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Mass Effect Quarian: Difference between revisions

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[[File:Mass Effect Quarian.png|thumb|500px|right]]
[[File:Mass Effect Quarian.png|thumb|500px|right]]


'''Name''': Quarian<br />'''Attribute Dice''': 12D<br />'''Dexterity''': 2D/4D<br />'''Knowledge''': 2D/4D<br />'''Mechanical''': 2D/4D+2<br />'''Perception''': 1D/3D<br />'''Strength''': 2D/3D<br />'''Technical''': 3D/5D+1
'''Name''': Quarian<br />'''Dice''': 12D<br />'''Dexterity''': 1D / 4D<br />'''Knowledge''': 1D+2 / 4D+2<br />'''Mechanical''': 1D+1 / 4D+1<br />'''Perception''': 1D+1 / 4D+1<br />'''Strength''': 1D / 3D+2<br />'''Technical''': 1D+1 / 4D+1


'''Move''': 10 / 12<br />'''Size''': 1.4 - 1.8 m<br />'''Weight''': 40 - 80 kg
'''Move''': 10 / 12<br />'''Size''': 1.55 - 1.93 m<br />'''Weight''': 36 - 103 kg


'''Special Abilities''':
'''Special Abilities''':
*'''Technical Aptitude''': During character creation, for every 1D spent in a Technical skill gains 2D instead. Also, Quarians incur a -1D to all Technical skills instead of the -2D when not using an Omnitool. Furthermore, Quarians can use Technical advanced skills but incur a -4D penalty (other races cannot use Technical advanced skills without an Omnitool).
*'''Technicians''': Quarians are master technicians and experts in dealing with electronics. They gain a +1D bonus to all Technical skill rolls.
*'''Pilgrimage''': Quarians cannot return to the Migrant Fleet until they have obtained something of value, typically an artifact, equipment or even some piece of knowledge.
*'''Weakened Immune System''': Quarians can only get out of their suits in sterile and clean environments otherwise they contract a quarian Infection. Any contact with unclear air, dirty surfaces or even skin form living creatures or plants also causes the quarian to contract this Infection. Also, at the end of each battle in which the quarian takes HP damage, there is a 10% chance that whatever damaged the quarian penetrated his suit and caused a Quarian Infection. This probability is rolled after the end of the battle, during which it matters little if the quarian has had his suit pierced because the adrenaline, and the suit’s mechanisms to inject the quarian with large amounts of antibiotics once it is ruptured, ensure he never suffers from the infection’s effects during that battle. Afterwards, the infection affects him normally. If the quarian was reduced to 0 HP, the probability of being infected increases to 20%.<br />Note that while it is true that quarians have very weak immune systems and quickly develop an infection if their suits are ruptured, the suit’s hole and area injured is very small, and the quarian quickly seals off that portion of the suit ensuring that most infections are localized to the injury and don’t really cause a major Quarian Infection.<br />Suits weight: 6.8kg. This weight is added to that of armor.
*'''Facemask''': Quarians cannot remove their facemasks due to lack of immune system and if they do they are at a heightened risk of developing diseases and any or all can be fatal.
*'''Geth Hatred''': Any Quarian character that goes out of their way to destroy or capture a geth should be given 1 character point (at GM discretion)


'''Racial Averages''':
'''Description''': The quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Since their home world was conquered, the auarians 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. One of the factors of life aboard the Migrant Fleet is population control. It is illegal for quarian families to have more than two children to maintain zero population growth - unless the restriction has been lifted to keep numbers stable - so families tend to be small. Along with the fact each quarian relies on the others for survival, this means the bonds between quarians tend to be very strong, compared to a more individualistic race like the krogan. Loyalty, trust and cooperation between quarians are essential for the survival of their species. Quarians enjoy storytelling, and hold dancers in high esteem. Some ships from the Fleet linger in orbit over planets used as drive discharge sites, to sell refreshments, supplies or trinkets made by their children to passing crews. Young quarians place low value on personal possessions, evaluating objects by their usefulness, and often barter items that are not being used to the rest of the crew via their ship's trading deck. Even when at home, quarians wear their environmental suits at all times, partly out of caution and partly as a psychological reaction to the lack of personal space. Because their suits make it harder to identify individuals, quarians have developed the habit of exchanging names whenever they meet. Their technology and relations to synthetic life have had a profound effect on quarian culture. As a result, in contrast to other races, quarians are reluctant to trust virtually - or artificially - intelligent machines, but they are also far more likely to treat them as if they were living beings.
*'''Average Quarian''': Dexterity 2D , Knowledge 2D, Mechanical 2D, Perception 2D, Strength 2D, Technical 3D+2. Move: 10


'''Description''': ''"It does seem like the technology I want to bring back to my people keeps trying to kill us"'' - Tali Zorah nar Rayyah
'''Personality''': Quarians are creative and inquisitive, but tend to be defensive as they are well aware of how other species view them.


