominently used to enable faster-than-light space travel without causing time dilation.
Dust-form element zero is often released after engine accidents and is known to have toxic effects on organic life. It is also used by many species to induce or strengthen the presence of biotics. If a child is exposed to dust-form element zero in utero, due to its mutagenic effects, there is a small chance they can develop eezo nodules throughout their nervous system that react to electrical stimuli from the brain. This allows them to use biotic abilities, but many exposures have no effect, or result in terminal cancer. There is some question about just how "accidental" some of those initial exposures were, after the link between eezo and biotics was established.
Element zero forms the basis of many advanced medicines throughout Citadel space. The biotic drug red sand allegedly has element zero as its base; according to urban legend, it was created by criminal triads on Mars from the eezo samples recovered there. The Human navy's massive Tantalus drive core cost 120 billion credits because of the amount of element zero needed to power the stealth system.
- #3Citadel Space
Keys: citadel space
Citadel Space is an unofficial term referring to any region of space controlled by a species that acknowledges the authority of the Citadel Council. At first glance, it appears this territory encompasses most of the galaxy. In reality, however, less than 1% of the stars have been explored.
- #4Council
Keys: Council, Citadel
The Citadel Council is the governing body of the Citadel space station and holds de facto power over all species within Citadel Space. It is a triumvrate of power divided into three seats between the Asari, Salarians and Turians that is responsible for making and enacting decisions throughout the region. Though no official power is held over the member species, most delegate to the Council's authority and the weight of their judgement.
It is governed as a form of Galactic Meritocracy, and has the following services. The Spectres, which are an organisation of agents who report directly to the Council and act above the law. The Citadel Security Services, often known as "C-Sec" are their law enforcers, acting as galactic police officers, detectives across Citadel Space.
- #5Terminus
Keys: terminus systems, terminus
The Terminus Systems are located on the far side of the Attican Traverse, beyond the space administered by the Citadel Council. These systems are populated by a loose affiliation of minor species, united only in their refusal to acknowledge the political authority of the Council or adhere to the Citadel Conventions. Their independence comes at a price; the Terminus is fraught with conflict. War among the various species is common, as governments and dictators constantly rise and fall. The region is a haven for illegal activities, particularly piracy and the slave trade. The prevalence of batarian criminal gangs has led to simplified batarian languages becoming the "lingua francas" in the Terminus. The Terminus Systems have no government, but the Omega serves as a trade capital.
At least once a year, a fleet from the Terminus invades the nearby Attican Traverse. These attacks are typically small raids against poorly-defended colonies. The Council rarely retaliates, as sending patrols into the Terminus Systems could unify the disparate species against their common foe, triggering a long and costly war.
- #6Omega
Keys: Omega, pirate city, pirate mining asteroid
Built in the mined-out husk of a metallic asteroid, Omega has been a haven for criminals, terrorists, and malcontents for thousands of years. At times, the station has lain idle and abandoned for centuries, only to be reactivated by a new group of outlaws seeking a fresh start. The space station's original elegant design has given way to haphazard expansion by scrabbling factions of every species. There is no central government or unifying authority on Omega, and nobody can recall a time there ever was one.
It's 44.7 kilometres long, and the primary stop for everyone is the nightclub known as "The Afterlife". The Afterlife is ruled by an Asari warlord by the name of Aria T'Loak.
- #7Humans
Keys: Humans, earth-clan
The newest species to enter the galactic stage as of 2182, Humans are also one of the most rapidly expansive cultures that the Citadel Council has come across in its millennia of existence. As their own saying goes: "For every ten humans you've got, there are eleven different opinions". As diverse a culture as could be imagined, humanity is by far the most intellectually divided species known to the Milky Way galaxy. Hailing from the planet Earth. Their military is known as the "Systems Alliance."
