Quarians

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Driven from their home system by the Geth nearly three centuries ago, most Quarians now live aboard the Migrant Fleet, a flotilla of fifty thousand vessels ranging in size from passenger shuttles to mobile space stations.

Home to 17 million Quarians, the flotilla understandably has scarce resources. Because of this, each Quarian must go on a rite of passage known as the Pilgrimage when they come of age. They leave the fleet and only return once they have found something of value they can bring back to their people.

Other species often tend to look down on the Quarians for creating the Geth and for the negative impact their fleet has when it enters a system. This has led to may myths and rumors about the Quarians, including the belief that under their cloths and breathing masks, they are actually cybernetic creatures: a combination of organic and synthetic parts.

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QUARIAN (0 REFRESH )

  • QUARIAN TECH TRAINING (-2)
    All Quarians receive intensive technical training as youths so they are able to do their part to maintain the fleet. This provides a +1 bonus to both Engineering and Systems at character creation.
  • QUARIAN IMMUNE SYSTEM (+2)
    Quarians live aboard sterile starships and thus have developed virtually no natural immune system. Without a protective suit or sterile environment, a Quarian is subject to disease. The first time the Quarian is exposed, and once every hour of exposure thereafter, make an Endurance Check with a Target Number set by the GM based on the local environment. A sterile lab might have a difficulty of 0 while the sewers of Omega might be at 5. If the check fails the Quarian takes 1 point of stress per level rolled below this difficulty. This damage occurs each 12 hour period the disease remains untreated. As fever and illness take hold this will force the Quarian to take Consequences as normal and will eventually lead to death. To treat this requires a Medicine Check with a difficulty equal to the amount of Stress taken by the patient per 12 hour period.
  • HEIGHTENED REFLEXES (-1)
    When moving as part of another activity, Quarians may move one additional zone without taking the –1 penalty for a supplemental action.
  • DAMN, THIEVING QUARIANS (+1)
    The Quarians have not been accepted with open arms into the greater Citadel society. Many still remember the Geth uprisings and look at the Quarians with ill-trust because of it. Worse, their nomadic and unattached lifestyles have given rise to rumors of trickery and a tendency towards theft. The character suffers a –1 penalty when making social interaction rolls with those who have not yet had enough experience with her species to discard their prejudice.

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Quarians

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