Mass Effect: Abyssal Prey

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Post by Nexeria on Mon Sep 07, 2015 4:28 am

Mass Effect: Abyssal Prey

Taking place in between the first and second Mass Effect games, Abyssal Prey will focus on a cast of morally-questionable characters brought together with the promise of wealth and riches by a Quarian ship captain by the name of Zael'Arr nar Raeko accompanied by his trusted Batarian companion Crothe Ghemmekan. Anyone who decides to join this RP will have to play at least one member of Zael's crew. Under the employment of Omega's de facto ruler, Aria T'Loak, Captain Zael has been tasked with capturing a Turian frigate, The Narraka, and returning the contents of the ship to Omega in return for a great deal of credits and the ship itself. Before we can actually get to raiding the ship, Zael and Crothe will need to assemble the crew, so I will be going around hiring everyone's characters. That way we can establish who each character is more easily. Also, I'd prefer each character to have a fleshed out backstory that has the possibility to come into play later in the RP. Try not tell me your whole backstory right away though because I want some surprises here and there. We might eventually do something called "Loyalty Missions" in this RP. They're basically side-plots that are meant to bolster crew's trust in one another... or completely ruin relationships. Player's choice as to how they actually turn out.





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Asari: The asari, native to the planet Thessia, are often considered the most influential and respected sentient species in the galaxy, and are known for their elegance, diplomacy, and biotic aptitude. This is partly due to the fact that the asari were among the earliest races to achieve interstellar flight after the Protheans, and the first to discover and settle the Citadel.

A mono-gender race, the asari are distinctly feminine in appearance and possess maternal instincts. Their unique physiology, expressed in a millennium-long lifespan and the ability to reproduce with a partner of any gender or species, gives them a conservative yet convivial attitude toward other races. Favoring compromise and cooperation over conflict, the asari were instrumental in proposing and founding the Citadel Council and have been at the heart of galactic society ever since.

Asari resemble humans in terms of basic skeletal structure with five fingers on each hand and legs that are relatively straight (certainly in comparison to species like quarians and turians). This similarity allows asari to wear human armor. A typical asari has a blue to purple complexion, though a teal complexion is possible albeit seemingly rare. Some asari, such as Matriarch Lidanya, Matriarch Benezia, Liara T'Soni, and Tela Vasir have facial markings, which are unique colored patterns that vary for every asari. Some of these facial markings resemble the eyebrows that humans have, but the asari do not think of the markings as such themselves. 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 are said to have navels as well as breasts that continue to grow with age. Asari also have a robust cellular regenerative system; while they do not heal faster than other species, they are known to reach over 1000 years of age. This long lifespan is rivaled only by the krogan. Asari blood is purple.

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

  • The Maiden stage begins at puberty and is marked by the drive to explore and experience. Most young asari are curious and restless, and it is not uncommon for many to try their hand at dancing in bars or working as mercenaries during this time.

  • 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 earlier 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.

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 well-suited for their high metabolism, and skeletons composed of more cartilage than those of other races such as humans. Salarian heads are long and thin, and have a pair of horns protruding from the top of their skulls. Skin varies in color, from bright reds and greens to the more common shades of blue or grey. Their blood is a greenish color. Salarian eyes are large and oval and have thin membranes in place of eyelids. The pupils are a wide slit, oriented horizontally, and the irises can be dark green, purple, red, blue, or brown. Salarians blink upwards, rather than downwards as humans do.

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 differ from that of humans, with Mordin Solus claiming that it is not hormone-based. Reproduction is more of a necessity and salarians do not seem to desire sex for pleasure. They are, however, attracted to the asari, and one salarian notes that "even humans find the Consort irresistible."

Turian: Known for their militaristic and disciplined culture, the turians were the third race to join the Citadel 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 resent 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 contains trace amounts of thulium. The turians evolved this trait as a defense against the greater levels of solar radiation that penetrate their homeworld's weak magnetic field.

Turian features are avian, making them resemble humanoid birds or raptors, however unlike most Earth avian creatures, turians are viviparous and give birth to live young. In 2165, 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. Males and females do not differ greatly in physical appearance, but female turians lack the crest of horns found in the males of the race. The lifespan of a turian is comparable to that of a human.

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. As such, their diet is primarily meat-based. 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.

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.

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 before the events of 2183, 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, 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, appear to lack a third toe. 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". Also like humans, quarian blood is red.

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.

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.

