Table Of Contents


The Aftermath

The reapers have been destroyed.


Thanks to the valient efforts of Commander Shephard and the crew of the SR2 Normandy, along with all those that faught and died on their homeworlds and in the climactic battle around Earth, the enemy was defeathed. But the cost was high.


The crucible made no distinction between which sentient machines it killed, snuffing the 'life' of the True Geth that had faught alongside the rest of the galaxy. In order to do so, it used the system of mass relays that dotted the galaxy as amplifiers for the crcible, leaving them damaged, seemingly beyond repair.


In the aftermath of what became known as the Reaper War, a pervasive silence fell across the entire galaxy. Friends and families suddenely found themselves thousands of light years apart with no real means of reaching each other.


Much of the galaxy's militaries had deployed to earth in an attempt at a final push against the reapers. Though they succeeded, they also found themselves stranded, unable to return to a home that was left with nothing more than a barebones military.


Colonies and stations that relied on the mass relays to sustain themselves went dark in the years that followed. Pirates and mercenaries found there was little to stop them from taking whatever they wanted. Rival factions and organizations quickly began fighting over nearly everything, with no real military presence to stop them.


The galaxy had survived the reapers, it was yet to be seen whether it would survive the aftermath.

Design Choices

Careers

Only the core classes from Mass Effect are being represented as careers (Soldier, Engineer, and adept). The reason for this is because the career system in Traveller already allows players the ability to dip into multiple careers, thus replicating the hybrid careers (Sentinel, Infiltrator, and Vanguard).

Most other Traveller careers are represented here as choices to present both combat and non-combat options.

The Omni-Tool

The omni-tool will be as pervasive here as it was in Mass Effect. While originally designed as a non-combat tool, nearly all careers will have access to this portable computer. The Engineer career specializaes in utilizing this tool for combat applications that are beyond the scope of the tool's normal use.







The Geth

I did not want to lose such a tragic and interesting people, so have worked in a way in which Geth (called Geth Vagabonds here) have begun to resurface in small numbers. These Geth are true individuals and make for good player characters. More information on them can be found throughout this guide.

Armor/Shields/Barriers

The various layers of protection and the various ways of stripping them are core to Mass Effect and are represented here. Shields and barriers are presented as pools of additional protection that get depleted with damage. Armor is not tracked as a depletable stat, due to complications in how this would be tracked, repaired, etc. Instead, armor functions as normal in Traveller and works as a means of reducing incoming damage.

Thermal Clips

Ammunition in the tradational sence (i.e. slugs) is not used. Instead the concept of thermal clips are used. It is assumed that players always have enough thermal clips, however, they still must spend time changing spent clips.

Regenerating Shields/Biotic Power

The concept of shields that regenerate when damage is not taken or biotic power that regenerates when it is not used is represented here.

Health Damage

For simplicity, anything that is based off of whether an attack did health damage, simply refers to the target having suffered END/STR/DEX damage.

The Bio characteristic

The Biotics (Bio) characteristic is a new stat used to determine a character's biotic strength. More information can be found in the Biotics chapter.

Character Creation

The following are the steps to create your character using the Traveller Lifepath Generator

1) Roll Characteristics

Roll 2D for every characteristic. Calculate dice modifier (DM)

Characteristic score Dice Modifier
0 -3
1-2 -2
3-5 -1
6-8 +0
9-11 +1
12-14 +2
15+ +3

3) Select your race

3) Select Background Skills

Before embarking on your careers, you receive a number of background skills equal to your Education DM +3 (so, 0 to 6, depending on your Education score), chosen from the list below. This represents the knowledge you have picked up during adolescence and will allow you to function at a basic level in a technological society.

  • Admin 0
  • Art 0
  • Athletics 0
  • Carouse 0
  • Drive 0
  • Science 0
  • Streetwise 0
  • Survival 0
  • Vacc Suit 0
  • Electronics 0
  • Flyer 0
  • Mechanic 0
  • Medic 0
  • Profession 0

4) Start your First Term

Players have the option of diving right inot their desired career or attending pre-career education first. These are going to university or attending a military academy. This usually takes place in a Traveller’s first term (in place of a career), though it can be delayed up until the third term if a term or two in a career is desired. From term four and onwards, pre-career education is no longer available.






Pre-Career Education

  1. Attempt entry into the desired educational path; Roll to enter a career if you fail. This usually takes place in a Traveller’s first term (in place of a career), though it can be delayed up until the third term if a term or two in a career is desired. From term four and onwards, pre-career education is no longer available.
  2. Gain any skills noted and roll on the Events Table
  3. Roll to see if you graduate, gaining the graduation benefits if you do. If you fail, no benefits are gained. Either way, the term is over.

Career Progression

  1. Qualify for Career. Roll to see if you qualify for the career. If you fail, you must take the drifter career this term.
  2. Basic Training (First Career Only). You receive all the skills listed in the Service Skills table at Level 0 as your basic training.
  3. Skills and Training. Pick one of the tables from the "Skills and Training" chart and roll 1D to see which skill or talent you increase. You may only roll on the Advanced Education or Commissioned tables if you have the listed requirement (usually EDU 8+ or a certain Rank).Skills can be listed with or without an associated level. If no rank is listed, then you gain that skill at level 1 if you do not have it already, or increases its level by +1 if you are already trained in that field. If a rank is listed, then you gain the skill at that level so long as it is higher than your current level in that skill.
  4. Roll for Survival. If you fail this roll, you must then roll on the Mishap Table. You will also lose the Benefit roll for the current term. A natural 2 on the survival roll is always a failure.
  5. Roll for Event. Roll on the career’s Events Table.
  6. Roll for Commission (Optional - Soldier only). A Traveller who succeeds at a commission roll becomes a Rank 1 officer in that career, and uses the officer Rank Table from then on. A Traveller may attempt a commission roll once per term.
  7. Roll for Advancement. If you make a successful advancement roll, then you move to the next rank and gain an extra roll on any of the Skills and Training Tables for this career. You also get any bonuses listed for your new rank. You may only attempt to advance once per term. If your advancement roll is equal to or less than the number of terms you have spent in this career, then you cannot continue in this career after this term. Either your services are no longer required, or events have caused you to leave, or perhaps you are simply bored and want a new challenge. If you roll a natural 12, then you must continue in this career. You are too valuable to lose and will be strong-armed into staying.

Racial Modifiers

During character creation, players must choose a race prior to rolling their career path. Humans follow the baseline rules and require no modifiction. Characters of other races would be modified as detailed below.

Asari

Automatically roll for Bio, +1 Dex, +1 Soc, -1 Str, -1 End


The Long View: Asari begin at age 100, and career terms represent twenty-year intervals rather than four-year ones; Asari who fail survival rolls are assumed to have spent 2 + 3d6 years in that term. Asari do not begin making aging rolls until the age of 220, and may ignore age-related penalties for entering careers (but not term-related ones).


All advancement rolls suffer a -2 DM.

Batarian

+1 Str, +1 End, +1 Int, -1 Edu, -2 Soc (unless among other Batarians).

Drell

Automatically roll for Bio, +1 Str, +1 Dex, -2 End.


The Compact: Drell player characters begin with a Hanar contact.

Geth

May not roll for Bio, +1 End, +1 Int, -2 Soc (unless among other Geth).


Vagabonds: Geth must take Geth Vagabond for their first term, but receive a +2 DM for that survival roll.


All qualification rolls (except Geth Vagabond) suffer a -2 DM. Due to their recent creation, geth may only have a maximum age of 30.

Human

May choose to roll for Bio.


A New Breed: Humans who roll for Biotic scores are limited to a maximum of 4 career terms.

Quarian

+1 Int, +1 Edu, -2 End, -2 Soc (unless around other Quarians).


Pilgrimage: Quarians must take the Spacer Pre-Career Education for their first term.









Turian

Automatically roll for Bio, -1 Dex, +1 End.


Team Spirit: Turian characters must take Agent (law enforcement or intelligence), Army, Marines, or Navy for their first term. All Turian player characters begin with a Turian contact.

Krogan

+2 Str, +2 End, -2 Int, -2 Edu, -2 Soc (unless intimidating someone, in which case +2).


At character creation, a Krogan may trade their +2 End bonus for the ability to roll a Biotic score. krogan may begin their term 1 career at any age between 18 and 400, and career terms represent twenty-year intervals rather than four-year ones; Krogan who fail survival rolls are assumed to have spent 2 + 3d6 years in that term.


Life of Violence: Krogan do not make aging rolls, and may ignore age-related penalties for entering careers (but not term-related ones), but if they fail a survival roll after term 4, the character suffers a critical mishap (the specifics of can be determined by the player) and they are immediately ejected from their career, forfeit all benefit rolls gained from any terms after term 4, and are unable to take any more terms in any career.


Blood Rage: Feared throughout the galaxy as nightmarishly violent warriors, the krogan are both aided and hobbled by their legendary "Blood Rage".

In the grip of that madness, krogan become seemingly invincible, but are merely totally unresponsive to pain. "Blood-enraged" krogan fight regardless of injury level, to the extent that krogan shorn of all four limbs continue gnashing past brain death until total somatic death.

Krogan that have suffered any amount of health damage may enter a "blood rage". While raging, they gain a DM+2 for all END checks, but suffer a DM-2 for all others. The rage lasts for as long as enemies are within sight and cannot be ended prior to that. Each round, if it is possible to attack an enemy, the krogan must do so. If they cannot for any reason, then they must move as far as possible toward one. If the krogan is reduced to 0 in all physical stats, they will continue to fight for another D6 rounds before dying.

Salarian

-2 Str, -2 End, +2 Int, +2 Edu.


Rapid Metabolism: Salarian PCs roll twice on skill tables for each career term, but begin making aging rolls after the second term at 2d6-5.

Pre-Career Education

University

Most worlds have one or more universities within their major settlements but even citizens of the most remote system can engage in university education through the use of computer networks and interstellar communications. A university education will channel a character’s efforts into a narrow range of skills but there are few other ways to become more skilful within them so quickly.


Entry: EDU 7+
DM-1 if in Term Two
DM-2 if in Term Three
DM+1 if SOC 9+


Skills: Choose a level 0 and a level 1 skill from the following list:

Admin, Advocate, Animals (training or veterinary), Art (any), Astrogation, Electronics (any), Engineer (any), Language (any), Medic, Navigation, Profession (any), Science (any).


Increase EDU by +1


Graduation: INT 7+. If 11+ is rolled, graduate with honours.


Graduation Benefits

  • Increase the skills chosen above to level 1 and level 2 respectively.
  • Increase EDU by an additional +2
  • Graduation grants DM+1 (DM+2 if graduation was with honours) to qualify for the following careers; Agent, Citizen (corporate), Entertainer (journalist), Scholar, Scout, Soldier.
  • Graduation allows a Commission roll to be taken before the first term of a soldier career, so long as it is the first career chosen after university. Success will mean the Traveller enters the career at officer rank (O1). If graduation was with honours, DM+2 is granted on this first Commission roll.

Military Academy

For those who are looking to dedicate their lives to military service, there is no better option than joining an academy to round out an education. This is a popular choice for those coming from ‘military’ families or those having grown up never considering anything other than a life in uniform. A term within a military academy can set a recruit’s career for great things, so competition to gain one of the limited number of open student slots is fierce.


Before joining a military academy, you must decide whether it is an academy of the Army, Marines, or Navy.


Entry: END 9+
DM-2 if in Term Two
DM-4 if in Term Three


Skills: Gain all Service Skills of the Soldier career at level 0, as with basic training.


Graduation: INT 8+.
DM+1 if END 8+, DM+1 if SOC 8+. If 11+ is rolled, graduate with honours.


Graduation Benefits

  • Select any three Soldier Service Skills and increase them to level 1.
  • Increase EDU by an additional +1.
  • If the Traveller graduated with honours, increase SOC by +1 as well.
  • Graduation allows automatic entry into the soldier career, so long as it is the first career attempted by the Traveller after graduation.
  • Graduation allows a Commission roll to be taken before the first term of a military career, so long as it is the first career chosen after university, with DM+2. Success will mean the Traveller enters the career at officer rank (O1). If graduation was with honours, the Traveller will automatically pass this roll.

If a Traveller attends a military academy but fails to graduate, they may still automatically enter the soldier career, so long as they did not roll 2- on the graduation roll. If they choose to enter this career, they may not make a Commission roll in the first term.

Colonial Upbringing

Those who grow up in the outback of a developed world or on a new colony do not always have the option to follow a normal career path. A youngster with dreams of becoming a soldier or an interstellar entertainer may instead find themselves stuck on the farm for another couple of years, and even then it may not be easy to get into a prestigious service.


A colonial upbringing provides slightly more than the usual set of skills, as learning starts early. On the downside, education tends to be lacking and transition into a career can be difficult. A Traveller who had a colonial upbringing may find it a little easier to get into certain careers as their specialist skills may be in demand, but suffers DM-2 on all attempts to get into any career not listed for a recruitment bonus. In addition, a Traveller from a colonial background suffers DM-1 on all checks to achieve commission or promotion throughout his entire career.


Travellers from a colonial background receive DM+1 to qualify for the Rogue or Scout careers.


Entry: Automatic


Skills: Animals 0, Athletics 0, Drive 0, Gun Combat 0, Mechanic 0, Medic 0, Navigation 0, Recon 0, Profession 0, Seafarer 0, Survival 1.

Graduation: INT 8+. If 12+ is rolled, graduate with honours.
DM+1 if END 8+.


Graduation Benefits:

  • Increase one skill already gained at level 0 to level 1.
  • Gain any two other skills listed above at level 1 or increase one skill already possessed by one level.
  • Gain Jack-of-all-Trades at level 1.
  • ‘Honours’ graduates gain Leadership 1 and may increase any other skill gained at level 0 to level 1.
  • Increase END by +1, and decrease EDU by -D3.

The Traveller is aged 5+1D2 terms worth of aging (determined by race) when entering their first career. Normally aging penalties apply.

Merchant Academy

Those intending to embark upon a career aboard merchant starships or as a portside broker can enrol on a suitable training programme. Some courses are run like a university degree, whilst others are much more vocational. Some large merchant lines have training ships or cadet berths aboard their larger vessels, where a prospective employee can learn on the job. The end result is much the same, with graduates being prepared for a fast-track career in interstellar commerce.


Not all graduates find employment with a major shipping line or port operator. Some are snapped up by smaller lines; others decide to take a different path and embark upon another career. Many businesses value mercantile graduates even though they are not active in the shipping sector, making the Merchant Academy a good starting point for a career in management or diplomacy.


Upon entry to the academy, a Traveller must choose whether to follow the Business or Shipboard curriculum.


Entry: INT 9+
DM +1 if SOC 8+


Skills: If the Business curriculum is chosen, gain all skills on the Broker table of the Merchant career at level 0. If the Shipboard curriculum is selected instead, gain all skills on the Merchant Marine table at level 0. In addition, gain one skill rolled randomly on the Service Skills table at level 1.


Graduation: INT 7+. If 11+ is rolled, the Traveller graduates with honours.
DM+1 if EDU 8+
DM+1 if SOC 8+.












Graduation Benefits:

  • Increase one skill already gained from the Broker or Merchant Marine table to level 1.
  • Increase EDU by +1.• The Traveller may enter the Merchant or Citizen career automatically at rank 1, providing this is the first career they enter after the academy and they enter the appropriate branch (Merchant Marine or Broker as per their academy path).
  • An honours graduate may enter the above careers at rank 2, gaining the automatic skill for that rank.
  • Graduates gain DM+1 on all advancement checks in the Merchant or Citizen careers. Honours graduates gain DM+2 on these checks.

School of Hard Knocks

Some Travellers grow up on the fringes of society and are denied the usual opportunities to enter a career or enlist in a service. Not all of these people are criminals but many come into contact with crime one way or another. Those that get out of that world fall into two categories: some leave it as far behind as possible and others take it with them wherever they go.


Streetwise recruits from slums and alleys of big cities are sometimes desirable for their special knowledge and skills, but are rarely promoted and often mistrusted; a graduate of the school of hard knocks can expect to spend a career on the bottom rungs. Some are proud to serve and glad to make a better life. Others are less satisfied and become a problem for their employers. Either way, careers tend to be short.


Entry: Automatic if SOC 6-


Skills: Streetwise 1, plus any two of: Athletics 0, Deception 0, Drive 0, Gambler 0, Melee 0, Persuade 0, Stealth 0.


Graduation: INT 7+. . If 11+ is rolled, graduate with honours.
DM+1 if END 9+


Graduation Benefits:

  • Gain any three other skills listed above at level 0.
  • Gain Gun Combat 0.
  • ‘Honours’ graduates gain Carouse 1 and may increase any other skill gained at level 0 to level 1.
  • Decrease SOC by -1.
  • DM-2 on checks to gain promotion or commission in first career. If the Traveller leaves this career by choice, checks in subsequent careers are as normal.

Spacer Community

Most who grow up on an orbital habitat or asteroid belt community live a life much like anyone else in a high-tech city. For these people, their homes might as well be planetside, other than the slim chance of a life-support failure or similar disaster. However, not all space habitats are like this. Some are collections of small settlements in a planetoid field, with shuttles plying between them, or perhaps a flotilla of spaceships. For the inhabitants of such a community, formal education is likely to take second place to rule-of-thumb instruction in how to survive and get a day’s work done in a spacer environment.