The quarians are a nomadic species of humanoid aliens. Quarians are generally shorter and of slighter build than humans. They dress in a scavenged assortment of materials, hiding their faces behind visors, goggles, or breathing masks. Due to living upon completely sterile spaceships for most of their lives, quarians have virtually no immune system, and cannot remove their life-support systems until they return to their fleet. Due to their limited amount of living space and resources, quarians are only allowed one child per family. All young quarians are required to solitarily embark upon a Pilgrimage, a rite of passage where they leave their home ships and set out to discover and bring back something of value or use, whether it be an artifact, equipment, or even knowledge, which they would present to the captain of the ship of their choice. Once the gift is accepted, the quarian is accepted into the ranks of the ship; gifts are rarely declined, as most captains are bound by tradition to accept anything that can be of use, but a stigma is attached to those who proffer substandard gifts.
'''Physical Description''': Quarians are generally shorter and of slighter build than humans. Quarian hands consist of a thumb and only 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. Some believe the quarians are cybernetic, a blend of machine and biology that can survive for a time in the cold vacuum of space. Others believe the quarians are simply so used to living on their substandard, makeshift ships that they never remove their survival suits.


The quarians are divided politically into two branches of government: the Enclave, a civilian body that represents the majority of the people on the various ships of the Migrant Fleet, and the Admiralty Board, comprised of the five highest-ranking naval officers in the fleet. The Enclave is subdivided into councils on each ship who advise the captains of the individual vessels; however, the captains still have the final say on all issues and all matters of jurisprudence. Captains who override their respective councils on too regular a basis are either ordered by the Admiralty Board to settle their disputes on their own or relinquish command. The Admiralty Board has a great deal of influence on all matters pertaining to the fleet, has direct command of the fleets' military forces and has veto power that overrides any decision the Conclave makes that is seen to be detrimental or dangerous to the fleet. However, the decision must be unanimous and once this veto is invoked, the entire Admiralty Board must resign their seats immediately, to prevent any possible abuse of power. Any Admiralty Board member who refuses to relinquish his or her seat is subject to arrest.
'''Homeworld''': Having no natural world to call home the quarians wander the galaxy in a flotilla of salvaged ships, secondhand vessels, and recycled technology.<br />'''Religion''': The quarians used to practice a form of ancestor worship. This involved taking a personality imprint from the individual and developing it into an interface similar to a VI. However, the geth destroyed the quarians' ancestor databanks when they rebelled. Respect for their ancestors is still prevalent in quarian society.<br />'''Example Names''': Tali'Zorah nar Rayya; First name + "Nar" (Child of) or "Vas" (Crew of) + name of the ship. Immature quarians are still "Nar" and are identified as a child of the colony or ship. Once a quarian has completed their rite of passage and earned their place on a home-ship they use "Vas" instead of "Nar."
 
The quarians are looked down upon by the Citadel races, mainly due to their creation of the geth three hundred years prior to the game's timeline. After all, it was they who created the geth, it was they who were unable to quell the geth insurrection, and now that they have been forced off of their homeworld by the geth and relegated to roaming the galaxy in an increasingly threadbare and derelict migrant flotilla, the quarians are generally unwanted throughout the galaxy, due to the unsightliness of their fleet and their tendency to take whatever employment they can find, often at the expense of native inhabitants. As a matter of fact, the leaders of any colonies or systems through which the Migrant Fleet might pass are often inclined to donate any spare items of use to the quarians as a bribe to keep them from visiting or hanging around for very long; quarians are grateful for the assistance and have never abused this tendency, but many cannot help but feel insulted by the far-from-magnanimous motivations behind these "gifts." However, their skill at electronics, engineering and cybernetics make them ideal workers for major corporations and mining firms; quarians are considered to be amongst the best and brightest of the galaxy when it comes to technological and geological aptitude.