Geth: The geth ("Servant of the People" in Khelish) 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. A common design feature among geth is a single brightly glowing photoreceptor, causing some to refer to them as "flashlight heads".

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. An exception would appear to be Legion, a geth specifically designed to operate as an autonomous sentient unit outside the Perseus Veil. Legion possesses over 11 times as many geth programs as a standard geth platform and can function intellectually on its own.

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.

Batarian: 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 ubiquitous 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 faces are covered with short, fine hairs that grow longer and thicker around the mouth. A flat stripe of ridged cartilage runs along the tops of their skulls and down the backs of their necks. They have ears pointy at the upper end, though on occasion along the edges as well. The part of their faces commonly associated with the nose among humans and asari is instead an inverted flat triangle symmetrically ridged vertically.

Their most distinctive physical feature is their four eyes, an uncommon trait among other races. One pair is set wide in prominent bony sockets protruding from the corners of their face. The second set of eyes is smaller and closer together, set higher on the face, just beneath the middle of the forehead. The eyes are uniformly dark orbs, with no discernible irises or pupils. Batarians exhibit a wide range of skin tones and colors.

Batarians place an extremely high value on social caste and appearance, and overstepping one's place is frowned upon. Casting aspersions on the monetary worth of a social better is considered a serious insult. Batarians strongly believe that species with fewer than four eyes are less intelligent; they often gain the upper hand in interspecies arguments because other races find it difficult to know which eyes to focus on when speaking to them.

Slavery is an integral part of the batarian caste system, despite being illegal according to Council law. The custom is so deeply ingrained in batarian culture that batarians consider the Council's anti-slavery standing to be discriminatory. Rogue batarian slave rings are feared throughout the galaxy, especially among colonists on remote worlds, which are often raided by batarian slavers. Victims of such raids are usually implanted with control devices in their skulls, a painful operation since the slavers rarely make use of anesthetic; Talitha, abducted from Mindoir, was a victim of this practice. The batarians are also known to enslave addicts of the biotic drug red sand when they can no longer afford to support their habit.

Body language is an important part of batarian society. For example, tilting one's head to the left is a sign of admiration and respect. When a batarian tilts their head to the right, however, it is a sign that they consider themselves to be superior to the person whom the gesture was directed towards. Therefore, this gesture can easily be interpreted as an insult by batarians due to the high value that they place on social caste.

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. 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 sex, 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.

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. They appear to have five fingers on each hand, albeit the ring and middle fingers are fused. Their skin is apparently infused with a venom mild enough to be served in drinks, and may cause mild hallucinations on "oral contact". They also have two sets of eyelids, akin to the nictitating membrane possessed by certain animals such as reptiles. The inner lid is milky-white and closes from the left and right, while the outer lid is black and closes from top and bottom. Much like humans or asari, drell possess the ability to shed tears.

Sexual dimorphism among drell appears to be roughly analogous to humans. Females have breastlike protrusions, and their head "frills" are more pronounced than males'.

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.

The debt of gratitude that the drell owe the hanar is referred to as the Compact, which the drell fulfill by taking on tasks that the hanar find difficult, such as combat. Any drell may refuse to serve, but as being requested to serve is a great honor, few turn down the offer.

Most drell are content to live on Kahje. They are afforded every opportunity to thrive by the hanar, yet some outsiders and even some hanar regard the drell as second class citizens. However it is quite the opposite, they have integrated themselves into every level of hanar society as respected, productive citizens.

Those who leave Kahje tend to be adventurers. These solitary drell travelers often seek out new species elsewhere, and in turn adopt that species' culture. Such drell number in the thousands, and are scattered across the galaxy, tending towards quiet, integrated lives.

Some drell grow a close, personal relationship with the hanar. So much so that the hanar will even tell the drell their "Soul Name". Drell have adapted to communication with hanar by getting implants in their eyes to allow them to observe the bioluminescence the hanar use for communication. Drell such as Thane are able to see ultraviolet light as a silvery color, though might lose differentiation between colors at the opposite end of the spectrum, such as the difference between dark red and black.

Humans: Humans, from the planet Earth, are the newest sentient species of notable size to enter the galactic stage and are 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 a human in or around peak physical condition can overwhelm a similarly fit turian, making them near equals in a hand-to-hand combat situation), 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. All cases of biotics in humans are the result of pre-natal exposure to element zero, which carries 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.

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.

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.

