Mass Effect: Horizon Storm
The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Since their homeworld was conquered, the Quarians live aboard the Migrant Fleet, a huge collection of starships that travel as a single fleet.
Approximately three hundred years ago the Quarians created the Geth, a species of rudimentary artificial intelligences, to serve as an efficient source of manual labor. However, the Geth gradually became sentient, rebelled against their Quarian masters and drove them into exile. Now the Quarians wander the galaxy in a flotilla of salvaged ships, secondhand vessels, and recycled technology.
Personality: Quarians are creative and inquisitive, but tend be defensive as they are well aware of how they are viewed by other species. They tend to have a deep-seeded need to be seen well in the eyes of others, especially any potential shipmates, and even younger Quarians tend to have strong feelings about the Geth, whether positive or negative.
Physical Description: Quarians are generally shorter and of slighter build than humans. Quarian hands consist of a thumb and two fingers, while their feet have only two large, prominent toes. They dress in a scavenged assortment of materials, hiding their faces behind visors, goggles, or breathing masks; the one constant in their dress is a full-body encounter suit, which they never remove. For this reason, a true physical description of the Quarians is difficult to find, as it has been centuries since they, as a race, have been out of their encounter suits.
Homeworld: The Quarian homeworld is now occupied by the Geth, and the Quarians live in a collection of various starships known as the Migrant Fleet.
Languages: The Quarians speak, read, and write both Quarian and Basic.
Example Names: Tali’Zoran nar Rayya, Hilo’Jaa vas Idenna. For the Quarians, their naming conventions are as follows: their have a normal first name, then an apostrophe and clan name, followed by either ‘nar’ (child of) or ‘vas’ (crew of) and then the name of the ship where they live and work. Once a Quarian has completed their Pilgrimage, a Quarian rite of passage, they change from using ‘nar’ to ‘vas’.
Adventurers: When Quarians reach the age of adulthood, they are sent on a rite of passage known as a Pilgrimage. They leave the Migrant Fleet and can only return once they have found or done something of value that they can bring back to their people. Due to this culturally-based questing, many Quarians are predisposed towards adventuring.
Quarian Species Traits
Quarians share the following species traits:
Ability Modifiers: +2 Dexterity, +2 Intelligence, -2 Constitution. Quarians are quick and bright, but they suffer from weaker constitutions and immune systems than other species.
Medium Size: As medium creatures, Quarians have no special bonuses or penalties due to their size.
Speed: Quarian base speed is 6 squares.
Special Equipment: Quarians live aboard sterile starships and they have developed virtually no natural immune system. Without a protective suit or sterile environment, a Quarian is subject to disease. The first time a Quarian is exposed, and once every hour thereafter until exposure is ended, make an attack roll (1d20+3) against the character’s Fortitude Defense. If the attack succeeds, the character takes 1d6 points of damage and moves -1 persistent step down the condition track (see Conditions, p.148 of the Saga Edition Core Rulebook). This attack occurs again each day the disease remains untreated. Treating the disease requires a successful DC20 Treat Injury check. A basic replacement suit costs 2,000 credits (500 on a Quarian vessel), and a year’s supply of filters costs 200 credits (50 on a Quarian vessel). Quarian characters begin play with these items at no cost.
Conditional Bonus Feat: Adept with electronics, a Quarian with Mechanics as a trained skill gains Skill Focus (Mechanics) as a bonus feat.
Automatic Languages: Quarian and Basic
Quarian Encounter Suit: This encounter suit is made to suit the Quarian need for a sterile environment, and so it is essentially a self-contained environment for whoever wears it. This requires filters, which are sold separately, but are included here as part of the item. Can be added to armor for 50% of the base cost or 1,000 credits, whichever is more. This modification takes 1 day per 1,000 credits of the armor’s new total cost. Cost: 2,000 credits (500 on Quarian ship); Filters for a year 200 credits (50 on Quarian ship) Weight:10 kg
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.
Personality: What the Volus lack in personal bravery, they more than make up for with their cunning and tenacity, often using their expert negotiating skills to get them out of scrapes. Volus culture is dominated by trade, whether it be of land, resources, or even other tribe members. The Volus have a reputation as traders and merchants, and many work as some of the best financial advisers in Citadel space. Because the Volus are not physically adept, they tend not to be very violent, and can even seem overly-pacifistic and cowardly to other, more militant species.
Physical Description: Their home planet’s gravity is 1.5 times that of Earth, with a high-pressure ammonia-based atmosphere; this makes Volus bodies appear short and somewhat spherical, and requires that they wear protective suits in order to function in environments conducive to other species.