'''Source''':
'''Source''':
*Mass Effect: The Unofficial Role Playing Game (page 14)
*[http://masseffect.wikia.com/wiki/Quarian Mass Effect Wiki: Quarian]
*Mass Effect d20 RPG (pages 27-31)
*thedemonapostle

Latest revision as of 11:24, 13 August 2018

Name: Quarian
Dice: 12D
Dexterity: 1D / 4D
Knowledge: 1D+2 / 4D+2
Mechanical: 1D+1 / 4D+1
Perception: 1D+1 / 4D+1
Strength: 1D / 3D+2
Technical: 1D+1 / 4D+1

Move: 10 / 12
Size: 1.55 - 1.93 m
Weight: 36 - 103 kg

Special Abilities:

  • Technicians: Quarians are master technicians and experts in dealing with electronics. They gain a +1D bonus to all Technical skill rolls.
  • Weakened Immune System: Quarians can only get out of their suits in sterile and clean environments otherwise they contract a quarian Infection. Any contact with unclear air, dirty surfaces or even skin form living creatures or plants also causes the quarian to contract this Infection. Also, at the end of each battle in which the quarian takes HP damage, there is a 10% chance that whatever damaged the quarian penetrated his suit and caused a Quarian Infection. This probability is rolled after the end of the battle, during which it matters little if the quarian has had his suit pierced because the adrenaline, and the suit’s mechanisms to inject the quarian with large amounts of antibiotics once it is ruptured, ensure he never suffers from the infection’s effects during that battle. Afterwards, the infection affects him normally. If the quarian was reduced to 0 HP, the probability of being infected increases to 20%.
    Note that while it is true that quarians have very weak immune systems and quickly develop an infection if their suits are ruptured, the suit’s hole and area injured is very small, and the quarian quickly seals off that portion of the suit ensuring that most infections are localized to the injury and don’t really cause a major Quarian Infection.
    Suits weight: 6.8kg. This weight is added to that of armor.

Description: The quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Since their home world was conquered, the auarians 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. One of the factors of life aboard the Migrant Fleet is population control. It is illegal for quarian families to have more than two children to maintain zero population growth - unless the restriction has been lifted to keep numbers stable - so families tend to be small. Along with the fact each quarian relies on the others for survival, this means the bonds between quarians tend to be very strong, compared to a more individualistic race like the krogan. Loyalty, trust and cooperation between quarians are essential for the survival of their species. Quarians enjoy storytelling, and hold dancers in high esteem. Some ships from the Fleet linger in orbit over planets used as drive discharge sites, to sell refreshments, supplies or trinkets made by their children to passing crews. Young quarians place low value on personal possessions, evaluating objects by their usefulness, and often barter items that are not being used to the rest of the crew via their ship's trading deck. Even when at home, quarians wear their environmental suits at all times, partly out of caution and partly as a psychological reaction to the lack of personal space. Because their suits make it harder to identify individuals, quarians have developed the habit of exchanging names whenever they meet. Their technology and relations to synthetic life have had a profound effect on quarian culture. As a result, in contrast to other races, quarians are reluctant to trust virtually - or artificially - intelligent machines, but they are also far more likely to treat them as if they were living beings.

Personality: Quarians are creative and inquisitive, but tend to be defensive as they are well aware of how other species view them.

Physical Description: Quarians are generally shorter and of slighter build than humans. Quarian hands consist of a thumb and only 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. Some believe the quarians are cybernetic, a blend of machine and biology that can survive for a time in the cold vacuum of space. Others believe the quarians are simply so used to living on their substandard, makeshift ships that they never remove their survival suits.

Homeworld: Having no natural world to call home the quarians wander the galaxy in a flotilla of salvaged ships, secondhand vessels, and recycled technology.
Religion: The quarians used to practice a form of ancestor worship. This involved taking a personality imprint from the individual and developing it into an interface similar to a VI. However, the geth destroyed the quarians' ancestor databanks when they rebelled. Respect for their ancestors is still prevalent in quarian society.
Example Names: Tali'Zorah nar Rayya; First name + "Nar" (Child of) or "Vas" (Crew of) + name of the ship. Immature quarians are still "Nar" and are identified as a child of the colony or ship. Once a quarian has completed their rite of passage and earned their place on a home-ship they use "Vas" instead of "Nar."

Source: