Login

System Alliance

by redskin122004

Chapter 6: CODEX UPDATE 2

Previous Chapter Next Chapter

This story has been worked on by both myself and my new best friend ResidentalCody.

I am the brains with the ideas

Cody is the writer with his way of fancy words...and I am totally not kissing ass when I say that.


Codex Entry: Commander John Shepard.

Born: May 13, 3154

Birthplace: Apple Range City, Mindoir

Height: 6'2

Weight: 210

Hair: Dark Brown.

Eyes: Electric Blue

Born on Mindoir, John Shepard's life was relevantly quiet and would have been for the rest of his life if not for the Mindoir Assault on November 23, 3171.

It was at that time his entire life was destroyed in a matter of hours. He, along with several others, was escorted to the emergency transporters, but was unable to properly evacuate due to a magic-inhibiting field. One by one, everyone around him died before he, along with Destiny Sparkle, was ordered to flee from the area and find a place to hide from the assaulting slavers.

From there, they found a surviving soldier, one Sergeant Majid Alenko, who escorted and protected the two for over 15 hours before being hit by a rocket attack that took the lower half of his body. Destiny Sparkle desperately tried to keep the Sergeant alive using what medical magic she had. It would be another hour before all three were found by Commander General during his cleansing of the city.

Since then, John Shepard and Destiny Sparkle found themselves under the Commander's care. John insisted on joining the military when he turned 18, however, he was delayed until he was 21. Reports and rumors indicate that John was a direct apprentice to the Commander General during this time.

Why Commander General had John Shepard under his wing is a secret known only to himself, but the results had shown. Shepard had risen through the ranks of the SA with surprising ease. It was the events at Elysium that cemented his image as a hero into the public, along with his partner Destiny Sparkle.


Codex Entry: Sergeant First Class Destiny Sparkle.

Born: October 27, 3155

Birthplace: Canterlot, Equestria

Height: 4'3 (4 legs) / 5'9 (2 legs)

Weight: N/A

Hair/Coat: Dark Purple / Purple

Eyes: Indigo

Cutie Mark: Light Blue Shield, surrounded by ten (10) white stars.

Born on Equestria, she is a direct descendant of the famous Twilight Sparkle. She also shares the same drive as her ancestor, spending large amounts of time studying and absorbing knowledge.

She was on a journey to explore to find more knowledge when she landed on Mindoir on November 22, 3171, a single day before the Mindoir Assault.

Since then, she had pushed herself to learn magic so events like Mindoir never happen again. She fell under the care of Commander General and Queen Celestia, with the Commander drilling into her on how the underworld works, and Queen Celestia teaching the ins and outs of magic itself. The Skyllian Blitz allowed her to let loose and show the galaxy what she can do. This made her a public hero along with her partner John Shepard.


Class Sheet:

The following here are class sheets. Unlike Mass Effect, the SA has different classes all together, with only two that are the same name, but very different uses. If there is one thing that they all hold is the each class can use magic, unlike biotics, the difference being the uses.

Soldier Class:

Soldiers are the grunts, the ones that get hip deep into trouble They are masters of all weapons and use very little magic to get things done.

Skills:

Imbue Element - As the name implies, soldiers have the ability to imbue their weapons with several elements and can be enhanced as they become more skilled and experienced.

Level 1:Fire; Level 2: Flamethrower; Level Three: Dragon Fire

Level 1:Ice; Level 2: Glacier; Level 3: Subzero

Level 1: Lighting; Level 2: Bolt; Level 3: Super Charge

Grenade- An easy-to-use explosive, can be enhanced with various mods and spells.

Rage- A boost in skills and defenses, drawbacks to using this is the user will be drained for a minute and unable to move very fast.


Mage Class:

Mages are pure magic users, and tend to stay away from the front lines as they are usually the first ones to be taken out. Magic is their forte, plain and simple.

Element Casting - Mages have a proficiency at casting long range, powerful elemental attacks.

Level 1: Fire; Level 2: Flamethrower; Level 3: Fire Storm

Level 1: Ice; Level 2: Ice Beam; Level 3: Ice Tornado

Level 1: Lighting; Level 2: Electric Ball; Level 3: Lighting Cloud

Telekinesis - A spell used to manipulate objects from a distance. Can include levitation, bending, tearing, and more.

Force Push - A subspell of Telekinesis, this spell is designed to deliver a devastating 'push' to the target, capable of moving heavy objects. Due to the simple brute force, finesse is very difficult to attain with this spell.

Ally Enhancements - This is a group of skills, used to enhance allies.

Agility - Haste Hastaga

Armor Boost- Level 1: Thaumatic Barrier; Level 2:Tank Plating; Level 3: Dragon Hide

Magic Boost- Level 1: Mage Boost; Level 2:Wizard Boost; Level 3: Warlock Boost

Shield Boost- Level 1: Double Shields; Level 2: Triple Shields; Level 3: Quadruple Shields


Engineer Class:

Engineers are the tech geniuses of the SA, but originally only played a minor role due to magic's versatility and practicality. However, that status changed once the SA began to interact with the far more technology-reliant Citadel Races. Their non-reliance on magic makes them vital tools in understanding and defending against enemies. They are able to devastate electronics and manage tactical options to a degree that no other class can match.