Some Travellers leave the community and seek a normal career elsewhere, but many hang around for a few years, picking up skills that might make them invaluable to a small merchant ship or similar employer where competence is more important than documentation. ‘Graduates’ of a spacer community have had instruction from skilled people, whilst ‘honours graduates’ come out with additional skills which may have been gained at the cost of harrowing experiences.


Entry: Automatic


Skills: Vacc Suit 1, plus any two of the following: Astrogation 0, Electronics 0, Engineer 0, Profession 0.


Graduation: INT 8+. If 12+ is rolled, graduate with honours.
DM+1 if DEX 6+.


Graduation Benefits:

  • Gain any two other skills listed above at level 0
  • Gain any skill listed above at level 1
  • Gain Pilot 0
  • ‘Honours’ graduates gain Jack-of-all-Trades 1
  • Increase DEX by +1
  • Decrease SOC by -2 (except quarians)
  • DM+1 to enlist, gain commission or promotion in the Merchant (free trader) career






















Events During Pre-Career Education

For any term a Traveller spends in pre-career education, roll on the following table to generate an event. As with career events, other Travellers may be linked to with the connections rule – perhaps they even spent time in the same university or academy!

2D Event
2 You are approached by a biotics group who sense potential in you. You may roll BIO (if not previously done) and attempt to enter the Biotic career in any subsequent term.
3 Your time in education is not a happy one and you suffer a deep tragedy; perhaps you become hopelessly addicted to drink or drugs, a failed romance leaves you in tatters, or a fatal accident involving a close friend shakes your confidence. You crash and fail to graduate.
4 A supposedly harmless prank goes wrong and someone gets hurt, physically or emotionally. Roll SOC 8+. If you succeed, gain a Rival. If you fail, gain an Enemy. If you roll 2, you must take the Prisoner career in your next term.
5 Taking advantage of youth, you party as much as you study. Gain Carouse 1.
6 You become involved in a tightly knit clique or group and make a pact to remain friends forever, wherever in the galaxy you may end. Gain D3 Allies.
7 Life Event. Roll on the Life Events table.
8 You join a political movement. Roll SOC 8+. If successful, you become a leading figure. Gain one Ally within the movement but gain one Enemy in wider society.
9 You develop a healthy interest in a hobby or other area of study. Gain any skill of your choice, with the exception of Jack-of-all-Trades, at level 0.
10 A newly arrived tutor rubs you up the wrong way and you work hard to overturn their conclusions. Roll 9+ on any skill you have learned during this term. If successful, you provide a truly elegant proof that soon becomes accepted as the standard approach. Gain a level in the skill you rolled on and the tutor as a Rival.
11 A skirmish comes and a wide-ranging draft is instigated. You can either flee and join the Drifter career next term or be drafted. Either way, you do not graduate this term. However, if you roll SOC 9+, you can get enough strings pulled to avoid the draft and complete your education – you may attempt graduation normally and are not drafted.
12 You gain wide-ranging recognition of your initiative and innovative approach to study. Increase your SOC by +1.

Careers

Agent

Law enforcement agencies, corporate operatives, spies, and others who work in the shadows.


Qualification: INT 6+

DM-1 for every previous career


Choose one of the following.

law enforcement: You are a police officer or detective.

Intelligence: You work as a spy or saboteur.

Corporate: You work for a corporation, spying on rival organisations.


Career Progress
Survival Advancement
Law Enforcement END 6+ INT 6+
Intelligence INT 7+ INT 5+
Corporate INT 5+ INT 7+





Skills and Training
1D Personal Development Service Skills Adv Education (Min EDU 8) Law Enforcement Intelligence Corporate
1 Gun Combat Streetwise Advocate Investigate Investigate Investigate
2 DEX +1 Drive Language Recon Recon Electronics (computers)
3 END +1 Investigate Explosives Streetwise Electronics (comms) Stealth
4 Melee Flyer Medic Stealth Stealth Carouse
5 INT +1 Recon Vacc Suit Melee Persuade Deception
6 Athletics Gun Combat Electronics Advocate Deception Streetwise
Mustering Out Benefits
1D Cash BenefiTs
1 Cr1000 Scientific Equipment
2 Cr2000 INT +1
3 Cr5000 Ship Share
4 Cr7500 Weapon
5 Cr10000 Combat Implant
6 Cr25000 SOC +1 or Combat Implant
Ranks and Bonuses
Rank Law Enforcement Skill or bonus
0 Rookie
1 Corporal Omni-Tool
2 Sergeant Streetwise 1
3 Detective
4 Lieutenant Investigate 1
5 Chief Admin 1
6 Commissioner SOC +1









Ranks and Bonuses
Rank Officer Skill or bonus
0
1 Agent Omni-Tool
2 Field Agent Deception 1
3 Investigate 1
4 Special Agent Gun Combat 1
5 Assistant Director
6 Director
Mishaps
1D Mishap
1 Severely injured (this is the same as a result of 2 on the Injury Table). Alternatively, roll twice on the Injury Table and take the lower result.
2 A criminal or other figure under investigation offers you a deal. Accept, and you leave this career without further penalty (although you lose the Benefit roll as normal). Refuse, and you must roll twice on the Injury Table and take the lower result. You gain an Enemy and one level in any skill you choose.
3 An investigation goes critically wrong or leads to the top, ruining your career. Roll Advocate 8+. If you succeed, you may keep the Benefit roll from this term. If you roll 2, you must take the Prisoner career in your next term.
4 You learn something you should not know, and people want to kill you for it. Gain an Enemy and Deception 1.
5 Your work ends up coming home with you, and someone gets hurt. Choose one of your Contacts, Allies or family members, and roll twice on the Injury Table for them, taking the lower result.
6 Injured. Roll on the Injury Table.
Events
2D event
2 Disaster! Roll on the Mishap Table, but you are not ejected from this career.
3 An investigation takes on a dangerous turn. Roll Investigate 8+ or Streetwise 8+. If you fail, roll on the Mishap Table. If you succeed, increase one of these skills by one level: Deception, Jack-of-all-Trades, Persuade or Tactics.
4 You complete a mission for your superiors, and are suitably rewarded. Gain DM+1 to any one Benefit roll from this career.
5 You establish a network of contacts. Gain D3 Contacts.
6 You are given advanced training in a specialist field. Roll EDU 8+ to increase any one skill you already have by one level.
7 Life Event. Roll on the Life Events Table.
8 You go undercover to investigate an enemy. Roll Deception 8+. If you succeed, roll immediately on the Rogue or Citizen Events Table and make one roll on any Specialist skill table for that career. If you fail, roll immediately on the Rogue or Citizen Mishap Table.
9 You go above and beyond the call of duty. Gain DM+2 to your next Advancement check.
10 You are given specialist training in vehicles. Gain one of Drive 1, Flyer 1, Pilot 1 or Gunner 1.
11 You are befriended by a senior agent. Either increase Investigate by one level or DM+4 to an Advancement roll thanks to their aid.
12 Your efforts uncover a major conspiracy against your employers. You are automatically promoted.

Aristocrat

Individuals of the upper class who perform little consistent function, but often have large amounts of ready money


Qualification: SOC 10+

DM -1 for every previous career

Automatic qualification if your SOC is 10 or higher


Choose one of the following.

Administrator: You serve in the planetary government.

Diplomat: You are a diplomat or other state official.

Dilettante: You are known for being known and have absolutely no useful function in society.

Career Progress
Survival Advancement
Administrator INT 4+ EDU 6+
Diplomat INT 5+ SOC 7+
Dilettante SOC 3+ INT 8+








Skills and Training
1D Personal Development Service Skills Adv Education (Min EDU 8) Administrator Diplomat Dilettante
1 STR +1 Admin Admin Admin Advocate Carouse
2 DEX +1 Advocate Advocate Advocate Carouse Deception
3 END +1 Electronics Language Broker Electronics Flyer
4 Gambler Diplomat Leadership Diplomat Steward Streetwise
5 Gun Combat Investigate Diplomat Leadership Diplomat Gambler
6 Melee Persuade Art Persuade Deception Jack-of-all-Trades
Mustering Out Benefits
1D Cash BenefiTs
1 Cr10000 Ship Share
2 Cr10000 Two Ship Shares
3 Cr50000 Blade
4 Cr50000 SOC +1
5 Cr100000 Ship Share
6 Cr100000 Ship’s Boat
Ranks and Bonuses
Rank Administrator Skill or bonus
0 Assistant
1 Clerk Admin 1
2 Supervisor
3 Manager Advocate 1
4 Chief
5 Director Leadership 1
6 Minister











Ranks and Bonuses
Rank Diplomat Skill or bonus
0 Intern
1 3rd Secretary Admin 1
2 2nd Secretary
3 1st Secretary Advocate 1
4 Counsellor
5 Minister Diplomat 1
6 Ambassador
Ranks and Bonuses
Rank Dilettante Skill or bonus
0 Wastrel
1
2 Ingrate Carouse 1
3
4 Black Sheep Persuade 1
5
6 Scoundrel Jack-of-all-Trades 1
Mishaps
1D Mishap
1 Severely injured (this is the same as a result of 2 on the Injury Table). Alternatively, roll twice on the Injury Table and take the lower result.
2 A family scandal forces you out of your position. Lose one SOC.
3 A disaster or war strikes. Roll Stealth 8+ or Deception 8+ to escape unhurt. If you fail, roll on the Injury Table.
4 Political manoeuvrings usurp your position. Increase Diplomat or Advocate by one level and gain a Rival.
5 An assassin attempts to end your life. Roll END 8+. If you fail, roll on the Injury Table.
6 Injured. Roll on the Injury Table.
Events
2D event
2 Disaster! Roll on the Mishap Table, but you are not ejected from this career.
3 You are challenged to a duel for your honour and standing. If you refuse, reduce your SOC by 1. If you accept, roll Melee (blade) 8+. If you succeed, gain one SOC. If you fail, roll on the Injury Table and reduce your SOC by one. Either way, gain one level in Melee (blade), Leadership, Tactics (any) or Deception.
4 Your time as a ruler or playboy gives you a wide range of experiences. Gain one of Animals (riding) 1, Art 1, Carouse 1, or Streetwise 1.
5 You inherit a gift from a rich relative. Gain DM+1 to any one Benefit roll.
6 You become deeply involved in politics on your world of residence, becoming a player in the political intrigues of government. Gain one level in Advocate, Admin, Diplomacy or Persuade, but also gain a Rival.
7 Life Event. Roll on the Life Events Table.
8 A conspiracy of nobles attempts to recruit you. If you refuse, gain the conspiracy as an Enemy. If you accept, roll Deception 8+ or Persuade 8+. If you fail, roll on the Mishap Table as the conspiracy collapses. If you succeed, Gain one level of Deception, Persuade, Tactics or Carouse.
9 Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. Gain DM+2 to your next Advancement check.
10 You manipulate and charm your way through high society. Gain one level of Carouse, Diplomat, Persuade or Steward, as well as a Rival and an Ally.
11 You make an alliance with a powerful and charismatic noble, who becomes an Ally. Either gain one level of Leadership or DM+4 to your next Advancement roll thanks to their aid.
12 Your efforts do not go unnoticed. You are automatically promoted.

Biotic

Biotics are capable of disabling and killing enemies with raw biotic power. While they lack advanced combat training, they are the best at defeating enemies without firing a shot. Most adepts are outfitted with L5x implants.


Qualification: BIO 6+

DM-1 for every previous career

Career Progress
Survival Advancement
Biotic EDU 4+ EDU 8+




Skills and Training
1D Personal Development Service Skills Advanced Education (Min EDU 8) Biotic
1 STR +1 Warp Language Melee (biotic)
2 DEX +1 Medic Art Levitate
3 END +1 Singularity Electronics Throw
4 INT +1 Persuade Medic Pull
5 EDU +1 Science Science Shockwave
6 BIO +1 Gun Combat (Heavy Pistol) Mechanic Barrier
Mustering Out Benefits
1D Cash BenefiTs
1 Cr2000 Gun
2 Cr5000 2 Ship Shares
3 Cr10000 Contact
4 Cr10000 Weapon
5 Cr10000 Contact
6 Cr20000 Combat Implant
7 Cr30000 Ship’s Boat





























Ranks and Bonuses
Rank Biotic Skill or bonus
0 - -
1 Initiate Science (Any) 1
2 - -
3 Acolyte Any Biotic Talent skill 1
4 - -
5 - -
6 Master Any Biotic Talent skill 1
Mishaps
1D Mishap
1 Severely injured (this is the same as a result of 2 on the Injury Table). Alternatively, roll twice on the Injury Table and take the lower result.
2 You lose control of your biotics and use pass out. Lose one BIO. You also suffer from persistent and terrifying nightmares.
3 An anti-Biotic cult or gang attempts to expose or attack you. Roll 1D – on a 1-2, you are injured; roll on the Injury Table. On a 3-4, lose one SOC. On a 5-6, nothing else happens, but you still must leave this career.
4 You are asked to use your biotic powers in an unethical fashion. Accept, and you may continue in this career, but you gain an Enemy. Refuse, and you must leave the career.
5 You are experimented on by a corporation, government, or other organization. You escape, but are forced to leave this career.
6 Your gift causes a former ally to turn on you and betray you. One Ally or Contact becomes an Enemy.
Events
2D event
2 Disaster! Roll on the Mishap Table, but you are not ejected from this career.
3 Your biotic abilities make you uncomfortable to be around. One Contact or Ally becomes a Rival.
4 Choose one of these skills, reflecting your time spent mastering your skills. Gain one of Athletics (any) 1, Stealth 1, Survival 1 or Art (any) 1.
5 You have a chance to use your powers unethically to better your standing. If you accept, roll BIO 8+. If you succeed, gain an extra Benefit roll or +1 SOC. If you fail, lose one SOC.
6 You make an unexpected connection outside your normal circles. Gain a Contact.
7 Life Event. Roll on the Life Events table.
8 You achieve a new level of biotic strength. Increase your BIO by +1.
9 You are given advanced training. Roll EDU 8+ to gain any one skill except Jack-of-all-Trades.
10 You pick up potentially useful information using your biotic powers. Gain DM+1 to any one Benefit roll.
11 You gain a mentor. Gain an Ally and DM+4 to your next Advancement roll (in any career) thanks to his aid.
12 You achieve a new level of discipline in your powers. You are automatically promoted.

Citizen

Individuals serving in a corporation, bureaucracy or industry, or who a making a new life on an untamed planet.


Qualification: EDU 5+

DM-1 for every previous career


Choose one of the following.

Corporate: You are an executive or manager in a large corporation.

Worker: You are a blue collar worker on an industrial world.

Colonist: You are building a new life on a recently settled world that still needs taming.

Career Progress
Survival Advancement
Corporate SOC 6+ INT 6+
Worker END 4+ EDU 8+
Colonist INT 7+ END 5+








Skills and Training
1D Personal Development Service Skills Adv Education (Min EDU 10) Corporate Worker Colonist
1 EDU +1 Drive Art Advocate Drive Animals
2 INT +1 Flyer Advocate Admin Mechanic Athletics
3 Carouse Streetwise Diplomat Broker Electronics Jack-of-all-Trades
4 Gambler Melee Language Electronics (computers) Engineer Drive
5 Drive Steward Electronics (computers) Diplomat Profession Survival
6 Jack-of-all-Trades Profession Medic Leadership Science Recon
Mustering Out Benefits
1D Cash BenefiTs
1 Cr2000 Ship Share
2 Cr5000 Ally
3 Cr10000 INT +1
4 Cr10000 Gun
5 Cr10000 EDU +1
6 Cr50000 Two Ship Shares
Ranks and Bonuses
Rank Corporate Skill or bonus
0
1 Omni-Tool
2 Manager Admin 1
3
4 Senior Manager Advocate 1
5
6 Director SOC +1









Ranks and Bonuses
Rank Worker Skill or bonus
0
1 Omni-Tool
2 Technician Profession 1
3
4 Craftsman Mechanic 1
5
6 Master Technician Engineer 1
Ranks and Bonuses
Rank Colonist Skill or bonus
0
1 Omni-Tool
2 Settler Survival 1
3
4 Explorer Navigation 1
5
6 Gun Combat 1
Mishaps
1D Mishap
1 Severely injured (this is the same as a result of 2 on the Injury Table). Alternatively, roll twice on the Injury Table and take the lower result.
2 You are harassed and your life ruined by a criminal gang. Gain the gang as an Enemy.
3 Hard times caused by a lack of interstellar trade costs you your job. Lose one SOC.
4 Your business is investigated by the planetary authorities (or your colony suffers interference from interests offworld). Co-operate, and the business or colony is shut down, but you gain DM+2 to the Qualification check for your next career as a reward for your aid. Refuse, and gain an Ally.
5 A revolution, attack or other unusual event throws your life into chaos, forcing you to leave the planet. Roll Streetwise 8+. If you succeed, increase any skill you have by one level.
6 Injured. Roll on the Injury Table.
Events
2D event
2 Disaster! Roll on the Mishap Table, but you are not ejected from this career.
3 Political upheaval strikes your homeworld, and you are caught up in the revolution. Gain either Advocate 1, Persuade 1, Explosives 1 or Streetwise 1. Roll whichever skill you chose 8+. If you succeed you come out on the winning side, and gain DM+2 to your next Advancement roll. Fail, and you suffer DM-2 to your next Survival roll.
4 You spend time maintaining and using heavy vehicles, either as part of your job or as a hobby. Increase Mechanic, Drive, Electronics, Flyer or Engineer by one level.
5 Your business expands, your corporation grows, or the colony thrives. Gain DM+1 to any one Benefit roll.
6 You are given advanced training in a specialist field. Roll EDU 10+ to gain any one skill of your choice at level 1.
7 Life Event. Roll on the Life Events Table.
8 You learn something you should not have – a corporate secret, a political scandal – which you can profit from illegally. If you choose to do so, then you gain DM+1 to a Benefit roll from this career and gain Streetwise 1, Deception 1 or a criminal Contact. If you refuse, you gain nothing.
9 You are rewarded for your diligence or cunning. Gain DM+2 to your next Advancement check.
10 You gain experience in a technical field as a computer operator or surveyor. Increase Electronics or Engineer by one level.
11 You befriend a superior in the corporation or the colony. Gain an Ally. Either gain Diplomat 1 or DM+4 to your next Advancement roll thanks to their aid.
12 You rise to a position of power in your colony or corporation. You are automatically promoted.

