Mass Effect Quarian: Difference between revisions
imported>Thedemonapostle Created page with "thumb|500px|right '''Name''': Quarian<br />'''Attribute Dice''': 12D<br />'''Dexterity''': 2D/4D<br />'''Knowledge''': 2D/4D<br />'''Mechanic..." |
imported>Thedemonapostle No edit summary |
||
| Line 1: | Line 1: | ||
[[File:Mass Effect Quarian.png|thumb|500px|right]] | [[File:Mass Effect Quarian.png|thumb|500px|right]] | ||
'''Name''': Quarian<br />'''Attribute Dice''': | '''Name''': Quarian<br />'''Attribute Dice''': 11D<br />'''Dexterity''': 1D / 3D<br />'''Knowledge''': 2D / 4D<br />'''Mechanical''': 2D / 4D<br />'''Perception''': 2D / 4D<br />'''Strength''': 1D / 3D<br />'''Technical''': 3D / 5D | ||
'''Move''': 10 / 12<br />'''Size''': 1.4 - 1.8 m<br />'''Weight''': 40 - 80 kg | '''Move''': 10 / 12<br />'''Size''': 1.4 - 1.8 m<br />'''Weight''': 40 - 80 kg | ||
''' | '''Unique Characteristics''' | ||
*'''Technical Aptitude''': During character creation, for every | *'''Technical Aptitude''': During character creation, for every 1 skill point spent in a Technical skill gains 2 instead. (maximum of +6) | ||
*'''Technical Scholars''': During character creation, quarians may take 2 more Technical skills than other races. | |||
*'''Technical Society''': Quarians can use Technical Talents without an Omni-Tool, but incur a -6 penalty (other races cannot use Technical Talents without an Omni-Tool). | |||
*'''Spacers''': All quarians were born aboard the Migrant Fleet thus all of their race are familiar with flying spaceship, all quarians have a base of 3 in skill of Starship Piloting. | |||
*'''Rig Masters''': Quarians incur a -3 to all Technical repair skills instead of the -6 when not using an Omni-Tool. | |||
*'''Facemask & Envirosuit''': Quarians have 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 thereafter, make an attack roll (3D+3) against the character's Stamina. If the attack succeeds, the character takes 2d6 points of damage and moves. This attack occurs again each day the disease remains untreated. Treating the disease requires a successful moderate Medicine roll. 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. | |||
*'''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 decision). Geth and Quarians can’t be in the same party. | |||
*'''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. | *'''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. | ||
''' | '''Description''' | ||
The auarians 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.<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." | |||
'''Source''': | '''Source''': | ||
*Mass Effect: The Unofficial Role Playing Game (page | *Mass Effect: The Unofficial Role Playing Game 2.35 (page 18) | ||
Revision as of 12:50, 30 January 2017

Name: Quarian
Attribute Dice: 11D
Dexterity: 1D / 3D
Knowledge: 2D / 4D
Mechanical: 2D / 4D
Perception: 2D / 4D
Strength: 1D / 3D
Technical: 3D / 5D
Move: 10 / 12
Size: 1.4 - 1.8 m
Weight: 40 - 80 kg
Unique Characteristics
- Technical Aptitude: During character creation, for every 1 skill point spent in a Technical skill gains 2 instead. (maximum of +6)
- Technical Scholars: During character creation, quarians may take 2 more Technical skills than other races.
- Technical Society: Quarians can use Technical Talents without an Omni-Tool, but incur a -6 penalty (other races cannot use Technical Talents without an Omni-Tool).
- Spacers: All quarians were born aboard the Migrant Fleet thus all of their race are familiar with flying spaceship, all quarians have a base of 3 in skill of Starship Piloting.
- Rig Masters: Quarians incur a -3 to all Technical repair skills instead of the -6 when not using an Omni-Tool.
- Facemask & Envirosuit: Quarians have 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 thereafter, make an attack roll (3D+3) against the character's Stamina. If the attack succeeds, the character takes 2d6 points of damage and moves. This attack occurs again each day the disease remains untreated. Treating the disease requires a successful moderate Medicine roll. 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.
- 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 decision). Geth and Quarians can’t be in the same party.
- 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.
Description
The auarians 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:
- Mass Effect: The Unofficial Role Playing Game 2.35 (page 18)