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


'''Name''': Krogan<br />'''Attribute Dice''': 12D<br />'''Dexterity''': 2D/3D<br />'''Knowledge''': 2D/3D<br />'''Mechanical''': 2D/3D<br />'''Perception''': 2D/4D<br />'''Strength''': 2D/5D+1<br />'''Technical''': 1D/2D+2
'''Name''': Krogan<br />'''Attribute Dice''': 12D<br />'''Dexterity''': 1D / 3D<br />'''Knowledge''': 1D / 3D<br />'''Mechanical''': 1D / 3D<br />'''Perception''': 1D / 3D<br />'''Strength''': 4D / 6D<br />'''Technical''': 1D / 2D


'''Move''': 10 / 12<br />'''Size''': 2.0 - 2.5 m<br />'''Weight''': 150 - 200 kg
'''Move''': 10 / 12<br />'''Size''': 2.0 - 2.5 m<br />'''Weight''': 150 - 200 kg


'''Special Abilities''':
'''Unique Characteristics'''
*'''War Prone''': During character creation for each 1D spent in a Dexterity or Strength skill gain 2D instead.
*'''War Prone''': During character creation for each 1 skill point spent in Strength skill gain 2 points. (maximum of +6).
*'''Powerful''': Krogan characters ignore the maximum damage potential while wielding a melee weapon.
*'''POW''': Due to the fact that krogan have a wider point of view they have +3 to Perception: Search and the combat initiative roll.
*'''Thick Hide''': Krogan gain +3D to resist poisons, radiation and exposure. Also, once per game session per D in Strength, a Krogan may reroll an undesirable Str vs melee damage, keeping the new roll.
*'''Bruiser''': Krogan have a +3 when determining Melee and Brawling Damage.
*'''Technology Ineptitude''': During game play, the requirement to raise a Technical skill one pip is the normal character points +2 more for the Krogan. Ex: to raise First Aid from 2D to 2D+1 would cost 4 Character points instead of 2.
*'''Technological Idiots''': Raising Tech Skills for krogan character is twice expensive. Also krogan may only pick half the normal amount of technological skills during the character creation.
*'''Genophage''': The Genophage makes only 1 in 1,000 Krogan births viable. You were a lucky one.
*'''Genophage''': Genophage makes only 1 in 1000 krogan births viable. You were a lucky one!
*'''Extraordinary Recuperation''': krogan don’t need a Rest Period, and may make a Natural Healing Roll every 30 minutes after taking damage.
*'''Immunity''': Krogan are immune to poison and can’t get stunned in course of received wounds.
*'''Frenzy''': Most krogan tend to be short tempered. While fighting a krogan must make a moderate Willpower (or Knowledge) roll or turn frenzy and fight till all enemies are defeated. Meaning that a frenzied krogan will do anything to defeat all enemies even risk his life or the lives of his companions, just to complete the task. He will do it as last resort but if frenzy he will endanger the lives of anyone just to win the fight.


'''Racial Averages''':
'''Description'''
*'''Average Krogan''': Dexterity 3D, Knowledge 2D, Mechanical 2D, Perception 2D, Strength 5D, Technical 1D+1, Move: 10


'''Description''': ''"I need to get my blood pumping, find me something to kill!"'' - Urdnot Wrex
The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. Unfortunately, as krogan society became more technologically advanced so did their weaponry. Four thousand years ago, at the dawn of the krogan nuclear age, battles to claim the small pockets of territory capable of sustaining life escalated into full scale global war. Weapons of mass destruction were unleashed, transforming Tuchanka into a radioactive wasteland. The krogan were reduced to primitive warring clans struggling to survive a nuclear winter of their own creation, a state that continued until they were discovered by the salarians two thousand years later. With the help of the salarians, the krogan were 'uplifted' into galactic society, and lent their numbers and military prowess to bring an end to the Rachni Wars. Unfortunately, after the rachni were eradicated, the rapidly-expanding krogan became a threat to the galaxy in turn, starting the Krogan Rebellions and forcing the Turians to unleash the genophage. This genetic 'infection' all but sterilized the entire krogan species. Unless a cure is found, the krogan will likely die out within a few generations.. Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. Biotic individuals are rare, though those who do possess the talent typically have strong abilities. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. These secondary systems are capable of serving as back-ups in the event of damage to the primary biological structures. Krogan also have a secondary nervous system using a neuro-conductive fluid, meaning they are almost impossible to paralyze. Krogan bleed a yellow or orange fluid when shot, which may be this fluid or actual blood. Sheer physical hardiness means an individual Krogan can expect to live for centuries. Since the Genophage, the krogan can no longer afford the casualties of the old horde attacks. The Battle Masters are a match for any ten soldiers of another species. Battle Masters are not 'spit and polish,' but they do believe in being well-armed and equipped, preferably with a gun for each limb. They are callous and brutal, but methodical and disciplined. They use any means at their disposal to achieve their goals, no matter how reprehensible. Hostage-taking and genocide are acceptable means to ensure a quiet occupation with few krogan casualties. Biotics are rare among the krogan, especially since the practice of surgically creating krogan biotics has been discontinued. Those that exist are viewed with suspicion and fear. The krogan see this aura of fear as a useful quality for an officer, and often promote them. Combat drones and other hightech equipment are likewise in short supply. This solitary attitude stems in part from a deep sense of fatalism and futility, a profound social effect of the genophage that caused krogan numbers to dwindle to a relative handful. Not only are they angry that the entire galaxy seems out to get them, the krogan are also generally pessimistic about their race's chances of survival. The surviving Krogan see no point to building for the future; there will be no future. The krogan live with an attitude of 'kill, pillage, and be selfish, for tomorrow we die.' Female krogan rarely leave their home worlds, focusing on breeding in an attempt to keep Krogan numbers from declining too quickly. The few remaining fertile females who can carry young to term are treated as prizes of war, to be seized, bartered or fought over.