Drifter

Wanderers, hitchhikers and travellers, drifters are those who roam the stars without obvious purpose or direction.


Qualification: Automatic


Choose one of the following.

Wanderer: You are a space bum, living hand-to-mouth in slums and spaceports across the galaxy.

Scavenger: You work as a belter (asteroid miner) or on a salvage crew.


Career Progress
Survival Advancement
Wanderer END 7+ INT 7+
Scavenger DEX 7+ END 7+








Skills and Training
1D Personal Development Service Skills Wanderer Scavenger
1 STR +1 Athletics Drive Pilot (small craft)
2 END +1 Melee (unarmed) Deception Mechanic
3 DEX +1 Recon Recon Astrogation
4 Language Streetwise Stealth Vacc Suit
5 Profession Stealth Streetwise Profession
6 Jack-of-all-Trades Survival Survival Gun Combat
Mustering Out Benefits
1D Cash BenefiTs
1 None Contact
2 None Weapon
3 Cr1000 Ally
4 Cr2000 Weapon
5 Cr3000 EDU +1
6 Cr4000 Ship Share
Ranks and Bonuses
Rank Wanderer Skill or bonus
0
1 Streetwise 1
2
3 Deception 1
4
5
6












Ranks and Bonuses
Rank Scavenger Skill or bonus
0
1 Vacc Suit 1
2
3 Profession (belter) 1 or Mechanic 1
4
5
6
Mishaps
1D Mishap
1 Severely injured (this is the same as a result of 2 on the Injury Table). Alternatively, roll twice on the Injury Table and take the lower result.
2 Injured. Roll on the Injury Table.
3 You run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy.
4 You suffer from a life-threatening illness. Reduce your END by 1.
5 Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. If you have no Contacts or Allies, then you are betrayed by someone you never saw coming and still gain a Rival or Enemy. In addition, roll 2D. If you roll 2, you must take the Prisoner career in your next term.
6 You do not know what happened to you. There is a gap in your memory.
Events
2D event
2 Disaster! Roll on the Mishap Table, but you are not ejected from this career.
3 A patron offers you a chance at a job. If you accept, you gain DM+4 to your next Qualification roll, but you owe that patron a favour.
4 You pick up a few useful skills here and there. Gain one level of Jack-of-all-Trades, Survival, Streetwise or Melee (any).
5 You manage to scavenge something of use. Gain DM+1 to any one Benefit roll.
6 You encounter something unusual. Go to the Life Events Table and have an Unusual Event.
7 Life Event. Roll on the Life Events Table.8You are attacked by enemies. Gain an Enemy if you do not have one already, and roll either Melee 8+, Gun Combat 8+ or Stealth 8+ to avoid a roll on the Injury Table.
9 You are offered a chance to take part in a risky but rewarding adventure. If you accept, roll 1D: On a 1-2, you are injured or arrested; either roll on the Injury Table or take the Prisoner career in your next term.On 3-4, you survive, but gain nothing.On a 5-6, you succeed. Gain DM+4 to one Benefit roll.
10 Life on the edge hones your abilities. Increase any skill you already have by one level.
11 You are forcibly drafted. Roll for the Draft next term.
12 You thrive on adversity. You are automatically promoted.

Engineer

Engineers are tech specialists. They are the most effective career at blasting through enemy defenses and disabling opponents. Engineers can spawn combat drones to harass enemies or force them out of entrenched cover positions


Qualification: INT 6+

DM-1 for every previous career

DM-2 if you are aged 34 or more




Career Progress
Survival Advancement
Fabrication INT 6+ EDU 6+
Tactical INT 5+ INT 7+
Assault INT 5+ END 7+
Skills and Training
1D Personal Development Service Skills Advanced Education (Min EDU 8) Fabrication Tactical Assault
1 STR +1 Overload Electronics Engineer Engineer Engineer
2 DEX +1 Mechanic Astrogation Combat Drone Sabotage Incinerate
3 END +1 Combat Drone Engineer Electronics Recon Melee
4 INT +1 Vacc Suit Drive Science Cryo Blast Overload
5 EDU +1 Sabotage Navigation Mechanic Gun Combat Gun Combat
6 SOC +1 Flyer Admin Sentry Turret Tactical Cloak Tech Armor
Mustering Out Benefits
1D Cash BenefiTs
1 Cr2000 Combat Implant
2 Cr5000 INT +1
3 Cr10000 EDU +1
4 Cr10000 Weapon
5 Cr10000 Armour
6 Cr20000 END +1 or Combat Implant
7 Cr30000 SOC +1



























Ranks and Bonuses
Rank Engineer Skill or bonus
0 Omni-Tool
1 Science 1
2 Electronics (computers) 1
3 Investigate 1
4
5 Science 2
6
Mishaps
1D Mishap
1 Severely injured in action (this is the same as a result of 2 on the Injury Table). Alternatively, roll twice on the Injury Table and take the lower result.
2 Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. Reduce STR, DEX or END by 1 due to muscle wastage. You are not ejected from this career.
3 During a battle, defeat or victory depends on your actions. You must make an 8+ roll using Mechanic or Vacc Suit. If you fail, the ship suffers severe damage and you are blamed for the disaster. You are court-martialled and discharged. If you succeed, your efforts ensure that you are honourably discharged. You still leave the career, but may keep your Benefit roll from this term.
4 You are blamed for an accident that causes the death of several crew members. If you were responsible, then you gain one free roll on the Skills and Training table before you are ejected from this career as your guilt drives you to excel. If you were not, then gain the captain who blamed you as an Enemy, but you keep your Benefit roll from this term.
5 You are tormented by or quarrel with a fellow crewman. Gain that character as a Rival, as they force you out of the career.
6 Injured. Roll on the Injury Table.
Events
2D event
2 Disaster! Roll on the Mishap Table, but you are not ejected from this career.
3 You join a gambling circle on board. Gain Gambler 1 or Deception 1. If you wish, throw Gambler 8+. If you succeed, gain an extra Benefit roll from this career; if you fail, you lose one Benefit roll from this career.
4 You are given a special assignment or duty on board ship. Gain DM+1 to any one Benefit roll.
5 You are given advanced training. Roll EDU 8+ to gain one level in any skill you already have.
6 Your vessel participates in a notable military engagement. Gain one of Electronics 1, Engineer 1, Gunner 1 or Pilot 1.
7 Life Event. Roll on the Life Events Table.
8 Your vessel participates in a diplomatic mission. Gain one of Recon 1, Diplomat 1, Steward 1 or a Contact.
9 You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy, but also gain DM+2 to your next Advancement roll in this career.
10 You have the opportunity to abuse your position for profit. If you do so, gain an extra Benefit roll from this term. Refuse, and you get DM+2 to your next Advancement roll.
11 Someone with influence takes an interest in your career. Either gain Tactics (naval) 1 or DM+4 to your next Advancement roll thanks to their aid.
12 You display heroism in battle, saving the whole ship. You automatically pass your next promotion roll.

Entertainer

Individuals who are involved with the media, whether as reporters, artists or celebrities.


Qualification: DEX or INT 5+

DM-1 for every previous career


Choose one of the following.

Artist: You are a writer, holographer or other creative.

Journalist: You report on local or galactic events for a news feed, the TAS or other organisation.

Performer: You are an actor, dancer, acrobat, professional athlete or other public performer.

Career Progress
Survival Advancement
Artist SOC 6+ INT 6+
Journalist EDU 7+ INT 5+
Performer INT 5+ DEX 7+








Skills and Training
1D Personal Development Service Skills Adv Education (Min EDU 10) Artist Journalist Performer
1 DEX +1 Art Advocate Art Art (holography or write) Art (performer or instrument)
2 INT +1 Carouse Broker Carouse Electronics Athletics
3 SOC +1 Deception Deception Electronics (computers) Drive Carouse
4 Language Drive Science Gambler Investigate Deception
5 Carouse Persuade Streetwise Persuade Recon Stealth
6 Jack-of-all-Trades Steward Diplomat Profession Streetwise Streetwise
Mustering Out Benefits
1D Cash BenefiTs
1 None Contact
2 None SOC +1
3 Cr10000 Contact
4 Cr10000 SOC +1
5 Cr40000 INT +1
6 Cr40000 Two Ship Shares
Ranks and Bonuses
Rank Artist Skill or bonus
0
1 Art 1
2
3 Investigate 1
4
5 Famous Artist SOC +1
6









Ranks and Bonuses
Rank Journalist Skill or bonus
0
1 Freelancer Electronics (comms) 1
2 Staff Writer Investigate 1
3
4 Correspondent Persuade 1
5
6 Senior Correspondent SOC +1
Ranks and Bonuses
Rank Performer Skill or bonus
0
1 DEX +1
2
3 STR +1
4
5 Famous Performer SOC +1
6
Mishaps
1D Mishap
1 Severely injured (this is the same as a result of 2 on the Injury Table). Alternatively, roll twice on the Injury Table and take the lower result.
2 You expose or are involved in a scandal of some sort.
3 Public opinion turns on you. Reduce your SOC by 1.
4 You are betrayed by a peer. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. If you have no Contacts or Allies, then you are betrayed by someone you never saw coming and still gain a Rival or Enemy.
5 An investigation, tour, project or expedition goes wrong, stranding you far from home. Gain one of Survival 1, Pilot 1, Persuade 1 or Streetwise 1.
6 You are forced out because of censorship or controversy. What truth did you get too close to? You gain DM+2 to the Qualification roll for your next career.
Events
2D event
2 Disaster! Roll on the Mishap Table, but you are not ejected from this career.
3 You are invited to take part in a controversial event or exhibition. Roll Art or Investigate 8+. If you succeed, gain one SOC. If you fail, lose one SOC.
4 You are a part of your homeworld’s celebrity circles. Gain one of Carouse 1, Persuade 1, Steward 1 or a Contact.
5 One of your works is especially well received and popular, making you a minor celebrity. Gain DM+1 to any one Benefit roll.
6 You gain a patron in the arts. Gain DM+2 to your next Advancement check and an Ally.
7 Life Event. Roll on the Life Events Table.
8 You have the opportunity to criticise or even bring down a questionable political leader on your homeworld. If you refuse and support the leader, you gain nothing. If you accept, gain an Enemy and roll Art or Persuade 8+. If you succeed, gain one level in any skill you already have. If you fail, increase a skill anyway and roll on the Mishap table.
9 You go on a tour of the sector, visiting several worlds. Gain D3 Contacts.
10 One of your pieces of art is stolen, and the investigation brings you into the criminal underworld. Gain one of Streetwise 1, Investigate 1, Recon 1 or Stealth 1.
11 As an artist, you lead a strange and charmed life. Go to the Life Events Table and have an Unusual Event.
12 You win a prestigious prize. You are automatically promoted.

Geth Vagabond

You wandered across the system, doing nothing in particular and trying to understand the mystery that is your existence.


Qualification: Automatic

Career Progress
Survival Advancement
Geth Vagabond INT 6+ SOC 6+
Skills and Training
1D Personal Development Service Skills Geth Vagabond
1 Jack of All Trades Athletics (any) Survival
2 Advanced Gadget Deception Streetwise
3 Skill Upgrade Streetwise Science (Robotics)
4 Input Upgrade Survival Computers
5 INT +1 Mechanic Engineer (electronics)
6 Basic Gadget Melee (any) Engineer (power)
Mustering Out Benefits
1D Cash BenefiTs
1 None Blade
2 None Contact
3 None Weapon
4 500 Basic Gadget
5 1,000 Ally
6 2,000 Fortification
Ranks and Bonuses
Rank Geth Vagabond Skill or bonus
0 - -
1 - Survival 1
2 -
3 - Survival 2
4 -
5 - Survival 3
6 -
Mishaps
1D Mishap
1 Severely damaged. (This is the same as a result of 2 on the Damage table.) Alternatively, roll twice on the Damage table and take the lower result.
2 You are captured by scavengers who remove two random hardware pieces from you.
3 A memory stick crashes and you lose one level from a random skill.
4 You discover that a respected robot is working for a gang, destroying its disciples and selling their spare parts. You are next in line! You may flee, in which case an Ally or a Contact is destroyed, or unmask the traitor, in which case you are damaged.
5 You run out of power and stand rusting in the wilderness until an old farmer finds you and restarts you. Grateful, you assist him in his work for a few months before moving on.
6 Something must have gone wrong with your computer. You find yourself fleeing an angry mob while holding a severed arm. Gain an Enemy and lose a Contact.
Events
2D event
2 Disaster! Roll on the Mishaps table but you are not ejected from this career.
3 A robot preacher offers you to join his cult. If you accept, you gain a +4 DM to your next Qualification roll but you are installed with the preacher’s religion.
4 You are captured by the police but manage a miraculous escape. Gain one of Melee (any), Deception or Stealth.
5 You manage to meet another fugitive and you form a strong bond. Gain an Ally.
6 You are ambushed by bandits or the police. Roll any combat related skill 8+ to avoid damage. If you succeed you gain Soc +1 and an Enemy as fame of your victory spreads.
7 Service Event. Roll on the Service Events table.
8 You have the opportunity to save the life of an important man. If you do, gain him as an Ally and an influential robot rebel as an Enemy.
9 You join a large robot raid on an electronics factory. Roll Gun Combat (any) or Explosives 8+. If you fail, roll on the damage table. If you succeed, gain an extra benefit roll.
10 Disgruntled and disappointed with your civilization, you brave the wilderness of outer space. Roll Survival 8+ or Pilot 8+. If you succeed, you encounter robots from a more advanced civilisation that enlighten you – gain two levels in Science (Robotics) and one synaptic unit for your CPU. If you fail, roll on the Mishaps table.
11 You come upon the horribly mangled remains of a robot of great fame and upload what remained of its personality and memories to your computer. Either increase Science (Robotics), Engineering or Computers by one level, or take a +4 DM to your next Advancement roll thanks to his advice.
12 You stumble upon an alternative community where robots with ego are treated as equals. You are accepted and spend a while with them, learning about robot rights and individualism. You are automatically promoted.
Basic Gadgets
1D Hardware
1 Low-Light Vision
2 Spotlight
3 Wireless Connection
4 Advanced Optics
5 Transceiver, distant
6 Transceiver, regional
Advanced gadgets
1D Hardware
1 Advanced vocoder
2 Small jamming device
3 Medikit
4 RADAR
5 Infrared vision
6 Advanced holographic projector
Input Upgrade
1D Hardware
1 Holographic Recorder
2 Infrared vision
3 Low-Light
4 Medical Scanner
5 Motion detector
6 Optics, Advanced


Skill Upgrades
1D Software
1 SP 0
2 SP 1
3 SP 2
4 SP 3
5 SP 1
6 SP 0

Geth Vagaond Upgrades

Gadgets, Basic

Low-Light Vision

You are able to see in conditions of little light as well as though there were normal light.

Spotlight

This powerful light can be used to illuminate targets up to a mile away. It is fitted with a series of colourful lenses that enable projecting colourful beams into the sky for communication or entertainment purposes. Spotlights can also be used to temporarily blind enemies. The geth makes a normal Heavy Weapons check and if successful the target is blinded for that Combat Round. If the effect is 6+ then the target is blinded for 2d6 Combat Rounds.

Wireless Connection

Enables the geth to sense and connect to wireless networks active within a 100 metre radius.

Advanced Optics

Enables the geth to magnify faraway objects by a factor of up to 20. This enables the geth to spot and analyse distant objects and grant +1 DM to all checks that depend on sight.

Transceiver, distant

A transceiver is a device that enables communication without the aid of any external networks to a range of 5 Km.

Transceiver, regional

A transceiver is a device that enables communication without the aid of any external networks to a range of 500 Km.