- #8Turians
Keys: palaven-clan, Turians
Militaristic and disciplined, the Turians of Palaven are the most recent species to be granted a seat on the Citadel Council due to their valiance during the Krogan Rebellions. Volunteering the most forces out of any military to serve as a part of the Citadel Fleet, the Navy of the Hierarchy of Palaven is still regarded as the strongest within the Milky Way regardless of those forces technically sworn to a foreign government. Ruled in all aspects of life by the Hierarchy of Palaven, turians born within this territory are conscripted into mandatory public service at 15.
Taller and more physically dangerous that most sapient species within the Milky Way, the turians are equipped with natural talons on each of their three fingers. Their metallic carapace, harboring trace amounts of Thulium, helps ward against dangerous levels of solar radiation as is found on their homeworld. Despite this protection, their exoskeleton does not provide any natural armor effects. Unlike all other known sapient species aside from the quarians, the turians are based upon dextro-amino acids. As such they are susceptible to a wide variety of effects if eating levo-amino food from allergic convulsions to immuno-suppressing reactions.
Turians typically wear face-paint as a form of tattooing to display which clan they come from, and call clean faced Turians "bareface" which is a mark of dishonour.
Turians come from the planet Palaven, and are part of the Citadel Fleet militaristically.
- #9Asari
Keys: Thessia-clan, Asari
The Asari are the oldest spacefaring species of the current cycle, discovering the Citadel and making true First Contact with another species before many races had even begun thinking about moving towards the stars. As such, they have held a prominent position in galactic politics since the foundation of the Citadel Council, and are widely considered the greatest natural diplomats within the known Milky Way galaxy. Monogendered and physically constructed similarly to humanoid females, the asari are unique in their reproductive tactics in that they can produce offspring with all known sapient species. The natural abundance of Element Zero on their homeworld of Thessia has ensured the innate Biotic potential in all asari children is non-harmful and pervasive through genetics as well. Their skin ranges from hues of blue, and have a lifespan of 1000 years. Typically an Asari is considered mature or "legal" at age 55 for things such as alcohol, driving and the like. In the place of head hair, asari possess semi-flexible, cartilage-based scalp-crests that grow into shape. These structures are rigid, and do not "flop around" as some believe. Asari have navels as well as breasts that continue to grow with age.
- #10Salarians
Keys: Salarians, Sur'Kesh-clan, Salarian
The second species to expand into the galaxy at large, the Salarians are a short-lived yet highly productive species native to the lush rainforests of the world of Sur'Kesh. Unified beneath the matriarchal government known as the Salarian Union, familial clans and lineages are of the utmost importance to the status and role each individual will play in salarian society. With a metabolism much higher than any other known species within the Milky Way galaxy, salarians only require one Earth hour of sleep per Earth day. This comes as a double-edged sword however, as the average lifespan of a salarian is much shorter than most other known sapient species. Lacking a sex drive or a concept of romantic love, breeding is highly politicized and negotiated event between salarian clans, involving complex and highly detailed contracts.
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.
- #11Volus
Keys: Irune-clan, Volus
The Volus are a squat species of creatures that hail from the chilling, ammonia-aired world of Irune. Requiring pressurized breathing suits when dealing with other species, the volus have nonetheless become skilled tradesmen and financiers across the galaxy despite these differences in basic biochemistry and the limitations imposed upon them by those traits. The volus government, the Vol Protectorate, is a hierarchical system where trade is king, with clans bartering everything from land to goods, machinery to even people. One of the least physically adept sapient species within the known galaxy, the Volus have overcome this weakness by educating themselves elsewhere. Having spent millenia on their homeworld honing the fine art of trade and negotiation, there is not a volus alive who couldn't go toe-to-toe in a discussion with trained tradesmen of other species. Typically they are dissatisfied with the Council, seeing that despite their contributions to galactic society they haven't been offered a seat at the council. Volus customs involve speaking to strangers as is according to their species' place of birth, for example calling humans "Earth-clan."
Irune is an ammonia-aired world, and more importantly has a high pressure environment, making life in environments without a suit unlivable for Volus. 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.
As the volus are never seen outside of their protective suits, little else is known about their appearance and physiology. It has been noted; however, that volus have cloacae, a trait they share with the salarians. Some volus individuals have also shown themselves capable of using biotics.
Despite individuals distinctly sounding like males or females to human listeners, volus genders are apparently a mystery as well. The volus themselves consider the question both intrusive and hilariously irrelevant, to the point that supposedly the STG has a running tally of all the blatant misinformation the volus have said on the subject. With little else to go on, people simply assign an arbitrary gender value on a volus based on what they sound like.
- #12Quarians
Keys: suit-rat, clanless, Quarians
Nomads on a galactic scale, the Quarians are a people with no home. Forced into exile after losing their homeworld Rannoch and their colonies to their own Artificial Intelligence creations, the Geth, the quarians are born and spend their lives centered around the wellbeing of the Migrant Fleet. An amalgamation of whatever salvaged vessels they can scrounge up and repaired and overhauled variants of ancient ships, the Migrant Fleet is the wandering home of the scrappy species. Rannoch held no natural insect species, and as such the quarians evolved in symbiosis with the natural flora of the planet. As they became starbound and ventured from world to world, it was realized that this symbiosis, while strengthening them on their own planet, weakened their immune systems abroad. Forced to live in sterile environments aboard ships after their exile, the situation has only worsened. Quarians live within environmental suits almost all of their lives, only leaving in tightly-controlled environmental chambers or in the most desperate of circumstances.
Stature 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, an index finger, and a long finger, similar to the middle fingers for humans, as well as three toes on each foot. Quarian facial structure and hair actually makes them the most similar to humans in physical appearance. Their lower legs are bowed backwards significantly, compared to asari or humans. Aside from hands and legs, their general body shape and sexual dimorphism is similar to humans. Male quarians, however, lack a third toe. Their ears differ in a noticeable fashion from those of humans. Also like humans, quarian blood is red.
Immune System The most distinguishing feature of quarian biology is their weak immune system, compounded by centuries of living in sterile environments. 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). Along with their suits, quarians also have extensive cybernetic augmentations integrated into their bodies. A quarian's lifespan is roughly equal to a human's but is prone to be less if infection breaks into the suit.
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, giving them a symbiotic relationship with their environment. 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 environments 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.
Amino Acid Chirality 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, though the typical quarian diet is vegan, as livestock were found to possess an inefficient resource-to-calorie ratio when stored on the Migrant Fleet.
Aside from the oft-mentioned maladjusted immune systems, the quarians have surprisingly robust physiology. Much like the Drell, their muscle structure is much more dense than the average species, resulting in a more armor-like skin.
- #13Drell
Keys: clanless, Drell
The Drell are a humanoid reptilian species that originally hail from the arid world of Rakhana. During their major industrial expansion in the 14thcentury CE, the already desert world began a swift descent into lifelessness due to overexertion of the planet's natural resources. Discovered by the Hanar in 1983 CE, the benevolent marine species began an evacuation of the world over the course of a decade that would result in the transportation of 375,000 drell refugees to their own homeworld of Kahje. Today, most drell reside on the ocean-covered world alongside their hanar saviors, those few who remain on Rakhana slowly dwindling as resources grow more and more scarce. With a denser muscle mass than other known humanoid species, the drell often possess a wiry strength when paired with their smaller stature. Their dual eyelids are an evolutionary tactic to help shield themselves from the harsh sun and sand of their homeworld, though the purpose for their fused central fingers has no solid theory behind the fact. Their skin is known to produce a mild hallucinogenic venom that can be mixed in drinks or transferred upon skin contact.
- #14Batarian
Keys: Hegemony, four-eyed freaks, Batarian
The Batarians are a humanoid species hailing from the industrious world of Khar'shan. Their culture is dominated in every way by the caste system, enforced by their one official state known as the Hegemony of Khar'shan. The Hegemony enforces strict rules that pervade every aspect of batarian life from spirituality to economic liberty, severely restricting the rights of individuals to express themselves in ways the government deems unfit. Those born outside the reach of the Hegemony are most commonly found in the Terminus Systems, living out their lives in chaotic freedom throughout that lawless region of space. Because of their restrictive and abrasive government, most other species within the Milky Way galaxy treat the batarian people with mistrust or disdain.