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. The end result is that they destroyed their homeworld in a nuclear war that reduced their race into primitive warring tribes.

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. 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 secondary to prenatal and postnatal death 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 sentient species, krogan eyes are wide-set - on Earth, this is common among prey animals, and in this case it gives the krogan 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Krogan eyes have narrow pupils. Their irises may be red, green, amber, or blue in color.

Prior to the genophage, krogan could reproduce and mature at an astonishing rate. Females are known to produce clutches of up to 1,000 fertilized eggs over the course of a year. In present conditions, according to EDI, the odds of a krogan successfully giving birth to two females stand at 1 in 2,000.

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 is said to "hit 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. Heavy creatures, krogan have been known to weigh at least 150 kilos, upwards of nearly 200 kilos for above-average specimens, and counting guesses by non-krogan observers even estimates of 800 pounds are made. Biotic individuals are rare, though those who do possess the talent typically have strong abilities.

Vorcha: Known for their unique biology and aggressive behavior, the vorcha of Heshtok 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 shortest-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. They 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 to regrow lost limbs over a period of months.

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.

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.

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.

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.

Prehistoric elcor traveled across Dekuuna in large tribal groups. These groups were likely led by the oldest and most experienced elcor. This may have later developed into the elcor culture of Elders, whose wisdom could keep the tribe safe provided they followed the correct guidance.

According to their ambassador, the elcor were just making their first forays into space travel when the asari made contact with them. With their help, the elcor discovered the closest mass relay and, within a single lifetime, had established a regular trade route to the Citadel. The elcor quickly became one of the more prominent species in Citadel space, though they still have to share an embassy with the volus.



Omega Station: 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.

Population: 7.8 million

Orbital Distance: 2.43 AU

Orbital Period: 6.9 Earth Years

Total Length: 44.7 Km

Originally an asteroid rich in element zero, Omega was briefly mined by the Protheans, who eventually abandoned it due to its thick, impenetrable crust. Thousands of years later, nature did what even the Protheans could not: a collision with another asteroid broke Omega in half, exposing its trove of element zero for easy mining.

A rush ensued as corporations and private individuals tried to strike it rich on Omega, and thieves and outlaws followed in their wake. As space became tight, construction of processing facilities extended vertically from the asteroid, creating Omega's jellyfish-like silhouette. To prevent future collisions, the station is ringed with enormous mass effect field generators that redirect incoming debris.

Today, Omega is a major hub of narcotics, weapons, and eezo trafficking without even a pretense of civilian government or military control. Only mercenary groups have been able to instill a limited order; the most ruthless is an asari syndicate run by the notorious Aria T'Loak.

Omega is described as "the Terminus Systems' dark, twisted counterpart to the Citadel." It is a huge mining station built from the remains of a massive, irregularly shaped asteroid with twisting streets populated with homes, shops and warehouses. Omega's inhabitants are usually lawless. Territory is controlled by the strongest faction in that area and frequently changes hands, often after brutal violence. The station's current "de facto" ruler is Aria T'Loak. As of 2185, Omega has a population of 7.8 million people, composed of various different species. The station's major export is element zero.

The earliest known ruler of Omega was a turian; he controlled the station until he was killed by a krogan crimelord who ate his heart and wore his skull on his armor. The krogan reigned over Omega undisputed for a time until around the 1980s CE, when Aria T'Loak, once one of his most trusted lieutenants, defeated him in single combat and usurped him.

The heavy-metal-rich core of the original asteroid was mined until the asteroid was almost completely hollow, providing the initial resources used to construct Omega's buildings and facilities. Over the years, these have been expanded until they completely cover every exposed inch of its surface, making Omega a bizarre mishmash of architecture and technology. The station is home to dozens of species, including batarians, vorcha, and Lystheni salarians, as well as many other species not welcome in Citadel space.

While humans refer to it as Omega, the asari name for it translates as "the heart of evil", the salarian name as "the place of secrets", the turian name as "the world without law", and the krogan name it as the "land of opportunity", clearly reflecting their cultural attitudes towards the society within Omega.

Last edited by Nexeria on Mon Sep 21, 2015 4:31 am; edited 13 times in total


"I definitely have character arcs in mind for each character unless I kill them." - Robert Kirkman

"Ernest Hemingway once wrote, "The world is a fine place, and worth fighting for." I agree with the second part."

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Post by Nexeria on Mon Sep 07, 2015 4:36 am

Character List:


Captain Zael'Arr nar Raeko - Quarian Exile
Crothe Ghemmekan - Batarian Smuggler
Russo Stratis - Turian Hacker
Dr. Edmund Petrov Medvik - Human Experiment/Cerberus Agent
Arval Nox - Drell Hitman
Naara'Cillo nar Takra AKA Nala - Quarian Counselor

Barka Brothers:

Barka Argum - Krogan Warlord
Barka Maran - Human Warlord
Rulik Raelorn - Salarian Field Medic
Orran - Elcor Battle Tank
Khobarik - Krogan
Parlok - Krogan
Trardor - Krogan
Karson - Krogan
Grett - Vorcha †
Hark - Vorcha †
Garr - Vorcha †
Kreek - Vorcha
Molk - Vorcha
Dryll - Vorcha


Ghanis Rer'morr - Young disfigured batarian merc.
Sonis Fosferk - Old experienced batarian merc.
Brotin For'kogan - Red sand addicted turian merc raised by batarian pirates.

Asari Commandos:

Riell M'Kiva - Leader of the rogue outfit.
Nyxer T'Naci - Second-in-Command.
Suko T'Mere - Youngest member on the team.
Malia Atruci - Experienced member.
Sha'yata Nuraix - Oldest member of the team. Gave Riell command after an undisclosed incident.

Last edited by Nexeria on Wed Jul 27, 2016 6:46 pm; edited 15 times in total


"I definitely have character arcs in mind for each character unless I kill them." - Robert Kirkman

"Ernest Hemingway once wrote, "The world is a fine place, and worth fighting for." I agree with the second part."

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Mass Effect: Abyssal Prey Empty Russo Stratis, Turian Binary Ghost

Post by Fi Skirata on Sun Sep 13, 2015 9:08 pm

Name: Russo Stratis

Nickname/Codename: Prisoner ID:108, Extranet Handle: Vishnu_Sin

Species: Turian

Gender: Male

Age: 23

Appearance: Click (Right Image) A particularly pale Turian, Russo has black facial markings, and flame tattoos down both arms. Russo wears clothing based on human styles, something he insists is popular in his circles, but makes him look quite different from his fellow Turians. He also wears a visor that displays a holographic read out over both eyes.

Abilities/Skills: Russo is a military trained hacker and expert programmer with remarkable talent. He has custom made Omni Tools surgically implanted into either arm so that he cannot be parted from his technology, and with them he is capable of highspeed hacking, and minifacturing of various elements, allowing him to launch fire balls or lightning bolts from his omni tools. Through manipulation of his Omni Tools minifacturing plants he can from hard light armor around his body, or instantly form melee weapons for his use, as well as manipulate various devices remotely.

His visor is remotely linked to his omni tools, and allows him instantaneous readouts on devices he remotely interfaces with, as well as IR, UV, and nightvision capabilities, threat detection protocals, and target identification technology.\

Due to spending the past several years doing desk jobs, Stratis' military training has suffered, and he is no longer as effective in a fire fight. Will only use single handed fire arms to enable him to continue use of an Omni tool in combat.

Bio: The following is an exerpt from the dossiers on one Russo Stratis. Much of his personal history was removed from Turian military record by a program he devised before it was found by antiviruses. It is believed Stratis was attempting to delete himself from all records in order to escape court martial.

Born on Turian colony of [DATA EXPUNGED] to a military family, Russo went in for standard military training at 15 as is Turian tradition. Despite mediocre combat skills, and inability to work with others he was found to be a gifted programmer and hacker, and spent several years on the Turian Frigate [DATA EXPUNGED] working on several classified military projects. Notably, Russo is personally responsible for the development of "ghostware", a virus that corrupts software and data files until it is found by anti-virus software, where upon it deletes itself to prevent identification.

Russo was found guilty of redirecting military funds, interfering with official records, and suspected of [DATA NOT FOUND], a crime in Citadel space. Stripped of his rank and dishonorably discharged, Stratis was to be transported to a Turian prison colony for interrogation. The transport ship, [DATA CORRUPTED], was lost in transit with all prisoners and military personel MIA. Russo is suspected of hijacking the prison transport and seeking refuge on Omega.

Suspected ties to Aria T'loak, eye witness accounts place Russo as a clerk and assistant to a Hanar Missionary on Omega, far out of the reach of Citadel law.