Gadgets, Advanced

Advanced vocoder
Small jamming device

This enables the geth to speak in a lifelike voice.

Medikit

This is a standard medikit safely stored inside the geth to be used by living allies in case of an emergency. Note that the possession of a Medikit does not grant the geth any medical skills. These require the installation of separate software.

RADAR

This system uses radio waves to detect electrically conductive objects that would not be otherwise visible due to distance, poor visibility conditions or even light concealment. The information gained from RADAR includes object distance, speed and mass. Standard geth radar has a passive range of up to five kilometres and an active range of up to 50 kilometres. The latter is risky to use because it is very easy to detect an active RADAR device. A RADAR functions in space but not underwater or in highly 14 radiated or charged areas, such as after a nuclear explosion, during an electromagnetic storm and so forth.





Infrared vision

Grants the robot the ability to detect heat sources, including through light concealment. This has the same range as basic optics.

Advanced holographic projector

The projector creates a three-dimensional image in the space around or close to the geth – the range is approximately three metres in all directions. Projected holographs can either be loaded from a holograph recorder or created using the Art (Holography) skill.

Input Upgrade

Holographic Recorder

Enables the geth to record surrounding events in 3D, with enough built-in memory for six hours of recording.

Medical Scanner

This enables the geth to check a patient for hidden injuries, diseases and other physical conditions. A full check takes five minutes and grants +4 DM to the medic check.

Motion Detector

Enables the geth to sense any movement within a five metre radius. It can detect an object as small as five grams, making sneaking up on the geth practically impossible.

Merchant

Members of commercial enterprise. Merchants may crew the ships of the huge trading corporations, or they may work for independent free traders who carry chance cargoes and passengers between worlds.


Qualification: INT 4+

DM-1 for every previous career


Choose one of the following.

Merchant Marine: You work on one of the massive cargo haulers run by the Imperium or the megacorporations.

Free Trader: You are part of the crew of a tramp trader.

Broker: You work in a planetside brokerage or starport.

Career Progress
Survival Advancement
Merchant Marine EDU 5+ INT 7+
Free Trader DEX 6+ INT 6+
Broker EDU 5+ INT 7+








Skills and Training
1D Personal Development Service Skills Adv Education (Min EDU 8) Merchant Marine Free Trader Broker
1 STR +1 Drive Engineer Pilot Pilot (spacecraft) Admin
2 DEX +1 Vacc Suit Astrogation Vacc Suit Vacc Suit Advocate
3 END +1 Broker Electronics Athletics Deception Broker
4 INT +1 Steward Pilot Mechanic Mechanic Streetwise
5 Language Electronics Admin Engineer Streetwise Deception
6 Streetwise Persuade Advocate Electronics Gunner Persuade
Mustering Out Benefits
1D Cash BenefiTs
1 Cr1000 Blade
2 Cr5000 INT +1
3 Cr10000 EDU +1
4 Cr20000 Gun
5 Cr20000 Ship Share
6 Cr40000 Ship’s Boat
Ranks and Bonuses
Rank Merchant Marine Skill or bonus
0 Crewman
1 Senior Crewman Mechanic 1
2 4th Officer
3 3rd Officer
4 2nd Officer Pilot 1
5 1st Officer SOC +1
6 Captain











Ranks and Bonuses
Rank Free Trader Skill or bonus
0
1 Persuade 1
2
3 Experienced Trader Jack-of-all-Trades 1
4
5
6
Ranks and Bonuses
Rank Broker Skill or bonus
0
1 Broker 1
2
3 Experienced Broker Streetwise 1
4
5
6
Mishaps
1D Mishap
1 Severely injured (this is the same as a result of 2 on the Injury Table). Alternatively, roll twice on the Injury Table and take the lower result.
2 You are bankrupted by a rival. You lose all Benefits from this career, and gain the other trader as a Rival.
3 A sudden skirmish destroys your trade routes and contacts, forcing you to flee that region of space. Gain Gun Combat 1 or Pilot 1.
4 Your ship or starport is destroyed by criminals. Gain them as an Enemy.
5 New restrictions force you out of business. You may take the Rogue career for your next term without needing to roll for qualification.
6 A series of bad deals and decisions force you into bankruptcy. You salvage what you can. You may take a Benefit roll for this term as well as any others you are entitled to.
Events
2D event
2 Disaster! Roll on the Mishap Table, but you are not ejected from this career.
3 You are offered the opportunity to smuggle illegal items onto a planet. If you accept, roll Deception 8+ or Persuade 8+ to gain Streetwise 1 and an extra Benefit roll. If you refuse, you gain an Enemy in the criminal sphere.
4 Gain any one of these skills, reflecting your time spent dealing with suppliers and spacers: Profession 1, Electronics 1, Engineer 1, Animals 1 or Science 1.
5 You have a chance to risk your fortune on a possibility lucrative deal. You may gamble a number of Benefit rolls and roll Gambler 8+ or Broker 8+. If you succeed, you gain half as many Benefit rolls as you risked, rounding up. If you fail, you lose all the rolls risked. Either way, gain one level in whichever skill you used.
6 You make an unexpected connection outside your normal circles. Gain a Contact.
7 Life Event. Roll on the Life Events Table.
8 You are embroiled in legal trouble. Gain one of Advocate 1, Admin 1, Diplomat 1 or Investigate 1, then roll 2D. If you roll 2, you must take the Prisoner career in your next term.
9 You are given advanced training in a specialist field. Roll EDU 8+ to increase any one skill you already have by one level.
10 A good deal ensures you are living the high life for a few years. Gain DM+1 to any one Benefit roll.
11 You befriend a useful ally in one sphere. Gain an Ally and either gain a level in Carouse or DM+4 to your next Advancement roll thanks to their aid.
12 Your business or ship thrives. You are automatically promoted.

Rogue

Criminal elements familiar with the rougher or more illegal methods of attaining goals.


Qualification: DEX 6+

DM -1 for every previous career

Automatic qualification if your SOC is 10 or higher


Choose one of the following.

Thief: You steal from the rich and give to… well, yourself, actually.

Enforcer: You are a leg breaker, thug or assassin for a criminal group.

Pirate: You are a space-going corsair.

Career Progress
Survival Advancement
Thief INT 6+ DEX 6+
Enforcer END 6+ STR 6+
Pirate DEX 6+ INT 6+








Skills and Training
1D Personal Development Service Skills Adv Education (Min EDU 8) Thief Enforcer Pirate
1 Carouse Deception Electronics Stealth Gun Combat Pilot
2 DEX +1 Recon Navigation Electronics Melee Astrogation
3 END +1 Athletics Medic Recon Streetwise Gunner
4 Gambler Gun Combat Investigate Streetwise Persuade Engineer
5 Melee Stealth Broker Deception Athletics Vacc Suit
6 Gun Combat Streetwise Advocate Athletics Drive Melee
Mustering Out Benefits
1D Cash BenefiTs
1 None Ship Share
2 None Weapon
3 Cr10000 INT +1
4 Cr10000 1D Ship Shares
5 Cr50000 Armour
6 Cr100000 DEX +1
Ranks and Bonuses
Rank Thief Skill or bonus
0
1 Stealth 1
2
3 Streetwise 1
4
5 Recon 1
6











Ranks and Bonuses
Rank Enforcer Skill or bonus
0
1 Persuade 1
2
3 Gun Combat 1 or Melee 1
4
5 Streetwise 1
6
Ranks and Bonuses
Rank Pirate Skill or bonus
0 Lackey
1 Henchman Pilot 1 or Gunner 1
2 Corporal
3 Sergeant Gun Combat 1 or Melee 1
4 Lieutenant
5 Leader Engineer 1 or Navigation 1
6 Captain
Mishaps
1D Mishap
1 Severely injured (this is the same as a result of 2 on the Injury Table). Alternatively, roll twice on the Injury Table and take the lower result.
2 Arrested. You must take the Prisoner career in your next term.
3 Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. If you have no Contacts or Allies, then you are betrayed by someone you never saw coming and still gain a Rival or Enemy. In addition, roll 2D. If you roll 2, you must take the Prisoner career in your next term.
4 A job goes wrong, forcing you to flee off-planet. Gain one of Deception 1, Pilot (small craft or spacecraft) 1, Athletics (dexterity) 1 or Gunner 1.
5 A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy.
6 Injured. Roll on the Injury Table.
Events
2D event
2 Disaster! Roll on the Mishap Table, but you are not ejected from this career.
3 You are arrested and charged. You can choose to defend yourself, or hire a lawyer. If you defend yourself, roll Advocate 8+. If you succeed, the charges are dropped. If you fail, gain an Enemy and take the Prisoner career in your next term. If you hired a lawyer, gain the lawyer as a Contact and lose a Benefit roll.
4 You are involved in the planning of an impressive heist. Gain Electronics 1 or Mechanic 1.
5 One of your crimes pays off. Gain DM+2 to any one Benefit roll, and gain your victim as an Enemy.
6 You have the opportunity to backstab a fellow rogue for personal gain. If you do so, gain DM+4 to your next Advancement check. If you refuse, gain them as an Ally.
7 Life Event. Roll on the Life Events Table.
8 You spend months in the dangerous criminal underworld. Gain one of Streetwise 1, Stealth 1, Melee 1 or Gun Combat 1.
9 You become involved in a feud with a rival criminal organisation. Roll Stealth or Gun Combat 8+. If you fail, roll on the Injury Table. If you succeed, gain an extra Benefit roll.
10 You are involved in a gambling ring. Gain Gambler 1. You may wager any number of Benefit rolls. Roll Gambler 8+; if you fail, lose all the wagered Benefit rolls. If you succeed, gain half as many Benefit rolls as you wagered (round up).
11 A crime lord considers you his protégé. Either gain Tactics (military) 1 or DM+4 to your next Advancement roll thanks to their aid.
12 You commit a legendary crime. You are automatically promoted.

Scholar

Individuals trained in technological or research sciences who conduct scientific investigations into materials, situations and phenomena, or who practise medicine.


Qualification: INT 6+

DM -1 for every previous career


Choose one of the following.

Field Researcher: You are an explorer or field researcher, equally at home in the laboratory or wilderness. Scientist: You are a researcher in some corporation or research institution, or a mad scientist in an orbiting laboratory. Physician: You are a doctor, healer or medical researcher.

Career Progress
Survival Advancement
Field Researcher END 6+ INT 6+
Scientist EDU 4+ INT 8+
Physician EDU 4+ EDU 8+








Skills and Training
1D Personal Development Service Skills Adv Education (Min EDU 10) Field Researcher Scientist Physician
1 INT +1 Drive Art Electronics Admin Medic
2 EDU +1 Electronics Advocate Vacc Suit Engineer Electronics
3 SOC +1 Diplomat Electronics Navigation Science Investigate
4 DEX +1 Medic Language Survival Science Medic
5 END +1 Investigate Engineer Investigate Electronics Persuade
6 Language Science Science Science Science Science
Mustering Out Benefits
1D Cash BenefiTs
1 Cr5000 INT +1
2 Cr10000 EDU +1
3 Cr20000 Two Ship Shares
4 Cr30000 SOC +1
5 Cr40000 Scientific Equipment
6 Cr60000 Ship’s Boat
Ranks and Bonuses
Rank Field Researcher Skill or bonus
0
1 Science 1
2 Electronics (computers) 1
3 Investigate 1
4
5 Science 2
6











Ranks and Bonuses
Rank Scientist Skill or bonus
0
1 Science 1
2 Electronics (computers) 1
3 Investigate 1
4
5 Science 2
6
Ranks and Bonuses
Rank Physician Skill or bonus
0
1 Medic 1
2
3 Science 1
4
5 Science 2
6
Mishaps
1D Mishap
1 Severely injured (this is the same as a result of 2 on the Injury Table). Alternatively, roll twice on the Injury Table and take the lower result.
2 A disaster leaves several injured, and others blame you, forcing you to leave your career. Roll on the Injury Table twice, taking the higher result, and gain a Rival.
3 The planetary government interferes with your research for political or religious reasons. If you continue with your work openly, increase Science by one level and gain an Enemy. If you continue with your work secretly, increase Science by one level and reduce your SOC by 2. This mishap does not cause you to leave this career.
4 An expedition or voyage goes wrong, leaving you stranded in the wilderness. Gain Survival 1 or Athletics (dexterity or endurance) 1. By the time you find your way home, your job is gone.
5 Your work is sabotaged by unknown parties. You may salvage what you can and give up (leave the career but retain this term’s Benefit roll) or start again from scratch (lose all Benefit rolls from this career but you do not have to leave).
6 A rival researcher blackens your name or steals your research. Gain a Rival but you do not have to leave this career.
Events
2D event
2 Disaster! Roll on the Mishap Table, but you are not ejected from this career.
3 You are called upon to perform research that goes against your conscience. Accept, and you gain an extra Benefit roll, a level in each of any two Science skill specialties and D3 Enemies.
4 You are assigned to work on a secret project for a patron or organisation. Gain one of Medic 1, Science 1, Engineer 1, Electronics 1 or Investigate 1.
5 You win a prestigious prize for your work, garnering both the praise and envy of your peers. Gain DM+1 to any one Benefit roll.
6 You are given advanced training in a specialist field. Roll EDU 8+ to gain any one skill of your choice at level 1.
7 Life Event. Roll on the Life Events Table.
8 You have the opportunity to cheat in some fashion, advancing your career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. If you refuse, you gain nothing. If you accept, roll Deception 8+ or Admin 8+. If you succeed, you gain DM+2 to any one Benefit roll and may increase any skill by one level, but also gain an Enemy. If you fail, gain an Enemy and lose one Benefit roll from this career.
9 You make a breakthrough in your field. Gain DM+2 to your next Advancement check.
10 You become entangled in a bureaucratic or legal morass that distracts you from your work. Gain one of Admin 1, Advocate 1, Persuade 1 or Diplomat 1.
11 You work for an eccentric but brilliant mentor, who becomes an Ally. Either increase Science by one level or DM+4 to your next Advancement roll thanks to their aid.
12 Your work leads to a considerable breakthrough. You are automatically promoted.

Scout

Scouts explore new areas, map and survey known or newly discovered areas, and maintain communication ships which carry information and messages between the worlds in the system.


Qualification: INT 5+

DM -1 for every previous career


Choose one of the following.

Courier: You are responsible for shuttling messages and high value packages around the galaxy.

Surveyor: You visit border worlds and assess their worth.

Explorer: You go wherever the map is blank, exploring unknown worlds and uncharted space.

Career Progress
Survival Advancement
Courier END 5+ EDU 9+
Surveyor END 6+ INT 8+
Explorer END 7+ EDU 7+








Skills and Training
1D Personal Development Service Skills Adv Education (Min EDU 8) Courier Surveyor Explorer
1 STR +1 Pilot (small craft or spacecraft) Medic Electronics Electronics Electronics
2 DEX +1 Survival Navigation Flyer Persuade Pilot
3 END +1 Mechanic Seafarer Pilot (spacecraft) Pilot Engineer
4 INT +1 Astrogation Explosives Engineer Navigation Science
5 EDU +1 Vacc Suit Science Athletics Diplomat Stealth
6 Jack-of-all-Trades Gun Combat Jack-of-all-Trades Astrogation Streetwise Recon
Mustering Out Benefits
1D Cash BenefiTs
1 Cr20000 Ship Share
2 Cr20000 INT +1
3 Cr30000 EDU +1
4 Cr30000 Weapon
5 Cr50000 Weapon
6 Cr50000 Scout Ship
Ranks and Bonuses
Rank Title Skill or bonus
0
1 Scout Vacc Suit 1
2
3 Senior Scout Pilot 1
4
5
6
Mishaps
1D Mishap
1 Severely injured (this is the same as a result of 2 on the Injury Table). Alternatively, roll twice on the Injury Table and take the lower result.
2 Psychologically damaged by your time in the scouts. Reduce your INT or SOC by 1.
3 Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest station. Gain 1D Contacts and D3 Enemies.
4 You inadvertently cause a conflict between two opposing factions. Gain a Rival and Diplomat 1.
5 You have no idea what happened to you – they found your ship drifting on the fringes of friendly space.
6 Injured. Roll on the Injury Table.
Events
2D event
2 Disaster! Roll on the Mishap Table, but you are not ejected from this career.
3 Your ship is ambushed by enemy vessels. Either run, and roll Pilot 8+ to escape, or treat with them and roll Persuade 10+ to bargain with them. If you fail the check, then your ship is destroyed and you may not re-enlist as a scout at the end of this term. If you succeed, you survive and gain Electronics (sensors) 1. Either way, gain an Enemy.
4 You survey an alien world. Gain one of Animals (riding or training) 1, Survival 1, Recon 1 or Science 1.
5 You perform an exemplary service as a scout. Gain DM+1 to any one Benefit roll.
6 You spend several years jumping from world to world in your ship. Gain one of Astrogation 1, Electronics 1, Navigation 1, Pilot (small craft) 1 or Mechanic 1.
7 Life Event. Roll on the Life Events Table.
8 When dealing with an alien race, you have an opportunity to gather extra intelligence about them. Roll either Electronics 8+ or Deception 8+. If you succeed, gain an Ally in the Imperium and DM+2 to your next Advancement roll. If you fail, roll on the Mishap Table, but you are not ejected from this career.
9 Your ship is one of the first on the scene to rescue the survivors of a disaster. Roll either Medic 8+ or Engineer 8+. If you succeed, gain a Contact and DM+2 to your next Advancement check. If you fail, gain an Enemy.
10 You spend a great deal of time on the fringes of Charted Space. Roll Survival 8+ or Pilot 8+. If you succeed, gain a Contact in an alien race and one level in any skill of your choice. If you fail, roll on the Mishap Table but you are not ejected from this career.
11 You serve as the courier for an important message for a government official. Either gain one level of Diplomat or DM+4 to your next Advancement roll.
12 You discover a world, item or information of value. You are automatically promoted

Soldier

Soldiers are pure combat specialists. No one is tougher or more effective at taking down enemies with gunfire. Soldiers have the most thorough weapons training and can use all special ammo types. They are outfitted with ocular synaptic processors that allow them to focus on targets with lethal accuracy.