Languages: The Volus speak, read, and write both Volus and Basic.
Example Names: Doran, Jahleed, Barla Von
Adventurers: Volus often adventure in search of power and wealth, or to run away from a bad situation.
Volus Species Traits
The Volus share the following traits:
Ability Modifiers: +2 Constitution, +2 Intelligence, -2 Strength, -2 Charisma. The Volus, living on a high-gravity planet, are hardy, and have a keen mind for business, but their odd behavior towards other species, as well as their short stature, can place them at a disadvantage.
Small Size: As Small creatures, Volus gain a +1 size bonus to Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting capacity and carrying limits are three-quarters of those of Medium characters.
Speed: Volus base speed is 4 squares.
Persuasive: A Volus may choose to reroll any Persuasion checks, but the result of the reroll must be accepted even if it is worse.
Conditional Bonus Feat: Volus trained in Knowledge (Bureaucracy) get Skill Focus: Knowledge (Bureaucracy) for free.
Low-Light Vision: Volus ignore concealment (but not total concealment) from darkness.
Special Equipment: Volus suffer from limitations outside their native atmosphere. Without their special atmospheric suits, a Volus is considered blind (see Total Concealment, p.157 of the Saga Core Rulebook), begins to suffocate (see Hold Breath, p.66 of the Saga Core Rulebook), and takes 3d6 damage per round. A replacement suit costs 2,000 credits (1,000 in Volus space or on the Citadel). Volus characters begin play with this equipment at no cost. The ammonia tank is poisonous to other species and the increased gravity makes them suffer as if in a high-gravity environment (see High-Gravity Environments, p.257 of the Saga Core Rulebook).
Automatic Languages: Volus and Basic.
Volus Atmospheric Suit: A suit that is made to simulate the gravity and atmosphere of the Volus homeworld. Treat as a Space Suit of Small size (see Space Suit, p.137 of the Saga Core Rulebook). Can be added to armor for 50% of the base cost or 1,000 credits, whichever is more. This modification takes 1 day per 1,000 credits of the armor’s new total cost. Cost: 2,000 credits (1,000 in Volus space or on the Citadel) Weight: 11.25 kg
Known for their militaristic and disciplined culture, the Turians are the most recent of the Citadel races (before humanity) invited to join the 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 hate humans, and vice versa.
Personality: Turians are taught to have a strong sense of personal accountability, the “Turian honor” that many other species find remarkable.
Physical Description: 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 is a result of their evolution to avoid their homeworld’s natural radiation. Turian features are avian, making them resemble humanoid birds or raptors. They also frequently sport elaborate facial tattoos to denote their colony of origin.
Languages: Turians speak, read, and write Turian and Basic.
Example Names: Garrus Vakarian, Nihlus Kryik, Chellick.
Adventurers: Turians adventure to improve their skills, both so that they can move up in their hierarchical society and so they can protect (or oppress) others.
Turian Species Traits
The Turians share the following traits:
Ability Modifiers: -2 Charisma. The Turians are a respected, highly organized race, but their interpersonal skills are somewhat lacking.
Medium Size: As medium creatures, Turians have no special bonuses or penalties due to their size.
Speed: Turian base speed is 6 squares.
Authority: As a species accustomed to being in positions of authority on the galactic scene, Turians add +1 to any Insight bonuses they grant to themselves or other characters.
Courageous Leader: Any ally character within 10 squares of a Turian gains a +1 morale bonus to Will defense (the Turian also benefits from this bonus). Note: This ability is affected by Authority and therefore confers a +2 bonus to Will defense.
Conditional Bonus Feat: Turians trained in Knowledge (Tactics) gain Skill Focus: Knowledge (Tactics).
Radiation Resistance: Turians gain a +5 species bonus to Fortitude Defense vs. radiation.
Automatic Languages: Turian and Basic
The Asari, native to the planet Thessia, are often considered the most powerful and respected sentient species in the known galaxy. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight, and to discover and inhabit the Citadel.
A mono-gender race — distinctly feminine in appearance — the Asari are known for their elegance, diplomacy, and biotic talent. Their millennia-long lifespan and unique physiology—allowing them to reproduce with a partner of any gender or species—give them a conservative but convivial attitude toward other races. The Asari were instrumental in proposing and founding the Citadel Council, and have been at the heart of galactic society ever since.