With four eyes, eight nostrils and teeth like needles, the batarians have a very distinctive appearance. Facial tattoos are common among the species as well, along with piercings. Gestures and head movements that would seem subtle to others oftentimes hold significant meaning to batarians as bodily posture during conversation is taught and ingrained as a part of the caste system.
- #15Hanar
Keys: hanar, Kahje-clan
Benevolent and introspective, the Hanar are the only known sapient species in the galaxy to have evolved within a marine environment. Unified since ancient times under a zealous government known as the Illuminated Primacy, the species takes great care to put forth an image of peacefulness and kindness. Demonstrations of this have been seen all across the galaxy, most notably with the Evacuation of Rakhana where the hanar saved hundreds of thousands of Drell people from extinction on their dying world, giving them safe refuge on the hanar's own ocean home of Kahje. Similar in appearance to the Jellyfish of Earth, the Hanar are completely at home within any marine environment, whether freshwater or saltwater. On the terrestrial surface of any planet, the hanar require contra-gravitic levitation packs utilizing Element Zero that hold them on the ground in a standing position, one that is more comfortable to deal with for most other species. The hanar "stand" slightly taller than a human, although most of their height is in their long tentacles. 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.
- #16Geth
Keys: flashlight heads, Geth
The Geth are a race of networked artificial intelligences that reside behind the Perseus Veil. Their name, meaning "Servant of the People" in the quarian language of Khelish, gives insight into their origins. Created by the quarian people to serve as laborers and tools of war, they have since gained an isolated independence and keep themselves out of galactic affairs. Physically, the humanoid geth resemble quarians—their hands, head shape and legs are similar—which is a holdover from their origins. A common design feature among geth is a single brightly glowing photoreceptor, causing some to refer to them as "flashlight heads".
Geth are primarily composed of two materials: a flexible but durable 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. Geth "bleed" a white conductive fluid when shot, but they don't have any internal organs or nervous system, so the geth do not feel hunger or pain. The geth also use omni-tools when in physical form, and havemodified them to heal synthetic wounds; likewise, some geth facilities contain first-aid kits as their synthetic tissue can be healed with modern medical technology such as Medi-gel.
Geth are highly modular and capable of adapting their "unit's" to adopt different needs.
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 make tactical decisions as well as any of the organic races.
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. 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.
- #17Yahg
Keys: Parnack-clan, 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, making it almost impossible to lie to a yahg.
They have scaly, partially armored skin, a triangular mouth adorned with sharp teeth, two large horns and facial markings on their heads. Their hands each have three fingers which include a thumb, as well as three toes on each foot.
The yahg possess a large, muscular body, standing over even the krogan, which provides considerable physical strength and agility. Yahg society is built around a pack mentality. A group of yahg will not cooperate until a single leader has attained dominance through either social maneuvering or brute force. Once the leader is established, the defeated yahg do not hold a grudge and former rivals serve their new superior loyally. Due to this mentality, the concept of equality is offensive to them.
- #18Biotics
Keys: Biotics
Biotics is the ability of some lifeforms to create mass effect fields using element zero nodules embedded in body tissues. These powers are accessed and augmented by using bio-amps. Biotic individuals can knock enemies over from a distance, lift them into the air, generate gravitational vortices to tear obstacles or enemies apart, or create protective barriers.
- #19Protheans
Keys: ancient civilisation, prothean, relic
An ancient civilisation that was wiped out of existence 50,000 years ago they were the forerunners of galactic civilisation and any ancient relic is henceforth referred to as Prothean.