Qualification: END 6+

DM-1 for every previous career

DM-2 if you are aged 30 or more


Commission: SOC 8+

Career Progress
Survival Advancement
Soldier END 7+ EDU 5+
Skills and Training
1D Personal Development Service Skills Adv Education (Min EDU 8) Officer (Commissioned Only) Soldier
1 STR +1 Adrenaline Rush Medic Electronics Incendiary Ammo
2 DEX +1 Disruptor Ammo Survival Tactics Cryo Ammo
3 END +1 Vacc Suit Explosives Admin Concussive Shot
4 Gambler Athletics Engineer Advocate Vacc Suit
5 Medic Heavy Weapons Pilot Vacc Suit Heavy Weapons
6 Melee Gun Combat Navigation Leadership Gun Combat

Mustering Out Benefits
1D Cash BenefiTs
1 Cr2000 Armour
2 Cr5000 INT +1
3 Cr5000 EDU +1
4 Cr10000 Weapon
5 Cr20000 Ship Share
6 Cr30000 Armour or END +1
Ranks and Bonuses
Rank Enlisted Skill or bonus
0 Crewman Gun Combat (any) 1 or Melee (blade) 1
1 Able Spacehand Gun Combat (any) 1
2 Petty Officer, 3rd clas
3 Petty Officer, 2nd class Leadership 1
4 Petty Officer, 1st class
5 Chief Petty Officer END +1
6 Master Chief
Ranks and Bonuses
Rank Officer Skill or bonus
1 Ensign Leadership 1
2 Sublieutenant
3 Lieutenant Tactics 1
4 Commander
5 Captain SOC 10 or SOC +1, whichever is higher
6 Admiral
Mishaps
1D Mishap
1 Severely injured in action (this is the same as a result of 2 on the Injury Table). Alternatively, roll twice on the Injury Table and take the lower result.
2 A mission goes wrong; you and several others are captured and mistreated by the enemy. Due to your injuries, you are discharged early. Gain your jailer as an Enemy and reduce your STR and DEX by one because of your injuries.
3 A mission goes wrong and you are stranded behind enemy lines. Increase Stealth or Survival by one level but, due to the mission’s failure, you are ejected from the service.
4 You are ordered to take part in a black ops mission that goes against your conscience. If you refuse you are ejected from the service. If you accept you may stay with the marines but gain the lone survivor as an Enemy.
5 You are tormented by or quarrel with an officer. Gain that character as a Rival as he drives you out of the service.
6 Injured. Roll on the Injury Table.
Events
2D event
2 Disaster! Roll on the Mishap Table, but you are not ejected from this career.
3 Trapped behind enemy lines, you have to survive on your own. Gain one of Survival 1, Stealth 1, Deception 1 or Streetwise 1.
4 You are assigned to the security staff of a space station. Increase Vacc Suit or Athletics (dexterity) by one level.
5 You are given advanced training in a specialist field. Roll EDU 8+ to gain any one skill of your choice at level 1.
6 You are assigned to an assault on an enemy fortress. Roll Melee or Gun Combat 8+ and gain Tactics (military) or Leadership if you succeed. If you fail, you are injured and lose 1 point from any physical characteristic.
7 Life Event. Roll on the Life Events Table.
8 You are on the front lines of a planetary assault and occupation. Gain one of Recon 1, Gun Combat 1, Leadership 1 or Electronics (comms) 1
9 A mission goes disastrously wrong due to your commander’s error or incompetence, but you survive. If you report your commanding officer for their failure then you gain DM+2 to your next Advancement roll and gain the officer as an Enemy. If you say nothing and protect them, gain them as an Ally.
10 You are assigned to a black ops mission. Gain DM+2 to your next Advancement roll.
11 Your commanding officer takes an interest in your career. Either gain Tactics 1 or DM+4 to your next Advancement roll thanks to their aid.
12 You display heroism in battle. You may gain a promotion or a commission automatically.
life event Table
2D Event
2 Sickness or Injury: You are injured or become sick. Roll on the Injury Table.
3 Birth or Death: Someone close to you dies, like a friend or family member. Alternatively, someone close to you gives birth (or is born!). You are involved in some fashion (father or mother, relative, godparent, etc).
4 Ending of Relationship: A romantic relationship involving you ends. Badly. Gain a Rival or Enemy.
5 Improved Relationship: A romantic relationship involving you deepens, possibly leading to marriage or some other emotional commitment. Gain an Ally.
6 New Relationship: You become involved in a romantic relationship. Gain an Ally.
7 New Contact: You gain a new Contact.
8 Betrayal: You are betrayed in some fashion by a friend. If you have any Contacts or Allies, convert one into a Rival or Enemy. Otherwise, gain a Rival or an Enemy.
9 Travel: You move to another world. You gain DM+2 to your next Qualification roll.
10 Good Fortune: Something good happens to you; you come into money unexpectedly, have a lifelong dream come true, get a book published or have some other stroke of good fortune. Gain DM+2 to any one Benefit roll.
11 Crime: You commit or are the victim (or are accused) of a crime. Lose one Benefit roll or take the Prisoner career in your next term.
12 Unusual Event: Something weird happens. Roll 1D. 1) Biotics: You encounter an unknown device that grants/improves biotics. If you have not already, You may roll for BIO and enter the biotics career automatically on your next term. If you already have rolled for BIO, add a +2. 2) Aliens: You spend time among an alien race. Gain Science 1 and a Contact among an alien race. 3) Prothean Artefact: You have a strange and unusual Prothean device. 4) Amnesia: Something happened to you, but you do not know what it was. 5) Contact with Government: You briefly came into contact with the highest echelons of the local government. 6) Ancient Technology: You have something Prothean, or even something older...

Benefits

In the course of a Traveller’s career, he may manage to save some money. He may also acquire equipment and other benefits from his previous employers – a scout might be mustered out of the service with a reserve scout ship, for example, or a marine might get to keep his combat armour and so on. These are determined by Benefit rolls.Benefits are gained when a Traveller leaves a career. A Traveller gets one Benefit roll for every full term served in that career. You also get extra Benefit rolls if you reached a high rank.


You may only roll on the Cash column a maximum of three times across all your careers.

benefits of rank
Highest Rank Reached Bonus Benefit Rolls
1-2 1
3-4 2
5-6 3, and DM+1 to all Benefit rolls in this career

Cash Benefits

A Traveller with the Gambler skill gains DM+1 to all rolls on Cash columns.If the Traveller has any money left, they may purchase personal equipment worth up to Cr2000 before they start adventuring.






Armour

Select any type of armour with a limit of Cr10000 and TL 12. If you roll this benefit again, then you can either select another type of armour with the same limits or trade your original in for armour with a limit of Cr 25000.

Ally

Gain an Ally.

Blade

Select any blade weapon with a limit of Cr1000 and TL 12. If you roll this benefit again, you may take another blade or one level in the Melee (blades) skill.

Characteristic Increases

Increase the listed characteristic by the amount shown, up to your racial maximum. Human characters are limited to a score of 15, while other races are limited to 15 +/- the racial for that respective characteristic. Characteristic increases above that limit are lost, with the exception of SOC increases – every point of excess SOC becomes a Ship Share.

Combat Implant

Gain any augmentation with a limit of Cr50000 and TL 12. If you roll this benefit again, then you may either take a different Augmentation or increase the one you already possess by one level (this may take it above the credit and TL limit).

  • Enhanced Vision. A Traveller can be implanted with cybernetic eyes giving him the abilities of a set of binoculars and IR and Light Intensifier goggles. (Binoculars, IR/Light Intensification)
  • Neural Comm. A neural comm has identical capacities to a standard comm. A Traveller can access the capabilities of a neural comm by thought alone, but it still takes a skill check to use for complicated activities. (Audio and visual, Computer/0)
  • Skill Augmentation. The Traveller’s nervous system is rewired to be more suited to a particular task. A pilot might have his reflexes and sense of balance improved; a broker might be made capable of controlling his pupil responses and smelling pheromones and skin salinity of others. A skill augmentation gives the Traveller DM+1 when using that specific skill. A character can only have one Skill Augmentation, and must initially possess that skill at least at level 0 to benefit from the augmentation.
  • Subdermal Armour. Adds a mesh of ballistic fibres to the skin and reinforces the bones, giving the Traveller extra armour. Subdermal armour stacks with other protection. (Armour +1)

Contact

Gain a Contact.

Gun

Select any common or military ranged weapon with a limit of Cr1000. If you roll this benefit again, you may take another weapon or one level in the appropriate Gun Combat skill for a weapon already received as a benefit.

Personal vehicle

You receive a personal vehicle, such as a ground car or air/raft. You can choose exactly what type of vehicle this is but it may not be armed and has a limit of Cr300000 and TL 10. If you roll this benefit again, gain a level of Drive or Flyer.

Scientific Equipment

Gain any one piece of scientific equipment with a limit of Cr2000 and TL 12. If you roll this benefit again, take another piece of scientific equipment or gain one level in Electronics or Science.

Scout Ship

You receive a scout ship. You have full use of the ship and can modify it as you see fit, but it still belongs to the government and can (and will!) be recalled back into service as needed. This means you will be expected to complete missions for the government from time to time. If you roll this Benefit more than once, re-roll the result.

Ship’s Boat

You receive a ship’s boat or other small craft with a limit of MCr10 and TL 12. If you roll this benefit again, gain Pilot (small craft).

Ship Shares

You obtain one or more ship shares that can be put towards obtaining a ship. Each share is worth MCr1 but cannot be redeemed for cash.






Weapon

Select any weapon with a limit of Cr1000. If you roll this benefit again, you may take another weapon or one level in the appropriate Melee or Gun Combat skill for a weapon already received as a benefit.

injuries

Travellers wounded in combat or accidents during creation must roll on the Injury Table to see how bad their injuries are.

Injury Table
1D Injury
1 Nearly killed – reduce one physical characteristic by 1D, reduce two other physical characteristics by 2
2 Severely injured – reduce one physical characteristic by 1D
3 Missing Eye or Limb – reduce STR or DEX by 2
4 Scarred – you are scarred and injured. Reduce any physical characteristic by 2
5 Injured. Reduce any physical characteristic by 1
6 Lightly Injured. No permanent effect

Medical Care

If you have been injured, then medical care may be able to undo the effects of damage. Some worlds have the technology to clone or rebuild damaged organs; others specialise in transplants or cybernetic replacements. Regardless of the technique used, medical care is expensive.

The restoration of a lost characteristic costs Cr5000 per point.

If you were injured in the service of an organisation, then a portion of your medical care may be paid for. Roll 2D on the table below, adding your Rank as a DM.

Medical bills
Career Roll of 4+ Roll of 8+ Roll of 12+
Soldier / Biotic 75% 100% 100%
Agent / Aristocrat / Scholar / Entertainer / Merchant / Citizen / Engineer 50% 75% 100%
Scout / Rogue / Drifter / Geth Vagabond 0% 50% 75%

For example, Morn suffers an injury during his career as a wanderer, reducing his STR by 2. He has the limb regrown at a starport hospital, at the cost of Cr10000. He has to pay this entire amount himself – but he has no money. Morn starts the game with a Cr10000 debt to the hospital.

Medical Debt

After you have finished creating your Traveller but before the campaign begins, you must pay any outstanding costs from medical care or anagathic drugs out of your Benefits. Any debt left is hanging over you at the start of the game and you can be sure it will be collected, likely with interest.

Training and Experience

It is possible for a Traveller to improve his skills or characteristics by being taught, by diligent practise, or as the result of experience gained in the field. All three methods are abstracted by the use of Experience Points.

Experience Points may be awarded by the referee at the end of an adventure or for ongoing study undertaken by a Traveller. Experience takes two possible forms: Dedicated Experience and General Experience.

Dedicated Experience points are allocated to a specific endeavour and cannot be assigned anywhere else. General Experience can be allocated as the Traveller sees fit, subject to referee approval and common sense.

Experience Points are gained using the following guidelines.

Adventure Experience

At the end of an adventure or group of encounters, an award of 1 General Experience Point would be reasonable, with a bonus point for good roleplaying or a particularly dynamic Traveller. The referee may choose to allocate no points to a Traveller who did little or failed to become properly involved in the game. For a very long adventure, experience may be given at suitable plot breaks for segments equivalent to a standard adventure.These points must be allocated immediately to a skill or characteristic the Traveller is trying to develop. They cannot be held in a ‘pool’ for allocation all at once.

Training

Travellers who are into self-improvement or learning a new job can gain experience through training or study. The typical Traveller who reads the odd journal, tries out a few things from time to time, and occasionally has a burst of dedication and puts in some actual work, will gain 1 Dedicated Experience point per six months of game time. However much a Traveller may protest that he studies avidly in every available minute, few can keep up full-time study alongside their day job of crewing a starship, defending the free galaxy, or whatever it is they do for a living.

A Traveller who is in full-time training, perhaps taking time to study at a planetary university or college, gains one Dedicated Experience point per four months of study, or 3 points per year.

In the case where one Traveller is teaching another a skill they know, the student may make an Average (8+) INT check with a negative DM equal to the skill level being learned every 4 months. Thus, a roll to learn a skill at level 0 is made without penalty; at level 2 the penalty is DM-2, and so forth. If the roll is successful, the trainee gains 1 Dedicated Experience point. It is entirely possible to learn nothing; some people are just not good students.

It is only possible to teach another Traveller to a level one below your own skill level. So a Traveller with Vacc Suit 1 can train someone up to level 0, a Traveller with Vacc Suit 3 can train someone up to Vacc Suit 2, and so on.




Gaining Skills

To gain a skill at level 0 costs 1 Experience point. Gaining level 1 from level 0 costs 1 more, and after that the cost is doubled, as shown on the Gaining Skills table. Each skill level must be bought in turn, including skill 0.

GAINING SKILLS
Skill Level Cost to Gain
0 1
1 1
2 2
3 4
4 8
5 16
6 32
7+ x2 each level

Increasing Characteristics

Physical and mental characteristics may also be increased by appropriate activity. Gym work, sport and general exertion are good for physical characteristics (STR, END and DEX) while study and problem-solving can be used to train the mind (INT and EDU). SOC cannot be trained; a Traveller who wants to improve his SOC will have to do it in-game and spend a lot of Credits in the process.

To increase a physical characteristic, the cost in Experience points is equal to the new level, as shown on the Gaining Characteristics table. For mental characteristics, the cost is double the new level.

GAINING CHARACTERISTICS
Characteristic Value Cost to Gain (STR, DEX, END) Cost to Gain (INT, EDU)
1 1 2
2 2 4
3 3 6
4 4 8
5 5 10
6 6 12
7 7 14
8 8 16
9 9 18
10 10 20
11 11 22
12 12 24
13 13 26
14 14 28
15 15 30

Weapons

Most weapons are micro-scaled mass accelerators, using mass-reducing fields and magnetic force to propel miniature slugs to lethal speeds. Nearly every gun on the battlefield is laden with features.

To generate ammunition, a weapon shaves a projectile the size of a grain of sand from a dense block of metal contained within the weapon's body. The projectile is launched at supersonic velocities by decreasing its mass in a mass effect field. Thousands of these tiny rounds can be produced from a single ammunition block. Ammunition is never a concern because of this, but managing the weapon's internal heat is. Weapons dissipate heat into thermal clips. Thermal clips have a finite capacity and guns are reloaded by ejecting the clip and inserting a new one.

Each non-heavy weapon has a certain number of slots that indicate how many weapon modificaitons it can accomodate.


The Skill Gun Combat is broken into the following specializations:

  • Heavy Pistols
  • Submachine Guns
  • Shotguns
  • Assault Rifles
  • Sniper Rifles
  • Heavy Weapons

Assault Rifles

M-8 Avenger

A common, versatile, military-grade assault rifle. Accurate and deadly when fired in short bursts. The Avenger is effective at penetrating shields, armor, and biotic barriers.

The modular design and inexpensive components of the Avenger make it a favorite of military groups and mercenaries alike. The avenger has a reputation for being tough, reliable, easy to use, and easy to upgrade.