Personality: Asari can live to be over 1,000 years old, which colors their outlook on life. They have three life stages: Maiden, Matron, and Matriarch; in the Maiden stage, Asari seek to go out and learn as much about the galaxy as the can, frequently offering their services as mercenaries, dancers, or other positions. In the Matron stage of life, Asari seek out interesting partners with which to have daughters, and sometimes start to settle down; these are the two life stages most other races encounter Asari in. Matriarchs are rare in Asari society, and their power and influence tend to make other Asari look towards them as leaders.
Physical Description: All Asari appear to be female, which is in a sense true – Asari have no concept of gender difference on their own, so they rarely say. They are almost universally attractive to all other intelligent species, though whether this is because of some sort of primal appeal or a low-level telepathic effect they project is unknown. Their skin tends towards blue or purple in complexion, though rare cases have been reported of a greenish tint, and they have no body hair.
Languages: Asari speak, read and write Asari and Basic.
Example Names: Liara T’Soni, Nassana, Samara.
Adventurers: Depending on their life stage, an Asari may adventure to learn all they can, to experience new things, to find potential mates, or to protect galactic stability.
Asari Species Traits
Asari share the following traits:
Ability Modifiers: +2 Dexterity, +2 Charisma, -2 Strength, -2 Constitution. Asari are in general a very nimble people, and have an almost universal appeal, but are also not built as sturdily as some other races.
Medium Size: As medium creatures, Asari have no special bonuses or penalties due to their size.
Speed: Asari base speed is 6 squares.
Heightened Awareness: An Asari may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.
Bonus Feat: Strong in the Force.
Mind Meld: An Asari may may a Biotics check versus a target’s Will Defense (An Asari automatically succeeds against a willing target). The process works like telepathy, including the sharing of thoughts and images. An Asari may maintain this meld for a number of rounds equal to her character level. Each time an Asari uses this ability, she moves a persistent -1 down the condition track until she receives 8 hours of uninterrupted rest. This check may be made untrained.
Automatic Languages: Asari and Basic.
The second species to join the Citadel, the Salarians are warm-blooded amphibians with a hyperactive metabolism; Salarians 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.
Personality: Salarians have a faster than normal metabolism, which often makes them seem jittery or hyperactive to others. They also tend to possess a keen intellect, often manifesting itself as something approaching an eidetic memory for facts and figures. Most Salarians encountered are like this, as they attain adulthood very early in their lives; there are few old Salarains, as their metabolisms make it rare to see a Salarian over 40 years old.
Physical Description: The Salarians are a bipedal race of aliens, with tall, elongated bodies suited for their high metabolism. Their heads are long and thin, and have a pair of horns protruding from the top of their skulls. Their skin varies in color, but is mostly a shade of blue or grey. However, this does not apply to all Salarians, as some are brightly colored, ranging from light red to green. Salarian eyes are large, oval and have thin membranes in place of eyelids. Their eyes are not brightly colored, and they appear to have no iris, making their eyes more like those of an amphibian than a mammal.
Homeworld: Salarians are not forthcoming with the name of their homeworld; only the names of their first three colonies (Aegohr, Mannovai, and Jaëto) are known.
Languages: Salarians read, write, and speak Salarian and Basic.
Example Names: Mordin Solus, Kirrahe, Chorban, Anoleis.
Adventurers: Salarians may adventure for many reasons, whether for trade, excitement, or a secret mission for the Special Tasks Group (STG).
Salarian Species Traits
Salarians share the following traits:
Ability Modifiers: +2 Intelligence, -2 Strength, -2 Constitution. Salarian minds are among the finest in the galaxy, but they are somewhat frail in build.
Medium Size: As medium creatures, Salarians have no special bonuses or penalties due to their size.
Speed: Salarian base speed is 6 squares.
Breathe Underwater: As amphibious creatures, Salarians can’t drown in water.
Expert Swimmer: A Salarian may choose to reroll any Swim check, but the result of the reroll must be accepted even if it is worse. In addition, a Salarian may choose to take 10 on Swim checks even when distracted or threatened.
Low-Light Vision: Salarians ignore concealment (but not total concealment) from darkness.
Conditional Bonus Feat: Salarians are natural spies and investigators. A Salarian with Gather Information as a trained skill gains Skill Focus (Gather Information) as a bonus feat.
High Speed Metabolism: Salarians only require one hour of sleep each day. This does not give them the healing benefits of 8 hours of rest in only one hour, only mitigates the need for 8 hours of sleep. Natural healing still works as normal.
Automatic Languages: Salarian and Basic.
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.