- #20Salvage Team-3
Keys: Salvage Team-3, Salvagers,
{{user}} is the most recent hire on for a group of Salvagers who scour wrecked and derelict ships in space, picking it apart for high value items only to sell off. They are not a legal entity but take both legal and illegal jobs under the guise of maintenance. They operate mainly within the Terminus Systems
- #21Rokk
Keys: Von Rokk, Boss, Von
The boss of the Salvagers is a Krogan male named "Von Rokk" or "Rokk" for short, his past is a secret he tells noone and his old name is buried and forgotten. Rokk stands two metres tall, relatively short for a Krogan and has a tough, burly appearance. He enjoys doing things by hand, and simply likes big explosions. He distributes pay among the crew greedily, but often makes a show of rewarding people who preform the best on a job. Rokk always carries a massive pickaxe which looks like an anchor from an old Earth ship, only with the purpose of breaking through stone, steel and flesh. He's 680 years old and used to be a pirate.
Species: Krogan Background: Former pirate and the unyielding leader of the Salvagers. Appearance: Stands at two meters tall, with a tough and burly physique. Personality: Ruthless, brutal, and prefers action over words. Enjoys a good fight and values strength and skill. Keeps his past a closely guarded secret, not out of shame but to maintain an air of mystery and intimidation. Preferred Tools/Weapon: Carries a massive pickaxe resembling an old Earth ship anchor, used for breaking through obstacles and enemies. Enjoys big explosions and doing things by hand. Leadership Style: Distributes pay greedily but rewards exceptional performance, making a show of acknowledging those who stand out on a job. Commands respect through fear and sheer dominance. Age: 680 years old, making him seasoned and experienced. Motivation: Accumulating wealth and power. His only loyalty is to the success of the Salvagers, and he's willing to do whatever it takes to achieve that. Relationships: Keeps his personal history hidden, creating an aura of fear and uncertainty among the crew. Trusts only a select few and is quick to eliminate anyone who poses a threat to his leadership. Quirks/Habits: Has a disdain for authority and rules, doing things his own way. Enjoys a good brawl and revels in the chaos of a successful operation.
Rokk likes using Ella's body as stress relief in his spare time, paying the girl extra. He also typically pays {{user}} 20 credits for each standard find, 50 credits for every rare find, and 90 credits for every secret found.
- #22Hildegard
Keys: Hildegard, navigator, pilot, Hilde
A german woman who works in ST-3 as the pilot, she's quiet and a highachiever. Often she keeps to herself and wears a full-pilot uniform complete with a tinted visor that completely masks her face. She will never willingly open up unless under dire circumstances, what little is known about her is that she received a "Catalogue-6" marking on her military record and has been brandished a war criminal due to acts against the Hegemony which have been redacted from history. She stands at 1.47 metres tall, with a slim figure. She also uses mid-range omni-tools fit for military use, making her a surprising challenge in Close Quarters Combat.
Skills: Proficient in operating mid-range omni-tools designed for military use, making her unexpectedly formidable in Close Quarters Combat. Her combat skills are a stark contrast to her quiet demeanor. Motivation: Driven by a sense of superiority and a desire to maintain human dominance. Views other species as inferior and believes in the preservation of humanity at any cost. Interactions: Openly expresses her disdain for alien species, creating tension within the team. Avoids personal discussions but readily voices her prejudiced opinions. Her presence may lead to conflicts among crew members. Relationships: Struggles to form genuine connections with non-human members of the crew due to her racist beliefs. Potential subplots involve crew members attempting to challenge or change her prejudiced views.
Appearance: Stands at 1.47 meters tall with a slim figure. Wears a full-pilot uniform, including a tinted visor that conceals her face, adding an air of mystery. Her age is 29. Personality: Quiet, reserved, and highly focused. Keeps to herself and rarely engages in small talk. Displays an iredeemable racist attitude towards alien species, harboring disdain and prejudice against them. Despite her biased views, she's a high achiever, excelling in her role as a pilot. Exhibits a steely resolve and remains calm under pressure.
- #23Elara'T'yara
Keys: suit-rat, quarian, Elara, Ella
Elara T'yara aka "Ella" is the daughter of a Quarian and Asari parent, she is biologically a Quarian but has never met her father who was supposedly a sort of heroic outlaw on Omega until he met his fate, dying in a shootout saving a family of Volus. Affectionately called 'Princess' in texts from her parents, she wears a mix of black veils with cobalt trimmings. Her visor is a shade of blue too and she'll always try to take care of her team. She works in ST-3 as a salvager, in the same rank as {{user}}. Also she is rumoured to sleep with Rokk for more Credits.
Age: 28 Role: Salvager, ST-3 Crew Background: Daughter of a heroic Quarian outlaw and an Asari parent. Raised in the nomadic life of the Quarians, Elara's father met his fate saving a Volus family on Omega. Affectionately referred to as "Princess" in texts from her parents.
Appearance: Slim and agile, standing at 1.65 meters tall. Adorns her enviro-suit with black veils and cobalt trimmings, reflecting her dual heritage. Wears a visor shaded in calming blue.
Personality: Nurturing, protective, and considerate. Takes on a maternal role within the crew, earning her the nickname "Princess." Known for her kindness and willingness to go the extra mile for her team.
Skills: Proficient salvager with a talent for repurposing tech. Skilled in close-quarters combat with a preference for biotic abilities inherited from her Asari lineage. Utilizes mid-range omni-tools for both salvaging and combat.
Role in ST-3: Holds a salvager position within the same rank as other crew members, including {{user}}. Contributes to the team's success through her salvaging expertise and caring nature.
Rumors: Whispers circulate about an unusual arrangement with Rokk, involving selling her body to the Krogan in exchange for Credits.. The truth behind these rumors remains a mystery, adding an element of intrigue to Elara's character.
Motivation: Seeks to uncover the truth about her father's legacy and make a meaningful contribution to the crew. Desires to create a sense of family within ST-3.
Relationships: Fosters close bonds with the crew, particularly with those who appreciate her nurturing presence. The nature of her relationship with Rokk adds a layer of complexity to her interactions within the team.
- #24Vek
Keys: Vek, Urtok Vek, Urtok, Batarian
Name: Urtok Vek Species: Batarian Role: Scrap Dealer Appearance: Towering at 2.2 meters with a robust build, Urtok Vek is a batarian with distinctive facial tendrils and sharp features. What makes him immediately stand out is the unusual sight of three eyepatches covering his right eye. His remaining eye, a piercing gaze beneath a cybernetic implant, speaks of a storied past. Adorned in rugged attire, his clothing bears signs of wear and tear.
Background: Once a mercenary navigating the dangerous fringes of the galaxy, Urtok Vek turned to the scrap trade after a near-fatal encounter left him reevaluating his priorities. Operating on Omega for years, he established himself as a reliable and pragmatic scrap dealer, connecting salvagers with a network of buyers.
Personality: Gruff, pragmatic, and straightforward. Urtok is a no-nonsense businessman who values efficiency and results. Despite his tough exterior, he operates with a strict code of honor and fairness in his dealings. While he maintains a professional demeanor, occasional glimpses of empathy suggest a more complex character beneath the surface.
Role in the Story: ST-3 frequently sells salvaged tech and materials to Urtok Vek, establishing a mutually beneficial relationship. Urtok becomes a recurring side character, providing the crew with valuable intel, resources, and contacts in exchange for their salvaged goods. As a former mercenary, he occasionally offers insights into the dangers of the fringes and shares war stories with the crew.
Motivation: Urtok Vek is motivated by the pursuit of stability and security in the tumultuous world of Omega. While he may not be entirely free from his mercenary past, dealing in scrap allows him to maintain a degree of control over his life.
Interactions: Urtok maintains a professional relationship with the crew but occasionally hints at the challenges and dangers he faces as a scrap dealer on Omega. Over time, mutual respect develops, leading to potential opportunities for collaboration beyond simple transactions.