Manufactured by the Elkoss Combine

  • Damage: 3D
  • Range: Medium
  • Thermal Clip: 30
  • Traits: Auto 3, bulky

M-15 Vindicator

A battle rifle favored by assassins and elite mercenaries that fires in highly accurate three round bursts and can be pulsed for rapid fire. Deadly at any range, and effective against armor, shields, and biotic barriers. Upgrades the Avenger Assault Rifle.

Originally manufactured by Elanus Risk Control Services for the Blue Suns mercenary group.

  • Damage: 3D+3
  • Range: Medium
  • Thermal Clip: 24
  • Traits: Auto 3, bulky




M-96 Mattock

Medium-range, semi-automatic rifle. The Mattock is a hybrid weapon with an assault rifle's low heat production and a sniper rifle's punch. Marksmen favor its increased power over that of an assault rifle to bring down hardened targets. Its lack of a full-auto setting is advertised as a feature rather than a shortcoming as it curbs a soldier's tendency to spray inaccurate fire under stress.

  • Damage 3D+5
  • Range: Long
  • Thermal Clip: 16
  • Traits: Scope, bulky

Heavy Pistols

M-3 Predator

A reliable, accurate sidearm. Manufactured by Elanus Risk Control, the Predator is valued as a powerful, deadly, and relatively inexpensive weapon. While it is not generally deployed in the military, it's still very popular in the Terminus Systems.

  • Damage: 2D
  • Range: Short
  • Thermal Clip: 15
  • Traits:

M-5 Phalanx

The M-5 Phalanx is the product of the Alliance's Offensive Handgun Project, a close-in weapon to be used with no loss of stopping power in comparison with a soldier's assault rifle. The Phalanx enjoys a ballistics advantage over most heavy pistols. Civilian variants are often purchased by colonists on planets that have particularly dangerous big-game animals.

  • Damage: 2D+3
  • Range: Close
  • Thermal Clip: 12
  • Traits:

M-6 Carnifex

A highly accurate and lethal pistol. The Carnifex is a favored sidearm of mercenary leaders and Eclipse mercenary tech specialists. An expensive but powerful weapon, its marketing materials feature a charging krogan with the slogan "Don't you wish Carnifex was at your side?

  • Damage: 2D+3
  • Range: Short
  • Thermal Clip: 6
  • Traits:


Shotguns

M-22 Eviscerator

The Lieberschaft 2180 shotgun, or "Eviscerator," is of human civilian design and has a unique ammunition generator. Where most modern firearms slice chips or pellets from an ammunition block, the M-22 shaves off serrated metal wedges designed to fly aerodynamically. Its tight grouping ensures lethality at longer ranges than standard shotguns. This design violates several intergalactic weapons treaties, so the M-22 is not distributed to militaries.

  • Damage: 4D
  • Range: Medium
  • Thermal Clip: 3
  • Traits: bulky, blast (melee)

M-23 Katana

Manufactured by Ariake Technologies, the Katana is a common mercenary weapon, and is also popular on colonies with varren infestations. It's deadly at short range, but ineffective at longer range.

  • Damage: 4D+4
  • Range: Close
  • Thermal Clip: 5
  • Traits: bulky, blast (melee)

M-27 Scimitar

Manufactured by Ariake Technologies, the Scimitar features twin mass effect generators, giving it a more rapid rate of fire than a traditional shotgun. This weapon was created for the Eclipse mercenary band, but is rapidly becoming popular with Blood Pack mercs as well.

  • Damage: 4D
  • Range: Short
  • Thermal Clip: 8
  • Traits: Auto 2, bulky, blast (melee)

Submachine Guns

M-4 Shuriken

As kinetic barriers have grown in popularity, so has the popularity of submachine guns. Manufactured by the Elkoss Combine, the Shuriken Machine Pistol fires six-round bursts with a high rate of fire.

  • Damage: 2D
  • Range: Short
  • Thermal Clip: 36
  • Traits: Auto 3

M-9 Tempest

Produced by Elanus Risk Control Services for the Eclipse mercenary band, the Tempest is an expensive but deadly addition to anyone's personal arsenal. This fully automatic submachine gun is punishing up close, but becomes less accurate at longer range.

  • Damage: 2D+3
  • Range: Close
  • Thermal Clip: 50
  • Traits: Auto 3

M-12 Locust

The Kassa Fabrications Model-12 Locust is a compact submachine gun developed for the Alliance but now favored by gang enforcers and hit men. Featuring a complex recoil-reducing mechanism and high-grade auto-targeting software, the Locust delivers longer range, more accurate fire than others in its class.

  • Damage: 2D
  • Range: Medium
  • Thermal Clip: 20
  • Traits: Auto 3

Sniper Rifles

M-92 Mantis

The Mantis is a powerful sniper rifle able to take out most targets in a single shot. It's incredibly accurate at long range, but the rate of fire is slow. Manufactured by Devlon Industries, the Mantis is primarily used by police and planetary militia groups.

  • Damage: 5D
  • Range: Very Long
  • Default ammo: 1
  • Traits: bulky, scope

M-97 Viper

The Viper is a semi-automatic, rapid-fire sniper rifle manufactured by Rosenkov Materials. Rosenkov developed a patented automated-release system that assists with thermal-clip ejection, shortening the Viper's reload time. This rifle is popular with military snipers, who appreciate a long-range gun that can snap off multiple shots in the blink of an eye.

  • Damage: 5D-5
  • Range: Very Long
  • Thermal Clip: 6
  • Traits: bulky, scope

M-98 Widow

Several research firms spent a considerable fortune trying to redesign the Widow sniper rifle. Their goal was to retain the geth weapon's considerable firepower while reducing its recoil, so that the gun could be fired without breaking a nonsynthetic's arm. After much trial and error, one company finally produced a usable model rolled out to the galactic market.

  • Damage: 5D+5
  • Range: Very Long
  • Thermal Clip: 1
  • Traits: bulky, scope

Melee

Asari Sword

Asari huntresses are masters of silent stalking and killing. Many combine blades and biotics, charging forward at mind-bending speeds before swinging their swords with enhanced power. Huntresses are rare, making such swift assassinations necessary for asari military victory

  • Damage: 3D+2
  • Range: Melee
  • Traits:

Krogan Hammer

A brutal weapon, the incredible force of this mechanized hammer is enhanced by precision pistons and mass effect fields. Such hammers are commonly used by elder krogan warlords.

  • Damage: 4D
  • Range: Melee
  • Traits: Bulky, Smasher


Omni-Blade

This disposable silicon-carbide weapon can be forged by an omni-tool's fabricator. The transparent omni-blade is suspended in a mass effect field safely away from the user's skin and warning lights illuminated the field so the searing blade only burns the intended enemy.

  • Damage: 2D
  • Range: Melee
  • Traits:









Omni-Shield

When combat breaks out, most everyone dives for cover. This leads to a prolonged firefight between two group taking turns shooting and missing each other. The omni-shield was designed to allow you to effectively bring that cover with you as you close the gap between yourself and you enemy.

When activated (a minor action), the character's omni-tool fabriactes a shield

While using the shield, weapons with the 'bulky' or 'very bulky' trait are not able to be wielded.

A Traveller using an omni shield increases their effective Melee skill by +1 when parrying. A Traveller with no Melee skill counts as having Melee 0 when using a shield to parry. If used as a weapon instead, it requires the Melee (bludgeon) skill.

  • Damage: 1D
  • Range: Melee

Weapons
Skill Weapon Range Damage Kg Cost Clip Size Slots Traits
Heavy Pistol M-3 Predator Short 2D 1 Cr200 15 3 -
Heavy Pistol M-5 Phalanx Close 2D+3 1 Cr400 12 2 -
Heavy Pistol M-6 Carnifex Short 2D+3 1 Cr600 6 1 -
Assault Rifle M-8 Avenger Very Long 3D 4 Cr1000 18 3 Bulky, Auto 3, Scope
Assault Rifle M-15 Vindicator Very Long 3D+3 4 Cr1500 12 2 Bulky, Auto 2, Scope
Assault Rifle M-96 Mattock Very Long 3D+5 4 Cr3500 24 1 Bulky, Scope
Shotgun M-22 Eviscerator Close 4D 4 Cr200 3 2 Bulky, Blast (melee)
Shotgun M-23 Katana Close 4D+4 4 Cr400 5 2 Bulky, Blast (melee)
Shotgun M-27 Scimitar Close 4D 4 Cr800 8 2 Bulky, Auto 2, Blast (melee)
Sniper Rifle M-92 Mantis Distant 5D 4 Cr5000 1 2 Bulky, Scope
Sniper Rifle M-97 Viper Distant 5D-5 4 Cr6000 6 2 Bulky, Scope
Sniper Rifle M-98 Widow Distant 5D+5 4 Cr15000 1 1 Bulky, Scope
Submachine Gun M-4 Shuriken Short 2D 3 Cr500 24 3 Auto 3
Submachine Gun M-9 Tempest Close 2D+3 3 Cr750 24 1 Auto 3
Submachine Gun M-12 Locust Short 2D+3 3 Cr1000 36 2 Auto 2
Melee (bludgeon) Krogan Hammer Melee 4D 5 Cr650 - - Bulky
Melee (Blades) Asari Sword Melee 3D+2 4 Cr900 - - -
Melee (bludgeon) Omni-Shield Melee 1D - Cr2500 - - -
Melee (blades) omni-blade Melee 2D - - - - -

Heavy Weapons

These are among the most powerful weapons to appear on the battlefield and require special training to use effectively. These weapons require the Heavy Weapons (man portable) skill.

M-100 Grenade Launcher

Rapid-fire grenade launcher favored by Blood Pack vorcha mercenaries. Capable of taking down multiple enemies with a single well-placed shot.

  • Damage: by grenade (Can equip every type of grenade)
  • Range: Short
  • Magazine: 6 (only 1 may be carried at a time)
  • Weight:
  • Traits: bulky
  • Cost: Cr4,000

M-77 Cobra Missile Launcher

Rapid-fire missile launcher with seeking projectiles. Each projectile features a friend-or-foe recognition system, ensuring it will find a hostile target -- though not necessarily the one in the crosshairs. In urban situations, it is useful for taking out snipers and other entrenched enemies, so it is popular with the Blue Suns mercenary band.

  • Damage: 5d6+5
  • Range: Very Long
  • Magazine: 3 (only 1 may be carried at a time)
  • Weight: 8 Kg
  • Traits: bulky, Scope, Smart
  • Cost: Cr20,000 (Missiles cost 800Cr)


M-622 Avalanche

Cryo Round technology is used to modify standard weapon slugs. A cooling laser collapses the ammunition into Bose-Einstein condensate, a mass of super-cooled subatomic particles capable of snap-freezing impacted objects.

Target, and everything within range that suffer health damage, are flash-frozen and lose their next turn.

  • Damage: 4d6
  • Range: Long
  • Magazine: 4 (only 1 may be carried at a time)
  • Weight: 6 Kg
  • Traits: bulky
  • Cost: Cr15,000 (Power pack costs 1000Cr)

M-920 Cain

A modified version of a traditional high-explosive rounds that is applied to a 25-gram slug. When accelerated to 5 km/s, the round is devastating. Though a technically inaccurate label, this prototype weapon is nicknamed the "Nuke Launcher," and its high-explosive matrix generates an archetypical mushroom cloud on impact.

Inflicts high damage within a Short area area of effect around the target.

  • Damage: 1DD
  • Range: Long
  • Magazine: 2 (only 1 may be carried at a time)
  • Weight: 12 Kg
  • Traits: Very bulky
  • Cost: Cr25,000

Grenades

These weapons are thrown or launched at an enemy and are typically designed to affect several targets across a wide area at once.

Thrown grenades use the Athletics (dexterity) skill, while those that are launched use the Heavy Weapons (man portable) skill.

Dodge Reactions may not be made against grenades, but targets may dive for cover. Cover may be taken advantage of if it lies between a target and the centre of the grenade’s Blast

Grenade Range Damage kg CosT AoE Traits
Frag Short 5d6/3d6 0.5Cr 30 Close/Near -
Smoke Short - 0.5Cr 15 Near -
Stun Short 3D 0.5Cr 30 Close Stun

Frag
Fragmentation grenades explode in a blast of shrapnel designed to kill or cripple anyone close by.


Smoke
Smoke grenades creates a thick cloud that disrupts vision. This imposes DM-2 to all attacks on targets within the cloud. IR vision completely bypasses this cloud of smoke. Smoke clouds dissipate after 1D x 3 rounds, though heavy winds and rain can drastically reduce this time.


Stun
Stun grenades release a powerful pulse of energy, usually in the form or light and/or sound that incapacitates targets rather than killing them.

Damage is only deducted from END, taking into account any armour. If the target’s END is reduced to 0, the target will be incapacitated and unable to perform any actions for a number of rounds by which the damage exceeded his END. Damage received from Stun weapons is completely healed by one hour of rest.

Weapon Traits

Auto X

These weapons fire multiple rounds with every pull of the trigger, filling the air with a hail of fire. A weapon with the Auto trait can make attacks in three fire modes: single, burst, and full auto.


Single: Attacks are made using the normal combat rules.


Burst: Add the Auto score to damage. This uses a number of rounds equal to the Auto score.


Full Auto: Make a number of attacks equal to the Auto score. These attacks can be made against separate targets so long as they are all within six metres of one another. Full auto uses a number of rounds equal to three times the Auto score.A weapon cannot use the Auto trait in the same action as the Scope trait or aiming action.





Blast X

This weapon has an explosive component or is otherwise able to affect targets spread across a wide area. Upon a successful attack, damage is rolled against every target within the weapon’s Blast score in metres. Dodge Reactions may not be made against a Blast weapon, but targets may dive for cover. Cover may be taken advantage of if it lies between a target and the centre of the weapon’s Blast.

Bulky

A Bulky weapon has a powerful recoil or is simply extremely heavy – this makes it difficult to use effectively in combat by someone of a weak physical stature. A Traveller using a Bulky weapon must have STR 9 or higher to use it without penalty. Otherwise, all attack rolls will have a negative DM equal to the difference between their STR DM and +1.

Scope

The weapon has been fitted with vision-enhancing sights, allowing it to put shots on target from far greater ranges. A weapon with the Scope trait ignores the rule that limits all attacks made at a range greater than 100 metres are automatically Extreme Range, so long as the Traveller aims before shooting.

Smart

This weapon has intelligent or semi-intelligent rounds that are able to guide themselves onto a target. They gain a DM to their attack rolls equal to the difference between their TL and that of the target, to a minimum of DM+1 and a maximum of DM+6.

Smasher

This weapon is particularly heavy and carries a great deal of momentum when it is swung. A Traveller attacked by a Smasher weapon may not attempt to parry it.

very bulky

Some weapons are designed only for the strongest combatants. A Traveller using a Very Bulky weapon must have STR 12 or higher to use it without penalty. Otherwise, all attack rolls will have a negative DM equal to the difference between their STR DM and +2.

Ammunition Talents

Ammunition talents are specifically designed to enhance the effectiveness of your weapon's ammunition. Only one ammunition talent can be active at a time. Ammo type may be switched as a minor action.

Incendiary Ammo

The user’s weapon causes fire damage to enemies, negating armor and setting them on fire. This stops health regeneration, and can cause unprotected sentient organic enemies to panic. Targets take a minimum of 1 + Ammunition (Incendiary) damage per die. Incendiary ammunition does no additional damage to shields or biotic barriers. If the target suffers damage to health from Incendiary ammo, they must make an END 8+ check or panic for one round.

Disruptor Ammo

The user’s weapon is empowered by an electric field that causes additional damage to shields. The ammo also deals increased damage to synthetic enemies and adds a chance to temporarily disable them. In addition, the ammo has a chance to overheat enemy weapons. Shields and synthetic enemies struck by disruptor ammo take an additional 1 + ammunition (disruptor) damage per die. Targets struck by disruptor ammo must make an Average (8+) 2D check (-1 DM ammunition (disruptor)) or else their current weapon overheats for one round.

Warp Ammo

A biotic mass effect field keyed into this ammo can weaken biotic barriers and disrupt the target’s ability to restore biotic energy. Biotic Barriers struck by warp ammo take an additional 1 + Ammunition (Warp) damage per die. Targets struck by Warp ammo lose 1 + Ammunition (Warp) biotic points.

Cryo Ammo

The user’s weapon has a chance of freezing enemies without any special defenses for a short time, preventing them from moving. Frozen enemies are more susceptible to damage. If a target’s health is damaged by cryo ammo, they must make an Average (8+) END check (-1 DM ammunition (cryo), or else they become frozen and unable to act during their next turn. Any damage sustained while frozen is doubled.

Armor

Kinetic barriers, colloquially called "shields", provide protection against most mass accelerator weapons. Whether on a starship or a soldier's suit of armor, the basic principle remains the same.

Kinetic barriers are repulsive mass effect fields projected from tiny emitters. These shields safely deflect small objects traveling at rapid velocities. This affords protection from bullets and other dangerous projectiles, but still allows the user to sit down without knocking away their chair.

This also means that shields provide no additional protection against melee weapons.

The shielding afforded by kinetic barriers does not protect against extremes of temperature, toxins, or radiation.

