A/N: I do not own Mass Effect or The Gamer. Mass Effect belongs to EA and The Gamer belongs to Sung San-Young
Welcome to the Character Creation Menu.
Please select your race.
I woke up floating in a black void looking at a small floating blue box with those words written in it. I raised my eyebrow in confusion.
"What the hell?" I asked.
Help: Character Creation
There are many races that in habit the galaxy. Each with their own unique strengths and weaknesses. The player must choose which one of the twelve races they will play as in your quest to aid Commander Shepard. Be warned however once your race is chosen you will be unable to change your decision. Choose wisely.
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 begin the game with a racial bonus to their Biotic Aptitude stat.
-Beginning as an Asari removes your gender choice during character creation.
-Asari begin the game with the Racial Skill: Mind Meld: allows you to merge minds with anyone allowing you to share thoughts and feelings.
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.
-Salarians begin the game with the unique skill Heightened Metabolism: allows the player to become fully rested after only one hour of rest greatly increasing play time.
-Salarians have a racial bonus to their Intelligence stat
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 sterilized 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 can begin the game with two Advanced Combat Skills
-All Turians have a racial penalty to their Flexibility stat.
Human: 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 begin the game with three additional stat points to spend during Character Creation
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.
-Volus begin the game with two Advanced Economical Skills
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 begin the game with a racial bonus to their Flexibility Stat
-Drell begin the game with the Racial Skill Eidetic Memory: Increases the rate at which you learn new skills and provides a bonus to their exp for the first 10 lvls.
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".
-Hanar Begin the game with a racial penalty to all stats except for Charisma
-Hanar begin the game with a racial skill Natural Toxins: Causes short term paralysis on contact
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 begin the game with a racial bonus to their Strength stat
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.
-Krogan begin the game with a racial bonus to their Strength Stat
-Krogan posses the racial skill Healing Factor: Allows the Krogan to regenerate from wounds even while in combat
-All Krogan suffer from the permanent de-buff The Genophage: reduces the ability to reproduce with other Krogan by 1000%
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 begin the game with two Advanced Engineering Skills
-Quarians have the permanent de-buff Weakened Immune System: makes the Quarians 100% more susceptible to diseases and infections
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 begin the game with one Advanced Combat Skill
-Batarians can begin the game with one Slave Retainer
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.
-Vorcha being the game with a racial penalty to their Intelligence stat
-Vorcha posses the racial skill Healing Factor: Allows the Vorcha to regenerate from wounds even while in combat
I stared blankly at the window that showed each of the twelve playable races. Each description was accompanied with a picture of a male and female version of each species, all except the Asari. I couldn't help but begin to panic a bit, but just as my heart started to race my body began to calm down and my mind became clearer.
"What in the world is going on with me?"
Welcome to Mass Effect: The Gamer Edition
You've been chosen to play The Gamer Edition of Mass Effect. The game where you become one of Commander Shepard's Comrades in the fight against Saren, the Collectors, and finally the Reapers. You'll be in complete control of your avatar and experience the galaxy around you as though it were reality.
What. The. Fuck. I couldn't help but glare at the screen. It took a surprising small amount of time for me to get over my shock. Somehow I ended up in the Mass Effect universe, and somehow I was creating a character as though it were some kind of RPG. I had no idea what was going on but I couldn't help but smile at what was in front of me. If this was going to be my life for the foreseeable future I couldn't help but get giddy at the thought.
"Let's take a look at these races again."
A/N: Hey everyone thanks for reading my Mass Effect/The Gamer Crossover. I've been looking forward to writing something like this ever since I first read The Gamer. I'd like to invite everyone vote one which race the gamer will choose. Please leave your votes in review section and let me know what you think.
P.S. I wanted to add that I'll leave the voting open for about five days after I post each new chapter. If I don't get enough votes I'll just go with my own choice. Please enjoy.