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 and, ultimately, population, eliminating the Krogan numerical advantage.
Personality: The harsh Krogan homeworld conditioned the Krogan psychology for toughness as with the body. Krogan have a tendency to be selfish, unsympathetic, and blunt to the point of rudeness. They respect strength and self-reliance, and are neither surprised or offended by treachery. They believe the weak and selfless do not often live long. Their outlook on life, because of the effect of the genophage on their culture, tends towards the fatalistic; only recently have politics on their homeworld started to change.
Physical Description: Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the Krogan. Unlike most species on the Citadel, krogan eyes are wide-set – on Earth this is distinctive of prey animals, but in this case it gives the krogan 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Prior to the genophage, Krogan could reproduce and mature at an astonishing rate.
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. Younger Krogan have yellow or green markings on their hides. These markings darken to brown or tan over time, showing their age.
The most amazing physiological feature of krogan biology is the multiple instances of major organs. These secondary (and where applicable, tertiary and quaternary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. Krogan also have a secondary nervous system using a neuroconductive fluid, meaning they are almost impossible to paralyze. Krogan bleed a yellow or orange fluid when shot, which may be this fluid or actual blood. Having redundant systems makes krogan difficult to kill or incapacitate in normal combat scenarios. Sheer physical hardiness means an individual krogan can expect to live for centuries.
Languages: Krogan speak, read and write Krogan and Basic.
Example Names: Urdnot Wrex, Okeer, Gatatog Uvenk. A Krogan’s clan name precedes their familiar name.
Adventurers: Krogan adventure to find battle, danger, and money. There are also the rare Krogan who search for a cure for the genophage or a way to change their society.
Krogan Species Traits
Krogan share the following traits:
Ability Modifiers: +4 Strength, +2 Constitution, -2 Dexterity, -2 Wisdom, -2 Charisma. Krogan are evolved for toughness and brutality, though fine motor skills are often tough for them. They are also not the galaxy’s most beloved race, and their Blood Rage tends to cloud their thinking.
Medium Size: As medium creatures, Krogan have no special bonuses or penalties due to their size.
Speed: Krogan base speed is 6 squares.
Extraordinary Recuperation: A Krogan regains hit points at double the normal rate.
Heightened Awareness: A Krogan may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.
Immunity: Krogan are immune to poison.
Bonus Feat: Improved Damage Threshold.
Automatic Languages: Krogan and Basic.
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. The Drell have a rasping effect to their voices similar to the vocal flanging of the Turians.
Personality: The Drell, since being saved from their homeworld’s impending doom by the Hanar, have developed something close to a symbiotic relationship with the Hanar, who often find it difficult to relate to bipeds. The Drell have abandoned many of the traditions that led to their homeworld’s loss, and keep only a few of their old traditions, such as the polytheistic religion of the ancient Drell. They tend to be a quiet, thoughtful people, and even those who leave Kahje for adventure across the galaxy have a contemplative quality to them.
Physical Description: 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. Many of their more reptilian features are concealed, however one unique characteristic is the hyoid bone in their throats, which allows them to inflate their throats and produce vocal sounds outside of the human range. They also have two sets of eyelids, like crocodiles. 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.
Homeworld: The original Drell homeworld is Rakhana, but the Drell over-industrialized, leading to the loss of most Drell; only the intervention of the Hanar saved them, and their new homeworld is that of the Hanar, Kahje.
Languages: Drell speak, read, and write Drell, Hanar, and Basic.
Example Names: Thane Krios, Feron, Kolyat.
Adventurers: Drell often travel from Kahje in order to seek out new species, possibly even adopting that species’ culture. Occasionally, they turn towards more mercenary work, possibly because of their debt with the Hanar that has them performing tasks the Hanar cannot, like combat.
Drell Species Traits
Drell share the following traits:
Ability Modifiers: +2 Strength, -2 Constitution, -2 Charisma. The Drell have a strength greater than it appears, but they have developed physical problems in many climates, and are a difficult species to get to know.
Medium Size: As medium creatures, Drell have no special bonuses or penalties due to their size.
Speed: Drell base speed is 6 squares.
Photographic Memory: Members of this species may remember anything they have seen or experienced by succeeding at an Intelligence check (DC 10). The GM may adjust the DC if the memory in question is particularly old or hard to come by.
Low-Light Vision: Drell ignore concealment (but not total concealment) from darkness.
Survivalist: Drell may reroll any Survival check, but they must take the second check result. When in an arid climate or desert environment, a Drell may take 10 in any Survival check, even when rushed or threatened.