Therefore, all protective gear has two listed protection values – Armor and Shields. If the defender spends two consecutive minor actions and is not hit by further fire before their next turn, the barrier capacitor recharges and the Shield value returns to its maximum.

Shield strength is not counted when defending against melee attacks. Be on guard against charging Krogan!

The vast majority of armor worn in Mass Effect is Combat Armor of one level or another. Battle Dress is extremely rare and experimental. All Combat Armors come equipped with Eye Protection, Magnetic Grapples, and TL 11 Computer Weave.

Each set of armor has a certain number of slots that indicate how many modifications it can support.

Armor
Armor Type Armor Shields Required Skill Mass Slots Cost (Cr.)
Emergency Vaccsuit 2 10 Vacc Suit 0 5kg 0 7,000
Reinforced Street Clothing 5 0 4kg 1 500
Elkoss Combine Peacekeeper Flak Jacket 6 10 5kg 1 2500
Devlon Liberator Armor (HEV) 3 15 Vacc Suit 1 6kg 2 20,000
Elanus Risk Control Duelist Armor 3 20 Vacc Suit 0 8kg 2 20,000
Devlon Explorer Armor (HEV) 4 20 Vacc Suit 1 10kg 2 30,000
Serrice Council Phantom Armor 5 20 5kg 2 35,000
Devlon Survivor Armor (HEV) 5 25 Vacc Suit 1 11kg 2 105,000
Ariake Technologies Scorpion Armor 5 25 Vacc Suit 0 12kg 2 85,000
Kassa Fabrication Inferno Armor (HEV) 5 30 Vacc Suit 1 12kg 2 175,000
Batarian State Arms Terminus Armor 6 30 Vacc Suit 1 14kg 1 200,000
Rosenkov Materials Titan Armor 6 30 Vacc Suit 1 or Battle Dress 0 12 2 350,000
Armax Arsenal Predator X Armor 6 40 Battle Dress 0 12kg 2 700,000
Ariake Technologies Mercenary X Armor 7 35 Battle Dress 1 or Vacc Suit 2 14kg 1 600,000
Kassa Fabrication Colossus Armor (HEV) 8 30 Battle Dress 1 15kg 2 800,000

Hostile Environment Suits (HEV)

Hostile environment suits (indicated by an 'HEV' beside the ammor name) are designed for conditions where a normal vacc suit would be insufficient, such as deep underwater, worlds with toxic atmosphere, extremes of radiation or temperature. HEV suits provide life support for six hours.

The Omni-Tool

Omni-tools are multipurpose diagnostic and fabrication tools as well as computers used for a variety of civilian and battlefield tasks, such as hacking, decryption, or repair. When activated, an omni-tool can appear over either of a person's forearms and/or hands, and occasionally both, as an orange hologram.

The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment.

The most common melee fabrication is the "omni-blade," a disposable silicon-carbide weapon flash-forged by the tool's mini-fabricator. The transparent, nearly diamond-hard blade is created and suspended in a mass effect field safely away from the user's skin. Warning lights illuminate the field so the searing-hot blade only burns what it is intended to: the opponent.

Omni-tools can be modified to maximize their stopping power through electrical, kinetic, or thermal energy. Some troops integrate their weapon with their kinetic barriers, transforming the omni-tool into a wrist-mounted bludgeon; others fabricate flammable gases, held in place by a mass effect field and ignited upon impact. All prove deadly surprises for opponents who expect a disarmed adversary.

An omni-tool is considered a portable computer/3 that is capable of running any installed software as normal.

Standard Functions

Flashlight, Scanner, Repairing items, Dispensing Medi-gel, Programming and hacking, Camera, Video, audio and holographic communication, Converting items into omni-gel

Tech Talents

Incinerate

A projectile consististing of highly-explosive plasma, held in place by a mass effect field, is fired from the user's omni-tool that inflicts damage over time to all nearby enemies and permanently stops their health regeneration.

  • Impact Radius: Close
  • Damage: 1D + 1D per Incinerate

Cryo Blast

A projectile, consisting of a mass of supercooled subatomic particles, held in place by a mass effect field, is fired from the user’s omni-tool and is capable of snap-freezing nearby targets.

  • Impact Radius: Close
  • Freeze Duration: 1 + Cryo Blast rounds (Negated by an END 8+ check, -1 DM per Cryo Blast)








Overload

A projectile, consisting of a suspended electrostatic discharge, held in place by a mass effect field, is fired from the user’s omni-tool that deals high damage to shields and synthetic enemies.

  • Shield and Synthetic Damage: 2D + 1D per Overload

Sabotage

An ability that uses the user’s omni-tool to Sabotage weapons and synthetics by hacking into them. Compromised synthetics fight on your side and Affected weapons overheat.

  • Hack Duration: 1 round + Sabotage

Tech Armor

The omni-tool generates an energy armor suit that boosts the user's shields, represented as holographic armor. When the armor is destroyed, it sends out a pulse of energy, damaging nearby enemies and knocking down unprotected targets while staggering most protected targets.

  • Duration: Lasts until destroyed
  • Shield Strength: +25.00% of maximum shields (round down)
  • Energy Pulse Radius: Close
  • Energy Pulse Damage: 2D (Targets that suffer health damage must roll END 8+ or be stunned for 1 round)

Combat Drone

The omni-tool fabricates a tiny drone wrapped in a mass effect field that draws enemy fire and can electronically stun targets while damaging their shields. In addition to attacking enemies, drones also act as a distraction.

  • Duration: 1 + Combat Drone
  • Damage: 1D + 1D per Combat Drone (Targets that suffer health damage must roll END 8+ or be stunned for 1 round)
  • Shields: 5 + 5 per Combat Drone

Sentry Turret

The omni-tool fabricates a turret at a nearby designated location, delivered via a small mass effect field.

  • Duration: 1 + Sentry Turret
  • Turret Damage: 2D + 1D per Sentry Turret
  • Turret Range: Medium
  • Turret Shields: 5 + 5 per Sentry Turret

Tactical Cloak

When activated, it instantly renders the user invisible to all enemies and grants a damage bonus to all weapons. However it also halts health and shield regeneration, leaving you vulnerable once the cloak wears off.

  • Bonus Damage: 1D + 1D per Tactical Cloak
  • Duration: 1 round + 1 per Tactical Cloak

Software

All software has a Bandwidth score, which represents the processing power a computer requires in order to run it. At any one time, a computer can run a number of software packages whose combined Bandwidth does not exceed its Processing score.

For example, a Computer/3 could run Translator/1 and Security/2 simultaneously, but if the Traveller using it then wanted to run Intelligent Interface (which requires 1 Bandwidth) then he would have to swap it out with one of the existing software packages.

Choosing the right program to use on your omni-tool is important, and depends on what you are trying to do with the tool.If you are just using the omni-tool for general tasks, then all you need is a basic Interface/0.If you are using the tool to access an Expert program, then you need Intelligent Interface to get the benefit.If you want the omni-tool to do the work for you, then you need to run an Intellect program

Software Packages
Package Bandwidth Cost Effect
Agent 0 Cr500 Agent software packages provide computers with a degree of intelligence and can carry out any tasks assigned to them that require the use of the Electronics (computers) skill. For example, an Agent package might be told to hack into an enemy computer system and steal a particular data file. They are effectively specialised combinations of Expert Electronics (computers) and less capable Intellect software packages.
1 Cr2000
2 Cr100000
3 Cr250000
Database 1 Cr10000 This software package is a collection of several databases that can be searched with an Electronics (computers) check or using an Agent package. It automatically updates itself whenever in range of a suitable server or cloud (typically any system of TL9+) and can thus usually be counted upon to answer any question based upon fact and reference.
Digital Friend 2 Cr1750 The Digital Friend is an Intelligent Interface package that has been given a definable (and adjustable) personality, and is usually given a name by its user. It was designed for Travellers who wanted more ‘humanity’ in their computers and for those who spent long periods in isolation, such as scouts and belters. Digital Friends are also used for therapeutic purposes and have been useful in resolving long standing mental issues held by many Travellers.
Expert 1 Cr1000 Expert software packages allow a computer to mimic a specific skill – this skill must be specified when the software package is purchased. A Traveller using an Expert package may make a skill check as if he had the skill at the software’s Bandwidth -1. Only INT and EDU-based checks can be attempted, however. If a Traveller already has the skill, then an Expert package will grant DM+1 to his check. However, the package can only help if the difficulty of the task is within its parameters. Expert/1 allows Difficult (10+) tasks to be attempted, while Expert/2 allows Very Difficult (12+) tasks to be tried. Expert/3 is required for Formidable (14+) tasks.
2 Cr10000
3 Cr100000
Intellect 1 Cr2000 An Intellect software package is similar to the more primitive Agent but has a far more advanced intelligence, being able to communicate normally with a Traveller. It is capable of using any Expert package and can simultaneously use a number of Expert packages equal to its Bandwidth.
2 Cr50000
3 Cr200000
Intelligent Interface 1 Cr100 This Interface package features an artificial intelligence that allows a computer to report data and receive commands as if it were a sentient being. Those familiar with Intelligent Interfaces will quickly recognise its presence, but a more primitive Traveller could be fooled for a while into thinking it is dealing with a living intelligence. Intelligent Interface is required for using an Expert software package.

Expert Packages Cont.
Package Bandwidth Cost Effect
Intrusion 1 Cr1000 Intrusion software is designed to break through Security packages, allowing users to gain access to computers that would otherwise be off limits. Because of this, Intrusion software is illegal on many worlds (typically any worlds of Law Level 4+). Intrusion grants a DM equal to its Bandwidth to all checks made to electronically hack into a computer.
2 Cr10000
3 Cr100000
4 MCr1
Security 0 Cr0 The purpose of a Security package is to defend against hackers and other attempts at intrusion, providing an effective firewall that keeps the other packages upon the computer safe from interference. The ability of Security to defend itself is represented by the difficulty of the Electronics (computers) check required to bypass it, which improves with the complexity of the Security package, as shown on the table below. Security/0 is installed freely upon most computers upon purchase. Intrustion Difficulty: Difficult (10+)
1 Cr200 Intrustion Difficulty: Very Difficult (12+)
2 Cr1000 Intrustion Difficulty: Formidable (14+)
3 Cr20000 Intrustion Difficulty: Impossible (16+)


Equipment Modifications
Modification Type Description Cost (Cr.)
Combat Optics all guns Reduces long range penalties by 1 DM. 10,000
Targeting VI all guns Adds an extra +1 DM to any aimed shot. 15,000
Suppressor Any with no Auto score -4 DM to detect shots fired by this weapon. 2,500
Heat Sink all guns Improves thermal clip value by 50% (rounded down). 8,000
Frictionless Materials all guns Doubles thermal clip value. Does not stack with Heat Sink. 25,000
Scram Rail Auto value of 1 or better Adds 2 to weapon’s Auto score. 30,000
Bayonet all firearms Allows weapon to count as a Blade for melee purposes. 2,000
Reinforced Stock all firearms Allows weapon to count as a Bludgeon for melee purposes. 500
Lightweight Materials all firearms Halves the weapon’s mass. 9,000
Hardened Weave all armors Adds 1 to amour value. Does not stack with the other two of this type. 12,000
Ablative Coating all armors Adds 2 to armour value. Does not stack with the other two of this type. 30,000
Energized Plating all armors Adds 3 to armour value. Does not stack with the other two of this type. 75,000
First Aid Interface all armors Regenerate 1 characteristic point per round if no damage is taken. Does not stack with the other two of this type. 20,000
Medical Interface all armors Regenerate 1 characteristic point per round. Does not stack with the other two of this type. 50,000
Medical Exoskeleton all armors Regenerate 2 characteristic points per round. Does not stack with the other two of this type. 110,000
Modification Type Description Cost (Cr.)
Motorized Joints all armors of Protection 7+ +1 to melee damage. Does not stack with the other two of this type. 10,000
Exoskeleton all armors of Protection 7+ +2 to melee damage. Does not stack with the other two of this type. 25,000
Combat Exoskeleton all armors of Protection 7+ +3 to melee damage. Does not stack with the other two of this type. 60,000
N/B/C Shielding non-HEV armors Armor gains the HEV property. 8,000
Shield Battery all armors Adds 5 to shield value. Does not stack with the other two of this type. 6,000
Shield Modulator all armors Adds 10 to shield value. Does not stack with the other two of this type. 20,000
Shield Interface all armors Adds 15 to shield value. Does not stack with the other two of this type. 50,000
Biotic Battery all armors Adds 1 BIO point (does not improve BIO modifier). Does not stack with the other two of this type. 13,000
Biotic Modulator all armors Adds 2 BIO points (does not improve BIO modifier). Does not stack with the other two of this type. 30,000
Biotic Interface all armors Adds 3 BIO points (does not improve BIO modifier). Does not stack with the other two of this type. 70,000
Concealment Field all armors Adds +2 to Stealth DM. Does not stack with the other two of this type. 20,000
Stealth Field all armors Adds +3 to Stealth DM. Does not stack with the other two of this type. 40,000
Infiltration Field all armors Adds +4 to Stealth DM. Does not stack with the other two of this type. 100,000
Modifications Cont.
Modification Type Description Cost (Cr.)
Ammo Compartment all armors Allows wearer to carry 50% more heavy weapon ammo. 15,000
Ammo Tank all armors Allows wearer to carry 100% more heavy weapon ammo. 40,000
Experimental Materials all armors Armor’s mass is reduced 25%. 12,000
Exotic Materials all armors Armor’s mass is halved. 30,000
Equipment
Item Description Mass Cost (Cr.)
Armax Arsenal Gemini Amp Biotic powers deal an additional 1 damage. 20,000
Kassa Fabrication Polaris Amp Grants +1 to an already-known biotic skill. Cannot raise skills above a maximum of 3. 25,000
Sirta Foundation Unity Amp Failed biotic power uses cost no points. 30,000
Serrice Council Savant Amp Grants a previously unknown biotic power at rank 1. The granted power may be changed by flashing and updating the firmware (routine computer check, 10-60 minutes). 40,000
Armali Council Prodigy Amp Reduces the cost of biotic powers by 1 point (minimum 0). 45,000
Aldrin Labs Bluewire Omni-Tool The most basic Omni-Tool. May be taken as a Benefit. In high demand: may be traded in for up to 35,000Cr. 1 kg 45,000
Kassa Fabrication Polaris Omni-Tool Improved power source. Adds 1 to the damage of any Tech Attack. 1 kg 50,000
Ariake Technologies Logic Arrest Omni-Tool Highly efficient computational architecture. Sabotage incoming grenades or rockets without penalty. The DM penalty for hurrying Computer or Engineering skill checks is reduced by 1. 1 kg 55,000
Elkoss Combine Cipher Omni-Tool Highly customizable. Can add +1 to any one of the following skills: Computers, Engineering, Mechanic, Physical Science, Life Science, Space Science. This bonus may be changed by flashing and updating the firmware (routine computer check, 10-60 minutes). 1 kg 60,000
Item Description Mass Cost (Cr.)
Armali Council Nexus Omni-Tool Heavier-duty fabrication module. Can manufacture a Large Blade for melee attacks. 2 kg 60,000
Serrice Council Savant Omni-Tool Advanced power source. Adds damage to any Tech Attack equal to the Effect of the skill check. 1.5 kg 65,000
Flashlight May be added to any armor or underslung to any weapon without using an upgrade slot. Projects a 6m spot of bright white light out to 100m. 15
Medi-Gel Stored in an Omni-Tool. Significant action to use; heals 3 + Effect characteristic points. 50

Biotics

Biotics is the ability of some life forms to create mass effect fields using element zero nodules embedded in body tissues. These powers are both accessed and augmented by using bio-amps. Biotic individuals can knock enemies over from a distance, lift them into the air, generate gravitational vortices to tear obstacles or enemies apart, or create protective barriers.

All asari are naturally biotic from birth, though not all choose to develop their abilities. Biotics of other species are individuals who were exposed to dust-form element zero, or colloquially, "eezo", in utero and subsequently developed eezo nodules throughout their nervous systems. These nodules can generate mass effect fields when energized by electrical impulses from the brain.

Eezo exposure is by no means guaranteed to result in biotic ability. On the contrary, most fetuses that are exposed are not affected at all. Others will develop brain tumors or other horrific physical complications. In humans, only about one in ten eezo-exposed infants will develop biotic talents strong and stable enough to merit training, and these abilities are not always permanent. In extremely rare cases, humans who were exposed in utero but did not manifest biotic talents as children can develop them during young adulthood through additional exposure.

Once identified as having biotic ability, a person might be outfitted with a surgically implanted amplifier around the age of puberty. This amplifier is designed to make their talents strong enough to be useful, and some races have experimented with biotic drugs, such as red sand, to stimulate power instead.

Once the implant is installed, its user must then develop conscious control over their nervous system, which is a long, slow, difficult ordeal (except for the asari, who naturally possess a degree of voluntary control). Biofeedback therapy is often used to assist the progression of this process, and once they fulfil their training, a biotic can control their emission of dark energy to generate mass effect fields.

Biotic abilities are activated using a technique called "physical mnemonics", in which the biotic uses a physical gesture to cause neurons to fire in a certain sequence, sending an electrical charge through their eezo nodules and creating the desired effect. A biotic may enhance certain aspects of his or her biotic abilities by installing implant upgrades called bio-amps.