The krogan are a species of large reptilian bipeds native to Tuchanka, a world known for its harsh environment, scarce resources and over-abundance of vicious predators.
'''Personality''': The harsh krogan homeworld conditioned the krogan psychology for toughness just as it did the body. Krogan have
Once hailed as the saviors of the galaxy for their successful destruction of a dangerously xenophobic and powerful spacefaring insectoid race known as the rachni, the krogan are now a shadow of their former prominence. Flush with confidence following their defeat of the rachni and the recognition of the Citadel races and their subsequent leniency towards the krogans' obvious ambition for an empire of their own, the krogan began colonizing worlds at a dangerous rate, eventually forcibly colonizing inhabited worlds and encroaching upon Citadel territories. Unwilling to curtail their activities and relinquish those worlds and territories belonging to other races, the krogan rebelled against the Citadel council.
always had a tendency to be selfish, unsympathetic, and blunt. They respect strength and self-reliance and are neither surprised nor
offended by treachery. The weak and selfless do not live long. In their culture, "looking out for number one" is a matter of course.


Initially, the krogan had considerable success in action against the combined military of the Citadel races; due to the hostile environment of their home world, natural selection had caused them to evolve various adaptations that made them a hardy species and their extremely high reproduction and maturation rate made it nearly impossible for the Citadel races to inflict any considerable and long-lasting damage to their war machine. The contact with the militarily superior Turian Hierarchy brought much needed relief to the beleaguered Citadel races, but not even then were they able to maintain the numbers and materiel necessary to defeat the krogan, only managing to stall for time. In desperation, the salarians concocted the genophage, a biological weapon that would infect the krogan on a genetic level and make only 1 in 1000 births viable. Once infected by the turians with this weapon, the krogan were unable to maintain their numbers and through attrition were eventually defeated.
'''Physical Description''': Large and massive, krogan have a humanoid lizard shape.


Because of the continuing effects of the genophage, the krogan are a dying species and are trapped in a downward spiral of meaningless violence. Some krogan hire themselves out as mercenaries, assassins or muscle for various organized crime syndicates; others manage to eke out a living through brigandage and piracy. Many krogan still consider themselves at war with the galaxy at large and are still incorporated into small war parties or clans traditionally led by warlords. Increasingly, however, the krogan have taken to fighting among themselves for territory, resources, and even over those few krogan females who are still capable of producing offspring. Due to their slow extinction, most krogan are becoming increasingly pessimistic and self-centered. Few krogan have any interest in anything other than fighting or the acquisition of material wealth, even to the point of ignoring any possible way of countering the genophage. This fatalism makes their eventual extinction all the more likely. However, it is revealed that many krogan have allied themselves with rogue Spectre Saren Arterius and the geth in exchange for a possible cure to the genophage. It is also stated in game over elevator public addresses that a Krogan group contracted a Salarian research organization to produce a cure for the Genophage. The Krogans sued for a return of investment money when no cure was found.
'''Homeworld''': Tuchanka<br />'''Religion''': Krogan are not shown to have strong religious beliefs. The closest they come is to establish ritualistic burial grounds called the Hollows, where the skulls of their ancestors are displayed to remind them of "where we all come from, and where we all go.<br />'''Biotics''': The krogan developed a surgical procedure that was able to confer biotic ability, but the operation had a high mortality rate, so it was discontinued following the release of the genophage.<br />'''Example Names''': Urdnot, Wrex.
 
The large shoulder humps on a krogan store fluids and nutrients, which enable them to go for long periods without food or water. Krogan also possess multiple instances of major organs, in which secondary organs serve as backups should a main organ fail or be damaged, including four testicles. A krogan individual possesses a thick hide, which is extremely hardy and very resistant to cuts, scrapes, and contusions. Krogan are also highly resistant to radiation, poisons, and extreme temperatures. Biotic individuals are rare, though those who do possess the talent are typically quite strong in their abilities and are referred to as battlemasters.


'''Source''':
'''Source''':
*Mass Effect: The Unofficial Role Playing Game (page 15)
*Mass Effect: The Unofficial Role Playing Game 2.35 (page 16)

Revision as of 12:36, 30 January 2017

Name: Krogan
Attribute Dice: 12D
Dexterity: 1D / 3D
Knowledge: 1D / 3D
Mechanical: 1D / 3D
Perception: 1D / 3D
Strength: 4D / 6D
Technical: 1D / 2D

Move: 10 / 12
Size: 2.0 - 2.5 m
Weight: 150 - 200 kg

Unique Characteristics

  • War Prone: During character creation for each 1 skill point spent in Strength skill gain 2 points. (maximum of +6).
  • POW: Due to the fact that krogan have a wider point of view they have +3 to Perception: Search and the combat initiative roll.
  • Bruiser: Krogan have a +3 when determining Melee and Brawling Damage.
  • Technological Idiots: Raising Tech Skills for krogan character is twice expensive. Also krogan may only pick half the normal amount of technological skills during the character creation.
  • Genophage: Genophage makes only 1 in 1000 krogan births viable. You were a lucky one!
  • Extraordinary Recuperation: krogan don’t need a Rest Period, and may make a Natural Healing Roll every 30 minutes after taking damage.
  • Immunity: Krogan are immune to poison and can’t get stunned in course of received wounds.
  • Frenzy: Most krogan tend to be short tempered. While fighting a krogan must make a moderate Willpower (or Knowledge) roll or turn frenzy and fight till all enemies are defeated. Meaning that a frenzied krogan will do anything to defeat all enemies even risk his life or the lives of his companions, just to complete the task. He will do it as last resort but if frenzy he will endanger the lives of anyone just to win the fight.

Description

The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. Unfortunately, as krogan society became more technologically advanced so did their weaponry. Four thousand years ago, at the dawn of the krogan nuclear age, battles to claim the small pockets of territory capable of sustaining life escalated into full scale global war. Weapons of mass destruction were unleashed, transforming Tuchanka into a radioactive wasteland. The krogan were reduced to primitive warring clans struggling to survive a nuclear winter of their own creation, a state that continued until they were discovered by the salarians two thousand years later. With the help of the salarians, the krogan were 'uplifted' into galactic society, and lent their numbers and military prowess to bring an end to the Rachni Wars. Unfortunately, after the rachni were eradicated, the rapidly-expanding krogan became a threat to the galaxy in turn, starting the Krogan Rebellions and forcing the Turians to unleash the genophage. This genetic 'infection' all but sterilized the entire krogan species. Unless a cure is found, the krogan will likely die out within a few generations.. Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. Biotic individuals are rare, though those who do possess the talent typically have strong abilities. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. These secondary systems are capable of serving as back-ups in the event of damage to the primary biological structures. Krogan also have a secondary nervous system using a neuro-conductive fluid, meaning they are almost impossible to paralyze. Krogan bleed a yellow or orange fluid when shot, which may be this fluid or actual blood. Sheer physical hardiness means an individual Krogan can expect to live for centuries. Since the Genophage, the krogan can no longer afford the casualties of the old horde attacks. The Battle Masters are a match for any ten soldiers of another species. Battle Masters are not 'spit and polish,' but they do believe in being well-armed and equipped, preferably with a gun for each limb. They are callous and brutal, but methodical and disciplined. They use any means at their disposal to achieve their goals, no matter how reprehensible. Hostage-taking and genocide are acceptable means to ensure a quiet occupation with few krogan casualties. Biotics are rare among the krogan, especially since the practice of surgically creating krogan biotics has been discontinued. Those that exist are viewed with suspicion and fear. The krogan see this aura of fear as a useful quality for an officer, and often promote them. Combat drones and other hightech equipment are likewise in short supply. This solitary attitude stems in part from a deep sense of fatalism and futility, a profound social effect of the genophage that caused krogan numbers to dwindle to a relative handful. Not only are they angry that the entire galaxy seems out to get them, the krogan are also generally pessimistic about their race's chances of survival. The surviving Krogan see no point to building for the future; there will be no future. The krogan live with an attitude of 'kill, pillage, and be selfish, for tomorrow we die.' Female krogan rarely leave their home worlds, focusing on breeding in an attempt to keep Krogan numbers from declining too quickly. The few remaining fertile females who can carry young to term are treated as prizes of war, to be seized, bartered or fought over.

Personality: The harsh krogan homeworld conditioned the krogan psychology for toughness just as it did the body. Krogan have always had a tendency to be selfish, unsympathetic, and blunt. They respect strength and self-reliance and are neither surprised nor offended by treachery. The weak and selfless do not live long. In their culture, "looking out for number one" is a matter of course.

Physical Description: Large and massive, krogan have a humanoid lizard shape.

Homeworld: Tuchanka
Religion: Krogan are not shown to have strong religious beliefs. The closest they come is to establish ritualistic burial grounds called the Hollows, where the skulls of their ancestors are displayed to remind them of "where we all come from, and where we all go.
Biotics: The krogan developed a surgical procedure that was able to confer biotic ability, but the operation had a high mortality rate, so it was discontinued following the release of the genophage.
Example Names: Urdnot, Wrex.

Source:

  • Mass Effect: The Unofficial Role Playing Game 2.35 (page 16)