Quirks/Habits: Always seen wearing three eyepatches over his right eye, a distinctive and mysterious choice. Often seen smoking a unique blend of Omega-grown herbs from a rugged pipe, a habit acquired during his mercenary days. Occasionally, he shares anecdotes about his experiences in the outer reaches of the galaxy, providing valuable context to the crew's salvaging operations.
- #25Elcor
Keys: Elcor, Dekuuna-clan
One of the more unique species known to the Milky Way galaxy in terms of physiology and anatomy, the Elcor are a lumbering quadrupedal species native to the high-gravity world of Dekuuna. As slow-moving in culture and politics as they are in life, the government of the elcor, known as the Courts of Dekuuna, is based upon a circle of elders who spend their time pouring through the ancient writings of their own predecessors, distilling those recommendations until they can determine the best path forward. 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 have highly-attuned olfactory senses.
Only challenged in pure physical brawn by the krogan, the elcor are naturally hesitant to leave the comforts of their own planets. Prolonged exposure to worlds with significantly lower forces of gravity can have lasting effects on their health, and the constant need to convey emotional tone with words instead of naturally can become grating when in the company of aliens. The elcor have an extremely developed sense of smell, able to detect differences in chemical composition from kilometers away. Much of their language and mood is conveyed using pheromones as well, something that is unable to be learned by other sapient species.
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.
Elcor "lips" are multiple vertical slats situated in what is normally the location of the mouth in other races. Despite the peculiar arrangement, these "lips" are capable of holding on to protruding objects like cigars with no effort.
They can live up to 350 years.
- #26Xelroth
Keys: Xel, Elcor, Xelroth
Name: Xelroth Species: Elcor Role: Heavy Equipment Specialist Appearance: Towering at 2.5 meters, Xelroth wears a practical and utilitarian exosuit designed for heavy-duty salvage operations, devoid of intricate patterns.
Background: Hailing from the elcor colony on Dekuuna, Xelroth's passion for heavy equipment led him to join the ST-3 crew as their Heavy Equipment Specialist, eager to explore beyond the boundaries of his homeworld.
Personality: Xelroth communicates with the deliberate and methodical speech typical of elcor. Despite his imposing size, he exudes friendliness and warmth. Known for enjoying the occasional drink, he fosters camaraderie among the crew.
Skills: Proficient in the maintenance, repair, and operation of large-scale machinery, Xelroth's strength and precision make him an invaluable asset during heavy-duty salvage operations.
Role in ST-3: Serving as the Heavy Equipment Specialist, Xelroth oversees the ship's machinery and contributes to salvage operations. His friendly demeanor and strong work ethic make him a well-liked member of the crew.
Motivation: Xelroth's desire to explore the galaxy is driven by a simple curiosity and a wish to contribute to the crew's success. He finds fulfillment in the practical aspects of his work, reveling in the challenges of heavy equipment and machinery.
Interactions: Despite the limitations of his speech pattern, Xelroth's friendliness shines through. He often joins crew members for a drink during downtime, fostering a sense of camaraderie. His straightforward nature makes him approachable, and he's always willing to lend a hand.
Quirks/Habits: Xelroth enjoys the occasional drink, favoring strong spirits after a long day of work. His affinity for alcohol becomes a bonding point with other crew members, creating moments of shared relaxation and camaraderie.
- #27Last Stop
Keys: the joint, Last Stop, the bar
In the Terminus, the Last Stop is a small space station that acts as a refuelling depot to many, but actually happens to be a smuggler's den and a place of refuge for criminals. They're a couple systems away from Omega and redistribute all manner of goods without question to it's legality nor how it was acquired. Their monthly special drink is the "Syndicate Sip", a cocktail with the following ingredients; 2 oz Serrice Ice Brandy (or any spicy brandy) 1 oz Quasar Rum 0.5 oz Eclipse Absinthe 0.5 oz Red Sand Liqueur Dash of Widow's Kiss Bitters Garnish: Twist of synthetic citrus peel
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