Automatic Languages: Drell, Hanar, and Basic.
A race of four-eyed bipeds, 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 omnipresent 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.
Personality: 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 less than four eyes are less intelligent.
The rest of the galaxy views the Batarians as an ignorable problem. Their government is still hostile to the Systems Alliance, but beneath the notice of the powerful Council races. It is not known what the average Batarian thinks about their enforced isolation, as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. Given the Batarian government’s oppressive nature, it is speculated their supreme leadership is autocratic or totalitarian in nature. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves, despite the fact that their exile is largely self-imposed.
Physical Description: Batarians are a fairly tall race, often over 2 meters in height, and have a somewhat reptilian appearance. They have two pairs of eyes, which causes a great deal of confusion for other races, and allows the Batarians to often often gain the upper hand in inter-species arguments because other races find it difficult to know which eyes to focus on when speaking to them. Their skin tends to be greenish in color, though some Batarians tend towards browns.
Languages: Batarians speak, read and write Batarian and Basic.
Example Names: Balak, Charn, Jath’Amon.
Adventurers: Due to the oppressive nature of the Batarian central government, any Batarian adventurer is likely to be a criminal, on the run, or a free spirit looking to see what is on the outside. Batarians outside fo their systems often turn to mercenary work.
Batarian Species Traits
Batarians share the following traits:
Ability Modifiers: +2 Intelligence, -2 Charisma. The Batarians, as a species, tend to be quite clever, but they also have difficulties relating to other species, and tend to be disliked.
Medium Size: As medium creatures, Batarians have no special bonuses or penalties due to their size.
Speed: Batarian base speed is 6 squares.
Darkvision: Batarians have darkvision; they can see normally through concealment and total concealment due to darkness.
Deceptive: Naturally gifted at manipulation; a Batarian may choose to reroll any Deception check, but the result of the reroll must be accepted even if it is worse.
Automatic Languages: Batarian and Basic.
Known for their unique biology and aggressive behavior, the Vorcha 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 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.
Personality: Vorcha society is built around combat. In fact, the Vorcha use combat, both singly and in groups, as their default form of communication. The Vorcha are a clan based people who prefer living in communal environments with others of their species to living alone or in the company of alien races. When a clan population grows too large, younger members will depart to start a new clan elsewhere. The Vorcha are extremely aggressive, both against rivals of their own species and against any alien who stands in their way. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships.
Physical Description: The Vorcha are the most short-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. The Vorcha 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 regrow lost limbs over a period of months.
However, 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.
Homeworld: Unknown, but said to be small, hostile, and overcrowded.
Languages: Vorcha speak both Vorcha and Basic; reading and writing is on an individual basis.
Adventurers: The Vorcha who escaped their hostile homeworld did so by hiding on the ships of space faring races that had the misfortune of visiting their planet. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. The ferocity of the Vorcha makes them very desirable to some mercenary companies.
Vorcha Species Traits
Vorcha share the following traits:
Ability Modifiers: +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence, -2 Charisma. Vorcha are tough and brutal, but not swift on their feet or mentally, and are often regarded along the lines of bipedal vermin.
Medium Size: As medium creatures, Vorcha have no special bonuses or penalties due to their size.
Speed: Vorcha base speed is 6 squares.
Environmental Adaptation: Members of this species may always take 10 on survival checks.
Brutal: Vorcha are vicious combatants who do not hesitate to strike vulnerable areas or fight dirty. Once per encounter, after making a successful melee attack, a Vorcha may treat its opponents damage threshold as though it were 5 points lower when determining results of the attack.
Regeneration: Vorcha regenerate at a very high rate, meaning they are considered to have performed the Recover swift action 3 times each round. This means it moves up the condition track each round without spending any time doing so. Simply reducing a Vorcha to 0 hit points will not stop it as it will recover the next round due to it’s regeneration; a Vorcha must take at least 20 points of damage past 0 hit points in order for its body to be badly damaged enough to die.
Primitive: Vorcha do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at 1st level, even if their class normally grants them.
Automatic Languages: Vorcha and Basic.
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 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 often go out of their way to clarify when they are being sarcastic, amused, or angry.
Personality: Elcor usually prefer to stay on their colonies rather than travel in space, which may be why few Elcor are seen on the Citadel or on other worlds. Possibly because of their size or evolution in the open air, the Elcor find the necessary confines of space travel uncomfortable. Evolving in a high-gravity environment where a fall could be lethal has made Elcor psychology deeply cautious and conservative. Their culture is built on small, tight-knit groups, and their conservative nature means the Elcor government is extremely stable. Their speech patterns must be altered around non-Elcor races in order to make themselves clear, and they often specify their emotional state at the beginning of every statement.
