Hanar

MEFtA_PgHeader_Hanar.png
The hanar “stand” slightly taller than a human, although most of their height is in their long tentacles which have three fingers at the base. The invertebrate, water-native hanar cannot support their own weight in normal gravity. When interacting with mainstream galactic society, they rely on contra-gravitic levitation packs that use mass effect fields. Their limbs can grip tightly, but are not strong enough to lift more than a few hundred grams each. Hanar also possess the ability to secrete natural toxins.

It is not known if hanar have more than one gender, or are asexual (as some jellyfish species are). Despite evolving in water, hanar also appear able to breathe air, or use technological means to enable this.

SAMPLE ASPECTS:

  • DEDICATED TO THE GLORY OF THE ENKINDLERS
  • DRELL ENFORCE MY WISHES
  • EASILY OFFENDED BY IMPROPER LANGUAGE

HANAR (-1 REFRESH)

  • OCEAN BORN (–1)
    Hanar are equally at home in air or liquid environments. They don’t have to make an Athletics roll for normal swimming movements and they can move at their normal rate through liquid. Hanar can function in both air and water and cannot drown.
  • HOVER (-1)
    Hanar don’t actually walk in order to move around; instead they hover above the ground on contra-gravitic levitation packs that use mass effect fields. They don’t leave tracks and don’t trigger any sensors that require weight to activate. They can also easily access a zone directly above them, an action that would be off limits to a ground-based being without a jump.
  • WEAK LIMBS (+2)
    Hanar limbs are capable of grasping and manipulating objects but they are only able to lift a maximum of a few hundred grams. This causes the obvious disadvantages, and the GM can assess penalties of up to –4 when they attempt a Lift task or try something that requires physical strength.
  • REDUCED SPEED (+1)
    Hanar are particularly slow, because they lack normal means of locomotion relying on mass effect fields to support their bodies. Moving even within the same zone in combat requires a supplemental action, and moving just one zone requires all of the character’s concentration and an Athletics roll. No additional actions may be taken. Characters with this ability may not move more than two zones in a single round. This limitation does not apply when hanar are in water.
  • POISON TENTACLES (-2).
    Once per fight on a successful hit, hanar may place an immediate Poisoned consequence on their opponent in addition to any normal damage. Only the lowest available consequence will be used.

Please note that hanar are not really suitable as PCs but they are included here in case someone wishes to dispute that.

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Hanar

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