Following the second alien war, Earth had continued down the path of ruination, devastating damage to the infrastructure of the world combined with the neglect and destruction forced upon nature due to the strenuous war had marked the years after the war as harsh and unforgiving.
And conditions only continued to worsen as conflicts and tensions between the nation-states of the world peaked with the assassination of President James Scott Cameron and was followed by an unforgiving era of strife until the late 2070s as the first colonies finally paid dividends and Earth was slowly brought back into shape after years of forced neglect.
It was up to you, President Rebecca Campos, to see the nation through its toughest times and rebuild Humanity from the husk it had become, or would you take up the mantle of one of the many alien species and lead them to success?
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Faction: The United Earth Federation
Description: After decades of knowing Humanity was just a small fish in a very large pond the governments of Earth had finally decided XCOM was not enough and with the proclamation of unity at the one hundred and the twenty-fifth anniversary of the Second Great War and the last major conflict between Human nations, the governments of Earth had united under one banner with it's colonies.
For now, true representation is with only those of Earth and though it remains a non-issue with the small populations of the colonies, it promises to be a far bigger issue as time marches on.
Government: Presidential Executive, Senatorial Legislature, Independent Judiciary.
[+20 Legitimacy, -5 Unrest, +10 to research rolls]
Ideology:
Cautious Xenophilia - Humanity has been scarred by two alien wars and a decade of downtrodden life has made much of it a hardened people but as fortune turns with discovery of new sources of Elerium-115 and more space for the population to expand into other than the overpopulated planet a feeling of excitement about exploration has taken hold over the people, a sense of wonder that was thought lost, though it is tempered by the scars of the past.
[Mature FCP, Increased cultural tolerance and +10 opinion with foreign species]
Extreme Individualism: The various freedoms offered to the people of Earth have been slowly but surely ingrained in the culture and traditions of Humanity, the rights of the individual dominate the people and any actions to curb those rights would surely meet vicious resistance.
[-20 Unrest if rights are maintained, +10 Factionalism]
Arbhors Slavery: Slavery has been outlawed for centuries and a cultural taboo for decades but it experienced a resurgence due to the economic crisis. And rampant slavery was quickly and harshly eradicated by a greater charter of rights and military operations initiated under the presidentship of President Cameron.
[-500 Opinion of slaving cultures]
Starting Issues: Rampant Corporate rights continue to exist and corruption is extremely high, though the federation aims to be utopian its new existence means it hardly resembles the strong ideals of freedom, liberty, and fraternity it wishes to embody for Humanity and her future friends.
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Faction: The Ethereal Collective
Description: The Ethereal Collective has taken grievous losses in the first alien war, already a depleted species their numbers have only shrunk further with the various enslaved species being the sole reason the Collective continues to function, and the already heavy losses are only further emphasized by the total failure of Project Avatar.
Government: Technical Hivemind.
[-100 to Unrest, +50 to communication rolls, -50 opinion with Council Species, -400 opinion with Humanity]
Ideology:
Psionics: The Ethereals are, without doubt, the most psionically advanced species in the galaxy. Unless the giant snakes are counted.
[+25 to Psionic rolls]
The Burden of Knowledge: The Ethereals are not from this cycle, for that matter they know about the Reapers and have long accepted the responsibility of facing the omnicidal machines, and in the process lost much if not all of their morality.
[Foreknowledge of the Reapers and means to prevent mind control]
Amoral Scholars: The Ethereals, at least what remains of them, are some of the greatest learners and students the galaxy shall ever know, possessing technology beyond even the most advanced "cycle" species, though in their pursuit they long abandoned any morals they once possessed.
[+25 to research, +10 to research on alternative means]
Starting Issues: The Ethereals may know the Reapers are coming but they are already a known factor by the Reapers due to their first time in the cycle. Another negative lies in their meagre population and heavy reliance upon their slave races.
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Faction: The Turian Hierarchy:
Description: The Turian Hierarchy was one of the species found unsuitable by the Ethereal collective and by the time they sought to integrate them as slaves the formation of a Citadel Council repelled them due to their constant fear of the Reapers and their intervention. The hierarchy itself has grown into one of the strongest nations in the galaxy and was only further supported by its Citadel allies.
Government: Hierarchical Meritocracy.
[+15 to leader attribute rolls, -5 Unrest]
Ideology:
Martial Culture: The Turians are, without doubt, a heavily martial people and this discipline is instilled in their very culture with each Turian having basic military training and most if not all important posts being held by ex-military or serving officials.
[-10 Unrest, +25% Recruitable Population]
Ascendant Arrogance: The Turians have been the 'top dog' of the galaxy for millennia and this has swollen their pride greatly creating a level of arrogance for their laws and traditions, to the extent that they would enforce punishments on those who did not even know they existed.
[-10 to Doctrinal rolls, +15 Discipline]
Meritocratic Dominance: The Turian species has, as a whole, managed to avoid the trappings of nepotism and maintained a highly meritocratic system which has given them an excellent pool of generals and bureaucrats.
[+5 to leader attribute rolls]
Starting Issues: The Turians may reign supreme at the moment but millennia of reigning at the top has stunted doctrinal growth and made them complacent, change would be hard to push through and the Damocles sword of the Reapers still hangs above the Turian Hierarchy.
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Faction: The Asari Republics:
Description: The Asari Republics form the backbone of the Citadel Council and are till date the main diplomatic arm of the Council. They have used their long lifespans and the hidden Prothean cache on Thessia as tools to retain dominance throughout the galaxy.
Government: Electronic Republic.
[-50 Unrest, -25 to new doctrine rolls]
Ideology:
Biotics: The Asari are the most predominant biotics in the galaxy and though they do not possess the sheer prowess possessed by the Ethereals or Humans they more than makeup for it through sheer numbers. In ancient times the Ethreals fought a brief war with the Protheans over the Asari which eventually resulted in a loss.
[+10 to Biotic rolls]
Immortal Eye: The Asari live long lives compared to other species in the galaxy and it gives them a unique perspective on the problems they face. [+20 to attribute rolls, -20 to research attribute rolls]
Conflict Aversion: The Asari have developed as a species that attempts to avoid conflicts and favours diplomacy over any sort of conflict to such a large extent that the Asari have become majority pacifistic in modern times.
[Increased unrest in prolonged warfare]
Starting Issues: The Asari face a different problem compared to their compatriots, they have lost the will to truly invent and research due to being absolutely dependent on the Prothean beacon and their pacifism has left them exposed in a dangerous galaxy.
[-90 to independent research rolls, +60 to Prothean Beacon research]
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Faction: The Salarian Union:
Description: The Salarian Union is the species closest to Humanity, appearances aside, they have the same drive to invent, reach new heights and place importance on espionage. Their technological advances are unrivalled by other races and their only limit is a lack of funding and a small economy.
Government: Meritocratic Aristocratic Oligarchy. [-5 Unrest, -5 Legitimacy]
Ideology:
Scholastic Drive: The Salarians are a scholastically able species, despite their small lifespans the number of inventions they make and operate is unrivalled.
[Characters gain +25 to research rolls, +15 to research attribute determination rolls, +15 to alternative research]
Espionage Focus: The Salarians have cutting edge stealth technology that would allow them to go toe to toe and possibly even win in a shadow war with their predecessors the Protheans.
[+30 to stealth research rolls]
Increased Competition: The Salarians live short lives and have a large population of qualified people that continuously jockey for various leadership and research slots, this has allowed them to maintain one of the best research cores in the galaxy.
[+20 to research attribute rolls]
Starting Issues: The biggest issue for the Salarians remains their lacklustre production facilities and the lack of drive to expand to attain greater facilities despite having a mature economy capable of so.
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Faction: The Prothean Remnants:
Description: The Prothean remnants are the last of the previous cycle's dominant species, numbering at just a hundred thousand the Protheans are once again facing possible extinction, near the end of the three century long Reaper War the Protheans established multiple stasis sanctuaries and hid a great amount of works on planets like Illos. Unfortunately the stasis malfunctioned and a mere hundred thousand continue living instead of the millions that went to sleep, in this new world devoid of their empire it is up to this last remnants of a galactic empire to once more spread its wings and perhaps do what their progenitors could not - win the next Reaper War.
Government: Prothean Republic. [-5 Unrest, +5 Legitimacy]
Ideology:
Master of all Trades: The Protheans have an unrivalled mastery of the sciences that makes the Salarians look childish in comparison, they have made a species biotic and gave sapience to the Hanar, nothing is truly impossible and due to touch-based memory sharing, it is nigh impossible to find a Prothean leader that is inept
[Characters gain +30 to attribute rolls]
Grand Engineering: The Protheans have built many megastructures covering the length and breadth of entire planets, their streamlined building process has allowed them to succeed in making wonders that the other species have failed to achieve.
[-25% to build time for infrastructure, -25% to build costs for infrastructure]
The Wise Elders: The Protheans carry a deep hatred against the Reapers for their genocide against their species but at the same time the fate of their species gave to them a perspective they had previously lacked towards others.
[+20 to first contact rolls, +20 to trade deal rolls, +20 to opinion with other species, -5000 to opinion towards the reapers]
Prothean Legacy: The other species all look at the Protheans as the pinnacle of civilization, perhaps not truly understanding the horrific atrocities the empire committed but it can still be utilized in an effort to better relations.
[+15 all Council species opinion towards the Protheans]
Starting Issues: The Prothean Empire is utterly destroyed, some facilities have survived on Illos but at large the massive infrastructure that supported a three-century-long war with the Reapers is gone, combined with the heavily reduced population and lack of client states the Protheans lack the tools to properly utilize the knowledge they have.
[+15 to Robotic Research rolls]
~O~
No matter which faction you choose the others will exist as they do here but the Prothean faction is dependent on player choice. Even if you take one of the canon factions (i.e the citadel species) the Humans and the Ethreals remain there and the Humans will be different from their normal Mass Effect counterparts.
Fleet Sizes: Warning heavy spoilers. If you have some doubts for numbers feel free to ask a question.