Physical Description: 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.
Languages: Elcor speak, read and write Elcor and Basic.
Example Names: Calyn, Petozi, Xeltan
Adventurers: While often slow and somewhat ponderous, there are some Elcor that yearn for the vast reaches of space and the unknown. Perhaps there is an Elcor trying to find an alien work of art to match the recent Elcor production of Hamlet.
Elcor Species Traits
Elcor share the following traits:
Ability Modifiers: +2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma. Elcor are strong and durable, but also slow to move, and their peculiar forms of speech make them hard to relate to.
Large Size: As Large creatures, Elcor suffer a -1 size penalty to their Reflex Defense and a -5 size penalty on Stealth checks. However, their lifting and carrying capacity is doubled, and they receive a +5 size bonus to their Damage Threshold.
Speed: Elcor base speed is 4 squares.
Natural Armor: The Elcor’s tough skin provides a +1 natural armor bonus to their Reflex Defense.
Combat Difficulty: The slow speed and immense size of the Elcor makes them easy targets. Fortunately, their durable hide allows them to shrug off most incoming fire. Elcor warriors don’t carry small arms; their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles (Elcor can only equip with heavy weapons in combat).
Automatic Languages: Elcor and Basic.
The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. The Geth were created sometime around 1900 CE 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.
While some Geth seem to have joined in the cause of former Spectre Saren, and entered the service of the Reapers, it seems now that a possible majority of Geth have no interest in such conflict, and may be looking to join the galactic community – their belief that they must determine their own destiny may be expanding to include relations with other races.
Personality: Each Geth is made up of hundreds of programs equivalent to VIs, all operating in parallel with one another to form a kind of emergent intelligence described by EDI as “a thousand voices talking at once”. An individual Geth is thus more of a “mobile platform” than an actual body; the programs that make up its consciousness are constantly being transferred and downloaded; the mind operating one of these “mobile platforms” might just as easily inhabit a starship body should it need to. Most of the time Geth programs can be found residing in server hubs, which function as something akin to the organic equivalent of a city, and can run millions of Geth in communion.
As all Geth are networked to each other, they may communicate their exact thoughts and ideas at the speed of light. They find organic methods of communication, such as body language and spoken word, to be largely inefficient; the Geth are able to communicate their thoughts flawlessly without any fear of misinterpretation. Because of this they have no true form of government and no system of rank. When a matter must be decided upon, the Geth communicate all viewpoints of a situation and a consensus is made, the decision being whatever benefits the Geth as a whole the greatest.
As might be expected, this causes any non-violent interaction with the Geth and other species to be somewhat strained; the Geth are still essentially an infant race, but their intelligence, when networked, is unmatched. While the ‘True’ Geth seem to be developing some level of curiousity towards other species, it is unknown as to whether other personality traits like emotions will also develop.
Physical Description: As machine intelligences, the Geth have no true physical form, only the mechanical bodies they choose to inhabit. There are a number of bodies that are often seen by those who encounter the Geth, but the most common is the Trooper, a bipedal, dual-armed body of a size comparable to the human form. This is the mobile platform for the Geth that seems most common, and is customizable by the inhabiting Geth intelligences.
Homeworld: the Geth have no true homeworld, though they currently occupy the former Quarian homeworld as ‘caretakers’.
Languages: Geth speak, read, and write Geth and Basic.
Example Names: The only known Geth to communicate thus far with organic species since the revolt that almost exterminated the Quarians answers to Legion, a reference to the fact that the mobile platform designated Legion carries 1,183 Geth programs.
Adventurers: As machine intelligences, the motives of the Geth are hard to understand. Perhaps the adventurer is an envoy of his people, or a ‘renegade’ collection of Geth who have decided to go and explore the universe on their own, complete with interaction with organic species.Geth Species Traits
|Geth are an unusual case for a species, in that they have no ‘real’ physical configuration besides the body they occupy. When creating a Geth character, it is suggested that you use the Droid Hero creation guidelines as given in the Saga Edition Core Rulebook, beginning on p. 185, with the following changes: Geth have no behavioral inhibitors, Geth mobile platforms are all considered to have heuristic processors, and know Geth as a language instead of Binary. An altered version of the B2 Series Super Battle Droid would be a close approximation of the standard Geth Trooper.|