Personality: Russo is heavily motivated by personal gain, seemingly seeking more wealth at all times. He goes out of his way to avoid the notice of figures of authority, and to avoid danger if he can help it. Somewhat of a coward, Russo dislikes danger almost as much as he likes profit. Russo lacks empathy for other beings, and notably has difficulty cooperating with others. He has complete faith in his own abilities, and utter disregard that anything is "impossible" for him. That said, he believes that any one but him is likely an incompetant invalid unless they prove otherwise. Normally crass and easily bored, time working as an employee to a Hanar has forced certain overly-polite verbal ticks into his vocabulary, a fact that annoys him to no end.

Theme song:

Any additional information: When questioned why he is so greedy, or as to his lack or caring for other people, Russo becomes incredibly defensive, even offended, indicating some events in his past that left him deeply affected. Military psych analysts cite this as being, at least in part, the reason he attempted to delete his records.

Last edited by Mr. Finale on Fri Jan 29, 2016 10:14 pm; edited 1 time in total

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Fi Skirata
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Mass Effect: Abyssal Prey Empty Re: Mass Effect: Abyssal Prey

Post by Mr. Fountain on Fri Sep 18, 2015 6:16 am

Name: Barka Maran /||\ Barka Argum

Species: Human /||\ Krogan

Gender: Female /||\ Male

Age: 24 /||\ 585

Appearance: Maran (Click here.) An attractive and fit young human who wears the color of her company in both her hair and on pieces of her armor. /||\ Argum (Click here.) A krogan with red armor and plates, yellow eyes, and light-brown leathery skin. The insignia of the Barka Brothers mercenary company can be seen as a shoulder patch on several of its employees (Click here). 

Abilities/Skills: Put simply, both Argum and Maran are trained killing machines. There exists no gun that they are unfamiliar with and very few that they haven't mastered the use of. As a krogan, Argum possesses all of his species' special traits and abilities: high resistance to most kinds of bullets, extreme endurance, and superior strength. Maran, as a thin but toned human, is agile and able in several types of hand-to-hand combat. What she lacks in strength, she makes up for in reflex, speed, and tactic. While they both possess an omni-tool, Maran's omni-tool has been specially modified for combat situations and little else. 

Bio: Maran was born the daughter of two would-be settlers of Elysium. When Maran turned 7 years old, her parents were given the opportunity to settle down in Humanity's colony on Elysium and were en route to do so when the transport ship was attacked by Batarian slavers. Maran's parents were killed trying to hide and protect their daughter from the Batarian pirates, but Maran was nevertheless captured and sold into Batarian slavery. 

Maran spent three years as a Batarian slave and experienced a great number of cruelties as she was bought and sold and moved across the Batarian slave market. 

The human finally managed to claim freedom when she, and many other slaves, were given weaponry that was smuggled into them by a group of mercenaries, including Argum, a few days before another slave auction was about to happen. Argum was so impressed with Maran's savagery and raw skill at such a young age that he offered the human the chance to be trained, and practically raised, by him instead of rejoining her species. Maran accepted and she's been with Argum ever since. At some point in their relationship, Maran took up the krogan culture and also the clan name of Barka. 


Barka Argum is the last true-blooded member of the Barka Clan. Early on into the krogan's first century, he took off from his home planet to make his fortune as a mercenary. He never actually made that fortune, but while he was away, his entire clan was wiped out by their enemies. 

By the time Argum returned home, enough time had passed to where barely anyone even cared about the attack. Some members of the clans that actually wiped out the Barka clan worried that Argum might try to attack some of them. He never did. It seemed that Argum barely even cared himself. If he did, he didn't show it.

Argum took off again and hasn't returned to Tuchanka since.

Argum and Maran founded the Barka Brothers about two years ago. Since then, they've performed quite well in every contract they've taken and expanded their company to about a dozen people not including them - even managing to find a particularly bloodthirsty Elcor to hire. The company has mainly been involved in security operations around Omega. They have been looking for a larger contract, however, to increase their reputation. 

Personality: Maran is a bit of a hot-head. She will always reciprocate when confronted. Maran sees herself as more masculine than feminine - or at the very least strives to be. As well as having a particular disdain for batarians, she also sees herself as more krogan than human. Maran, as a co-leader of the Barka Brothers, is indeed concerned with the company's well-being but perhaps not quite as much as Argum is. /||\ Argum is the more cool-headed member of the duo. He is always looking for the betterment of the company. Some might say that he's obsessed with it. Argum is the consummate professional - always looking for ways to increase the company's reputation and standing. Both Maran and Argum have a similar love for violence and battle. 

