Jump to content

Mass Effect Quarian: Difference between revisions

From Episode D6: Star Wars D6 Wiki
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''': 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 />'''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


'''Special Abilities''':
'''Unique Characteristics'''
*'''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).
*'''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.
*'''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'''
*'''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
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.


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.
'''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 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.
'''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 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.
'''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 14)
*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)