Skills:

Sabotage - Enemy weapons and devices are electronically devastated, shorting out kinetic shields and weapon systems. A recipient of a Sabotage burst is quite electronically dead, or at least until systems can restart or be repaired.

Hacking - Using ingenious methods of decryption and understanding foreign systems, synthetic and robotic targets can be remotely hacked and reprogrammed. This can range from simple shut-down commands to adjusting target recognition systems.

Proximity Mine - A specialized grenade used for more tactical options, such as traps or area denial. Can be enhanced with mods and spells.

Weapon Boost - Using their mastery of mechanical and electrical knowledge, Engineers can temporarily augment allied weapons, increasing damage, accuracy, and overall lethality at the cost of durability and overheating issues. This sort of assistance is greatly appreciated by soldiers and other, more direct confrontation units.


Technomage Class:

Technomages are the SA equivalent of a Jack-of-All-Trades soldier. The average Technomage has advanced training in utilizing both powerful magic and high technology attacks. Their ability to use multiple forms of attack make them a wild card against enemies, allowing for a quick tech burst one moment, followed by a blast of magic immediately afterwards. Slavers harbor quite the hatred for these soldiers, because the only way to know you're fighting one isafter you've been hit by his dual onslaught.

Skills:

Sabotage Pulse- An overclocked variant of Sabotage, this skill unleashes a wide area burst of energy against the target. The most common use is for depleting enemy shields in preparation for a follow-up attack.

OverShield Armor - While all troops are equipped with the finest in Equestrian armor and protection systems, another layer of never hurts. This deploys a short-term, high-strength shield to allow much more freedom of movement without fear of injury, from either weapons fire or other instances of danger.

Power Drain - A combination of magic and technology, this drains a target of energy. What 'energy' is defined as is up to the user, and due to magic's often bizzare traits, this can almost mean anything. The real limitation is the user's skill with the spell, and the fact that the drained energy needs to go somewhere. For this reason, it is most commonly used to restore energy in shield systems or weapons. Attempting to siphon kinetic energy, for example, is often difficult to control and has rather odd results.

Decoy Construct - Another combination of the arcane and mechanical arts, this is a drone used for distraction and disruption of enemy forces. The construct is often programmed with spells to be cast at specific ques or intervals, in order to maximize effectiveness.


Infiltrator Class:
Before First Contact, long-range combat was handled by designated marksmen, and the elimination of specific targets was performed by special operations units. During the first battle with the Turians, dedicated long-range sniper teams aided to devastate the defending soldiers, and the leaders of the SA military arm took note. The training of sniper teams was reinstated and revamped to produce the fastest and most efficient killers possible. Once Infiltrators saw battle, their effectiveness was shown to be unparalleled. Much like the Technomage, any faction that dares attack the SA harbor a great dislike for these soldiers, as their sudden and crippling attacks are amazingly difficult to prevent. The standard spells all Infiltrators are trained with have great power, but are very user-intensive, almost forcing the users to adopt the hit-and-run tactic that snipers are known for.

Skills:

Invisibility - Unlike technological invisibility, this spell makes the caster almost completely impossible to detect. This allows snipers to move undetected for extended periods of time. Maintaining the spell becomes more difficult over time, forcing the user to maintain caution on long-term missions.

Eagle Eye Boost - A sniper's best friend, this spell enhances vision dramatically, granting the caster enhanced perceptive capabilities, allowing them to see farther, more sharply, and in some cases, into a wider EM spectrum. Masters of this spell can scrutinize a battlefield of chaos and spot a target almost immediately.

Armor Fracture - Heavy armor is no longer a worry when this spell is thrown. Armor that has been fractured becomes much less durable and protective. Master-level users have been seen to make some armor so brittle that a thick sweater would provide more protection.

Dark Shade - A spell that bathes an entire area in a shroud of darkness. Another spell used to move undetected, it also doubles as a smokescreen to inhibit enemy vision in an area. While the dark cloud makes a particularly grimy and thick mess of the air, it is not particularly harmful.


Codex Entry Update: System Alliance

The System Alliance was created in 2785, however it truly did not take off until 2823. What truly began the SA was the discovery of a Mass Relay, followed by the rediscovery of the human's lost homeworld, Earth.

The Mass Relay itself was a staggering discovery, a confirmation that even more living beings traveled the stars. The state in which it was discovered in was somewhat unsettling, though. The relay was caked in ice and rock, but in a fashion that clearly stated that something didn't want this relay being used.

Unperturbed by the relay's abandoned state, System Alliance ships were developed to explore what appeared to be a great network spanning the galaxy. It was only by sheer chance that their first destination turned out to be nothing but bad memories. Despite all the years, humans didn't need to be told what they were looking at. The home they grew up with; the home they poisoned, smashed, and obliterated. And yet it wasn't.

At first glance, it could be, same continents, same oceans, same moon. Everything. But Commander General stated it wasn't their Earth. The planet was filled with life, what should be impossible due to the amount of destruction they had dealt before leaving. It was far too soon for the radiation to have dissipated.

Ruins, towering monstrosities and relics of human history, littered the world. Human in design, words of languages long dead clearly written on those that could be seen. But the ruins didn't match what Commander General had seen on his world. Irregularities, inconsistencies with his memory of their dead home, stood proudly in ruined fields. Debris filled the space nearby, and the obliterated remains of alien ships crowded what wasn't covered by wasteland.

Even after decades of research, there are very few clues as to what happened to Earth. Only two sites of interest had any valuable input towards discovering the world's fate.

A field of devices was found in what was once North America. Large purple spikes spread out for miles, their purpose indecipherable and mysterious. Unicorns near these objects report splitting headaches, and are almost never comfortable in the area surrounding them.

The only other site of interest was a large wall found in what used to be London. It was a crude mural made from various substances, as if the creator had used whatever could mark the surface. The words "AND DEATH COMES FROM ABOVE, FILLING THE SKY, OUR REAPERS" littered the wall in no real pattern, accompanied by various drawings of squid, or mollusks.

Despite the pleas of research teams everywhere, Commander General order all the spikes to be gathered and thrown into the sun. Almost all scientific minds cried to save at least something for study, but they were firmly denied, both from Queen Celestia and Commander General. Queen Celestia expressed a form of mounting dread when she neared the devices, as if death was staring at her in the face.

Not to share the fate of its sibling artifacts, the wall was cut away from its structure and sent to be studied at Canterlot University. Queen Celestia once again reported overwhelming dread when near it, adding much fear to the wall's reputation.

Commander General later asked Queen Celestia to give him control over the growing SA, to oversee the development and deployment of weapons and defenses. Hesitantly, Queen Celestia granted his request, fearing the possibility that any of her subjects would share the fate of Earth.

The wasted world was blacklisted from landing of any sort, and abandoned entirely. Humans everywhere shared the desire to leave their unsightly history in the past. Earth, the birthworld of Humanity, was to drift alone through the void, never to allow witness of the source of human guilt and sorrow.


Codex Search Entry: Cerberus

…..

…..

…..

INFORMATION ON THE SUBJECT 'CERBERUS' DOES NOT EXIST. WOULD YOU LIKE TO SEARCH AGAIN?

Codex Search Entry: Illusive Man

…..

…..

…..

INFORMATION ON THE SUBJECT 'ILLUSIVE MAN' DOES NOT EXIST. WOULD YOU LIKE TO SEARCH AGAIN?

Codex Search Entry: Guardian Corps

….

…..

…...

INFORMATION IS DEEM CLASSIFIED BY THE ORDER OF THE COUNCIL, ALL INFORMATION REGARDING 'GUARDIAN CORPS' HAS BEEN REDACTED AND SEALED.

(A/N:) Well, as the last chapter proved, with out weapons, SA is a push over...although that is like defanging a Black Momba and throwing in hungry monkey and have it defend itself. Some of you are questioning were I am going with this. Well, give it time. There are at least 3 more chapters after this before hitting the Conduit storyline and Saren. Here is a little clue for you all, while Shepard will not be a Spectre like in ME, he will be working with one. And no its not Garrus, but he will come later. Another fact is Commander General, while a good person, has questionable motives, and his ties with a black ops group. Still another thing is while Council Species cannot make energy shields, they can improve armor, which, obviously they learn from watching how their armor works against magic. So while powerful and well ahead the Council, they are trying to improve on what they have and what works against the SA powerhouse.

The main thing you have to focus on is what is known and how something will react to it. Cause and effect scenarios if you will. If the ponies and only the ponies manage to make it to space, they will not be suspicious of the aliens' motives, nor will they know how to defend themselves from an attack. Give them a year tops and they will be slaves, for both the council and to slavers.

In ME storyline with humanity only, we see that humans manage to not only catch up to the rest of the galaxy in a short amount of time, but did so on their own. Let just look at the facts, the asari and salarians, smart as they are, only jump their tech by a couple of decades in the span of over 1000 years by human comparison. And they only started to push for it when humans began to dominate the market with better tech.

Add humans with ponies, with humans that survived the end of the their world at that fact, they will be cautious in what they do...for obvious reasons. This will be passed onto their children, who will have the fear of god into them about the past, so the children will know how to spot if something is wrong.

Mix human ingenuity with actually magic, and you got a combination that has practically unlimited range. Human emotions tamed by the ponies, and only set free by a large amount of anger. While the ponies learn that while nice to have, not everyone can be your friend and is not as understanding as other people, no matter how stubborn you think you can be. They are a blend of the two. And you have a perfect balance between very different species.

So while some may state that it is NOT following the story line of ME, I know that, I planned for that. The only thing that is the same is the planets they settled on, names of some ships, several tech items, and several other stuff I have yet to mention.

Next Chapter: Open the door Estimated time remaining: 0 Minutes
Return to Story Description

Login

Facebook
Login with
Facebook:
FiMFetch