Theme song: Maran's Theme (Click here.) /||\ Argum's Theme (Click here.)

Last edited by Mr. Fountain on Mon Oct 12, 2015 1:18 am; edited 2 times in total
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Post by Snœflæk on Sun Sep 20, 2015 8:56 pm

    Dr. Edmund Petrov Medvik
   Nickname/Codename: (Optional)  
    "Chimera Genesis" "Mr. Petrov" "Dr. Medvik"
   Appearance: (pic or description)
    Medvik is a tall skinny human, not used to physical labor or exposure the Sol. His medium length deep brown hair is in stark contrast to his bright blue eyes. He constantly wears a white lab coat, and his various maintenance tools. Much of his body has been replaced, or otherwise improved, by various machines: graphene-based cybernetics. little of his body can be referred to as "flesh", his face and fingertips being some of the only places actually composed of natural flesh.
-Medvik can redirect power throughout his various cybernetics, enhancing their specific abilities.
-Medvik's right arm has a built in old-fashioned boomstick
-thrusters on his arms and legs allow for more powerful punches/lifting and kicking/jumping, respectively.
-A quantum processor in his brain increases his reaction time 10 fold.
-He can absorb electricity and integrate it into his system
-If he has excess electricity, he can release it to his finger tips. From there he can cause quite a shock by touching someone else.
-If his auxiliary power core is 2/3 full, he can expend that energy to increase all his abilities for a couple minutes. When that time is up, His primary power core will only run at 1/2 efficiency for about a day.
-He also carries a Russian Shashka, a family heirloom. He has reinforced it with graphene sheets, allowing him to channel electricity through it if need be.
   Edmund Petrov Medvik was born to a prestigious Russian family, and was put into schooling at the age of 2. He swiftly rose through school, and graduated high-school at the age of 10 and college at 15 with a doctorate in medicine. Despite the pressure from his family to study law and work for the council, Edmund remained on Earth, studying the human body and augmenting it with technology. His first dive into augmentation came in the form of an invitation to join a project known as Genesis. With Genesis, he experimented on many humans, most of whom would perish from the procedures. The first success was known as "Sphinx", a human whose brain was practically wholly replaced with quantum processors. After a many more successes, Edmund decided to turn his newfound skills on himself. Over the course of a decade, Edmund would add more and more augments to himself, eventually resulting in Genesis firing him out of fear of what he would become. Not long afterwards Edmund was recruited by Cerberus, and he readily accepted the position.
   Medvik despises all non-humans, viewing them as inferior. He believes that the universe is the common heritage of humanity, and that all other races are merely squatting on human lands. As such, he never uses technology derived from alien species, preferring that which is wrought by human ingenuity. He is incredibly intelligent and can, in his own words, "Do what anyone else can do, but exponentially better." This statement should be taken with, at least, a grain of salt.
   Theme song: (Optional)

   Any additional information:
  If he over-clocks his power core, when the few minutes expire the excess electricity is violently ejected from his body. This process weakens his power core and prevents the use of some of his abilities.

  He views aliens as inferior to humans, seeing them as beasts. He uses the logic that " if you gave a monkey a typewriter, he would eventually write Shakespeare" saying that they were so much more advanced because they've had far longer than humans to develop it. As such he views them, at best as house pets and, at worst, feral beasts. He underestimates their cognitive capabilities and will say in front of aliens what wouldn't otherwise say to a "person"

Last edited by Nodney the Great on Wed Sep 23, 2015 1:35 am; edited 4 times in total (Reason for editing : updated)

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Mass Effect: Abyssal Prey Empty Re: Mass Effect: Abyssal Prey

Post by Thade on Fri Jan 01, 2016 11:39 pm

[NOTE: “Arval Nox” assumed real name. All info obtained secondhand from someone close to him, and is thus not verifiable.]

Name: Arval Nox

Nickname/Codename: Captain Nox, various aliases.

Species: Drell

Gender: Male

Age: 34

Arval makes himself seem slight of build to hide in plain sight, covering his cerulean skin with a hood. In humid places, he dons a breathing mask to keep moisture from entering his lungs. He has several small tattoos, given to him as a child against his will.

Abilities/Skills: Arval is highly skilled in hand to hand combat and the use of close range weaponry, but his knowledge of firearms is limited to pistols and occasionally sniper rifles. He has expressed disinterest towards the use of more conventional weaponry, taking out targets primarily with close-quarters combat, a limited selection of guns, and often indirectly through the use of poisons and the like.

Apart from weaponry and fighting, he has some experience piloting and repairing ships of a variety of designs, although he maintains that interstellar navigation was never his strong suit. Finally, his eidetic memory has made him a quick and unconventional thinker, as well as increasing his attention to detail and making it easy for him to pick up new skills, provided they catch his interest.

Arval Nox was supposedly born on the barren and desolate former drell homeworld of Rakhana to one of the few tiny tribes that sprang up following the death of the planet. With only a few thousand drell left on Rakhana, his ‘tribe’ consisted of merely a dozen nomadic individuals that wandered the deserts, scavenging for the few surviving resources, occasionally being forced to fight for them, both with other drell and the few savage creatures that managed to adapt to the harsh conditions.

The barren hell of Rakhana was Arval’s home for the first sixteen years of his life, and he professes that it made him strong, smart, even if it did taint his ideas of how the universe works. Eventually though, Arval was able to trade his services for passage off the planet on a drell Pilgrimage ship, where he was first put behind the pilot’s controls after the captain took a liking to the boy and they developed a friendship.

Arval invariably ceases providing details at this point in the story, muttering something about losing a friend, "breaking the shackles," and being "betrayed by his own." Everything specific from that point onward is undisclosed, as Arval is obsessive about his privacy.

What is known is that Arval occasionally takes to piracy and is successful, but primarily takes jobs requiring more subtlety, such as bounty hunting. On top of bounty hunting, piracy and assassinations, his extensive resume boasts information brokering, extortion, and somewhat rarely, mercenary work.

Personality: Arval Nox is intensely private with his personal affairs, and his unflinching professionalism has occasionally been said to make him hard to work with. He prides himself on completing jobs with little interference, focusing entirely on an objective until it is completed, silently removing everything in his way. That isn’t to say he has no moral core, he struggles with the religious convictions that were taught to him from birth, but finds no solace in them, constantly followed by what he has been forced to do. He is intelligent and shrewd, and rarely shows emotion while in a professional setting, although he can prove a valuable ally to those he takes a liking to.

Theme song:

Last edited by Thade on Sun Apr 02, 2017 10:47 am; edited 3 times in total

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Post by Megantron on Thu Jan 28, 2016 3:33 pm

Name: Naara'Cillo nar Takra

Nickname/Codename: “Nala”

Species: Quarian

Gender: Female

Age: 23

The one on the right
Mass Effect: Abyssal Prey RKHceBG
Example of personality
Mass Effect: Abyssal Prey DsLHaSd

Abilities/Skills: Can hold her own in hand-to-hand combat and knows her way around a pistol. With an intact and sound mind, she is able to counsel others through their grief and pain with no adverse effects to herself.

Bio: Nala was born on the Migrant Fleet starship Takra to Sol'Limm vas Takra and Laele'Lura vas Takra. From an early age, she displayed an intuitive ability into the emotions of her fellow Quarians that made her very charismatic and likable amongst her starship. She was considered the “Big sister” amongst all of the younger Quarians, one of whom she developed an incredibly close bond to—Mili'Limma  nar Takra who couldn’t quite pronounce Naara, and instead gave her the nickname Nala. Despite loving her family and home, Nala possessed a deep longing and wanderlust to explore the worlds beyond the Flotilla.
Once turned 18, she began preparing for her Pilgrimage and finally left Takra in search of something valuable to bring back home. Throughout the next five years, Nala came across many new faces—some good, but most bad. Those that would take advantage of her young age and lack of outside-the-Migrant-Fleet experience. Nala quickly learned that if she were to complete her Pilgrimage, she would need to either go at it alone, or find a crew that she could not only trust, but could benefit from her particular skills.

Personality: Nala is extremely happy-go-lucky and is always looking out for everyone else. She empathizes too easily with the plights of others, which may be both a blessing and a curse. While a bit naïve and childlike, she always knows the kind of trouble she’s getting into. She can often be seen dancing around and singing to herself, which never fails to give her that extra bounce in her step.

Theme song: I couldn't pick
just one song.

Any additional information: Is known for dodging personal questions by reflecting them back on the person who asked them in a sort of reverse-counseling as a defense mechanism.

Make sure to kiss your knuckles before you punch me in the face.


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