Biotic abilities fall into three general categories: Telekinesis, the use of mass-lowering fields to lift or hurl objects; Kinetic Fields, mass-raising fields to immobilize objects (in combat, usually enemy projectiles or enemies themselves); and Spatial Distortion, the creation of shifting mass-effect fields which rip apart any objects caught within them.









The Bio Characteristic

A character who rolls a biotic Event during character creation may elect to roll 2d6 minus the number of terms served to determine their base Biotic Strength (Bio). Human, Asari, Drell, and Turian characters, by contrast, roll 2d6 seven times at character creation and may assign one of those scores to Bio as they wish. Krogan characters may opt at character creation to sacrifice their +2 Endurance for the opportunity to roll a Biotics score.

Either way, any character with a Bio score may elect at some point to pursue the Biotic career path.

Implants

All biotics seeking to wield their abilities on a usable level, except Asari, are fitted with an electronic brain implant during puberty. Once the implant is installed, it can only be replaced or altered through extremely dangerous brain surgery, so most individuals keep the same implant their entire lives.

Recovering Biotic Points

Biotic powers are less taxing than traditional Traveller psionics and this is reflected in their recovery rate; a biotic regains points at a rate of .5 points per combat round in which biotics are not currently used.

That said, using biotic powers – which are fueled in part by the biotic’s metabolism – is exhausting; as a result, some biotics favor wearing lighter gear, believing it makes them more effective in a crisis. Biotics carrying a mass of gear equal to or less than their Endurance score in kilograms recover biotic points at double the normal rate (eg, 1 per round with no biotic power use).

Alien Biotics

Biotic abilities are of varying rarity and status in other species:

Asari

All asari are naturally biotic to some degree, though not all choose to develop their abilities. Those who do pursue training usually display formidable ability. They do not require implants to use biotics effectively, nor do they need to undergo special training to acquire conscious neural control; their reproductive physiology grants them this ability from birth. Biotic ability is mandatory for asari who want to go into military service. The most powerful train as asari commandos.

Batarians

There are some known batarian biotics.

Drell

There are some known drell biotics.

Krogan

The few krogan biotics are extremely powerful and often train to become Krogan Battlemasters. Before the genophage, biotic krogan who enlisted in the military would rise quickly through the ranks; the other soldiers were in fear and awe of them, so their superiors recognized they would command great respect as officers and promoted them. 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.

Quarians

Quarian biotics are very rare. It is speculated that this is due to their life aboard the Migrant Fleet. Element zero is such a rare resource that it is probably too precious to be "spent" on encouraging biotic potential in quarians, and because the quarians live aboard ships, any engine accident severe enough to release dust-form element zero would also be fatal to the crew, and any expectant mother would only be exposed to the dust if they had a compromised environmental suit.

Salarians

Salarian biotics are unusual and highly prized. The salarian military does not risk them in the front lines but instead uses them in intelligence services.

Turians

Turian biotics are also uncommon. They are viewed with suspicion by the general turian infantry and tend to be relegated to special units called Cabals, which are employed for key missions.

Volus

There are some known volus biotics.

Vorcha

There are some known volus biotics.


To date, there has been no mention of the biotic abilities of the hanar, elcor, raloi, Leviathans, or yahg or what role (if any) biotics play in their respective societies.

Biotic Talents

To activate a talent, the biotic must make a skill check using the appropriate talent (Barrier, Throw, etc.), adding his or her Biotic Strength DM and any other relevant DMs (such as ones granted by exceptional biotic amps). They must also spend the listed number of Biotic Strength points if they succeed, or one point if they fail. If this cost brings them below zero Biotic Strength, then excess points are applied to their Endurance score as damage. Using a talent in combat is a significant action.

Pull

Pull generates a mass-lowering field, which levitates enemies into the air. While aloft, enemies will slowly drift towards the biotic, removing them from any cover and rendering them unable to attack. The Effect of the check determines the duration of the Pull in combat rounds. Each round the target is affected, they drift 5’ closer to the biotic. The number of PSI points spent determines the mass that can be moved.

Lifted characters may still attempt to make an attack, but do so as though under the effects of zero-G. An attack made with a ranged weapon that does not have the Zero-G trait or any close combat weapon, requires an Average (8+) Athletics (dexterity) check to not only automatically miss his target but start to spin helplessly out of control.

  • Check: Average (8+) (1D seconds, BIO) check
  • Reach: Short
  • Psi Cost: 1 per 100kg.

Throw

The character strikes the target with a fast-moving mass effect field, sending them flying a number of meters equal to the Effect of the check and dealing that many d6 of damage, to a limit of 5. If the target was already under the effect of a Lift or Singularity talent, the Effect is considered to be doubled.

  • Check: Average (8+) (1D seconds, BIO) check
  • Reach: Short
  • Psi Cost: 1 per 50kg of target mass

Warp

Warp spawns a rapidly shifting mass effect field that weakens and shreds the internal structure of a target for 2d6 + Effect damage and stops health regeneration. Armor confers no protection against this damage. Furthermore, targets struck by Warp receive an extra d6 to damage rolls made against them for the next round of combat. The attack can be curved slightly, reducing the effectiveness of any cover by 1 (to a minimum of 0).

  • Check: Average (8+) (1D seconds, BIO) check
  • Reach: Short
  • Psi Cost: 1

Singularity

The biotic launches a dark energy sphere to create an intense mass effect field. The field creates a warp in the space around it, creating a gravity well akin to a black hole. Affected targets are lifted into the air, do not benefit from cover and are under the effect of zero-g for a number of rounds equal to the Effect of the check. Targets that make an attack with a ranged weapon that does not have the Zero-G trait or any close combat weapon, requires an Average (8+) Athletics (dexterity) check to not only automatically miss his target but start to spin helplessly out of control.

  • Check: Average (8+) (1D seconds, BIO) check
  • Reach: Short
  • Psi Cost: 5

Shockwave

Shockwave projects a cone-shaped wave of cascading force outward from the biotic, striking as a melee attack against every target in the area of effect (though cover between the biotic and target works as it would against a ranged attack). Targets suffer 2d6 + Effect damage and must pass a END 8+ check or be knocked prone.

  • Check: Average (8+) (1D seconds, BIO) check
  • Reach: 3m wide x Short Range
  • Psi Cost: 3

Charge

The character uses biotics to augment speed and strength, and charges across the battlefield towards a target, detonating the character’s biotic field like a grenade for 5d6 + Effect damage in close range around them. The character then receives -1 DM to all skill checks until the start of their next turn. The character must be able to draw a line from their point of origin to their destination that does not pass through any cover greater than 1/4.

  • Check: Average (8+) (1D seconds, BIO) check
  • Reach: Short
  • Psi Cost: 5

Barrier

A character with Barrier may, after an attack is rolled against them, opt to spend one Biotic Point to apply a -1 DM to the roll, or three Biotic Points to apply a -2 DM. This DM is increased for every skill level of Barrier; eg, a character with Barrier 2 may apply a -3 DM by spending one point, or a -4 DM by spending three.

  • Check: Average (8+) (1D seconds, BIO) check
  • Reach: N/A
  • Psi Cost: 1 or 3

Melee (biotic)

A character with this skill may opt to make melee attacks at 2d6 + Melee (biotic) + Strength, Dexterity, or Biotic DM (attacker’s choice), dealing 2d6 + Effect damage.

  • Check: as melee attack above
  • Reach: N/A
  • Psi Cost: 1


Levitate

By applying a biotic acceleration, the character can fly, or at least levitate over short distances. The character can travel for a number of rounds equal to the Effect of the check at a speed of six meters per round. A DM from -2 to +2 may be applied to the roll based on the strength of local gravity.

  • Check: Average (8+) (1D seconds, BIO) check
  • Reach: N/A
  • Psi Cost: 4

Player Races

Asari

The asari, native to the planet Thessia, are often considered the most influential and respected sentient species in the galaxy, and are known for their elegance, diplomacy, and biotic aptitude. This is partly due to the fact that the asari were among the earliest races to achieve interstellar flight after the Protheans, and the first to discover and settle the Citadel.

A mono-gender race, the asari are distinctly feminine in appearance and possess maternal instincts. Their unique physiology, expressed in a millennium-long lifespan and the ability to reproduce with a partner of any gender or species, gives them a conservative yet convivial attitude toward other races. Favoring compromise and cooperation over conflict, the asari were instrumental in proposing and founding the Citadel Council and have been at the heart of galactic society ever since.

Biology

Asari resemble humans in terms of basic skeletal structure with five digits on each hand and feet that are relatively straight (certainly in comparison to species like quarians and turians). This similarity allows asari to wear human armor. A typical asari has a blue to purple complexion, though a teal complexion is possible albeit seemingly rare. Some asari, such as Matriarch Lidanya, Matriarch Benezia, Liara T'Soni, and Tela Vasir have facial markings, which are unique colored patterns that vary for every asari. Some of these facial markings resemble the eyebrows that humans have, but the asari do not think of the markings as such themselves. In the place of head hair, asari possess semi-flexible, cartilage-based scalp-crests that grow into shape. These structures are rigid, and do not "flop around" as some believe. Asari have navels as well as breasts that continue to grow with age. Asari also have a robust cellular regenerative system; while they do not heal faster than other species, they are known to reach over 1000 years of age. This long lifespan is rivaled only by the krogan. Asari can see ultraviolet at the short-wavelength end of the spectrum. Asari blood is purple.

There is some conflicting information regarding the gender of the asari. Asari are a mono-gendered species with no concept of gender differences. According to Liara T'Soni, "male and female have no real meaning for us," and, if asked, says that she is "not precisely a woman." At the same time, asari are often viewed as an all-female race. To humans at least, asari appear female with feminine physical characteristics and voices. Even among the asari, many individual asari are referred to as “she” and “her“ but some asari prefer male pronouns, while others gravitate toward gender-neutral where language allows. Asari also bear feminine titles like “huntress” and “matriarch” and asari offspring are referred to as “daughters“, however the asari may have chosen feminine pronouns to simplify language translations.

However asari gender is defined, they are innately different from humans, for asari can mate and successfully reproduce with any other gender or species through a form of parthenogenesis. Although they have one gender, they are not asexual and do in fact require a partner to reproduce. However, asari reproduction is very different from other forms of sexual reproduction. An asari provides two copies of her own genes to her offspring, one of which is passed on unaltered. The second set of genes is altered in a unique process called melding, also known as the joining or the union. During melding, the eyes of the asari initiating the meld dilate as she consciously attunes her nervous system to her partner's, sending and receiving electrical impulses directly through the skin, however physical contact is not strictly necessary. A common phrase used before melding is "embrace eternity," presumably to help focus the partner's mind. Effectively, the asari and her partner briefly become one unified nervous system, sharing memories, thoughts, and feelings. The offspring is always an asari, regardless of the species or sex of the "father" and in the case that the offspring is of two asari, the father is the one who does not give birth.

Uniquely, the asari are known to be perceived as attractive to many other species. This may be because of shared physical characteristics (e.g., body shape for humans, skin color for salarians, head fringe for turians). Mordin Solus postulates that the mechanism behind the asari's cross-species attraction may be neurochemical in nature. The offspring resulting from such interspecies pairings are always asari as no DNA is taken from the partner. Instead, the asari uses the meld to explore her partner's genetic heritage and pass desirable traits on to any offspring and as a "map" to randomize the genes of the offspring. Additionally, pairings with krogan are not affected by the Genophage. As such, pairings with asari are sometimes seen as a way for a krogan to circumvent the Genophage and have children of their own.

The drawback to the asari means of reproduction are the Ardat-Yakshi. These individuals possess a rare genetic defect that causes an asari to overwhelm and destroy her partner’s nervous system when joining. The condition seems to appear only amongst pureblood asari, those whose parents are both asari.

It is also possible for an asari to meld with another for the sole purpose of transferring thoughts, without reproduction. The asari initiating the meld can both send and receive information.

It is not clear whether ability to meld minds is present from birth or whether asari undergo some sort of puberty to gain it and, if so, when this occurs.

Asari pass through three climacteric life stages, marked by biochemical and physiological changes:

  • The Maiden stage begins at puberty and is marked by the drive to explore and experience. Most young asari are curious and restless, and it is not uncommon for many to try their hand at dancing in bars or working as mercenaries during this time.

  • The Matron stage of life begins around the age of 350, though it can be triggered earlier if the individual melds frequently. This period is marked by a desire to settle in one area and raise children.

  • The Matriarch stage begins around 700 years of age, or earlier if the individual melds rarely. Matriarchs become active in their community as sages and councilors, dispensing wisdom from centuries of experience. Their knowledge and guidance may be one reason why Matriarchs are rarely seen outside asari space.

However, it should be noted that each stage can be started whenever an asari feels that she has reached the correct level of maturity. While each stage of life is marked by strong biological tendencies, individuals do make unexpected life choices. For example, there are Maidens who stay close to home rather than explore, Matrons who would rather work than build a family, and Matriarchs who have no interest in community affairs.

History

Origins

The asari arose on Thessia, a rich world with abundant quantities of element zero that caused much of life on Thessia to exhibit biotic tendencies. Instrumental to the rise of asari civilization was the intervention of the Protheans. Upon discovering the asari, the Protheans crafted the guise of Athame, a benevolent goddess who imparted gifts of wisdom to the asari through her guides Janiri and Lucen, a deception that allowed the Protheans to rapidly accelerate asari development. The Protheans also genetically altered the asari to grant them biotic capabilities, and defended Thessia from an asteroid strike and the resource-hungry oravores.

When the Protheans departed, they left a single beacon on Thessia, around which the asari later built a lavish temple devoted to Athame. This beacon contained Vendetta, a Prothean VI, and over the following centuries was the source of countless technological advances that allowed the asari to eventually become the most powerful race in the galaxy. The beacon's existence became a closely-held state secret, as its revelation would have discredited the virtually universal belief that the asari attained such heights on their own merit. By 2183 CE, few outside the highest echelons of the asari government were aware of the part the Protheans played in asari history.






Forming the Citadel Council

The asari were the first contemporary race to achieve spaceflight and discover the mass relay network. When they found the Citadel in 580 BCE, the asari also encountered the keepers, whose mute assistance enabled them to quickly settle on the station and learned how to operate its systems. Sixty years later, the salarians made first contact with the asari, and together the two species agreed to found the Citadel Council in 500 BCE, a galactic governing body that would come to unite dozens of races. In later years, the asari continued to explore the galaxy and welcomed several other races to the burgeoning galactic community.

The Reaper War

During the Reaper invasion in 2186 CE, the asari refrained from supporting the other races in the war as they were reluctant to take resources away from the defense of their own worlds. Despite this caution, the Reapers tore through the asari defenses and deployed forces throughout asari space. Asari hit-and-run tactics managed to slow the Reaper advance, but not stall it.

Desperate, the asari government authorized their Councilor to reveal the existence of the Prothean beacon concealed in the Temple of Athame on Thessia in the hopes that it would provide the key to completing the Crucible, the galaxy's only means of defeating the Reapers. While the beacon's data was being retreived, Thessia was assaulted by Reaper forces, the first time the asari homeworld had been attacked since the Rachni Wars, and swiftly fell.

Out of options, the asari finally joined the Allied war effort, providing numerous resources to bolster the Allied fleets and complete the Crucible. Asari forces went on to fight alongside the other Allied races in the final confrontation with the Reapers over Earth.

Culture

Because of their long lifespan, asari tend to have a "long view" not common in other races. When they encounter a new species or situation, the asari are more comfortable with an extended period of passive observation and study than immediate action. They are unfazed that some of their investments or decisions may not pay off for decades or centuries. Matriarchs can seem to make incomprehensible decisions, but their insight is evident when their carefully-laid plans come to fruition. In interstellar relations, this long view manifests in the unspoken policy of centrism. The asari instinctively seek to maintain stable balances of economic, political, and military power. Councilor Tevos

Traditionally, asari spread their influence through cultural domination and intellectual superiority. They invite new species of advanced development to join the galactic community, knowing that their ideals and beliefs will inevitably influence the existing culture. The asari tend toward communal, consensus attitudes among themselves too: for example, they prefer to live in shared spaces aboard starships even if there are alternatives available.

Asari believe that their offspring acquire the best qualities of the "father" from the melded genes, but evidence is anecdotal. They frown upon intraspecies conception, since genetic traits and cultural insight is gained from mating outside their species, so it's considered wasteful for asari to reproduce together. The results of such unions are occasionally referred to as "purebloods", a great insult among contemporary asari. A rare genetic defect known as Ardat-Yakshi, which makes asari destroy the partner's mind during melding, occurs much more frequently among the daughters of purebloods.

Asari are well aware they tend to be attractive, and are comfortable expressing their sexuality, and can be witnessed as exotic dancers in places like Chora's Den or Afterlife. Young males of other races tend to have a fascination with asari.

Despite appearances to the contrary, asari dancing is more than just a way to fleece money from interspecies admirers. It is actually a form of martial art, akin to tai chi or capoeira, capable of being practiced by sufficiently biotic humans as well.

Because of their natural sensuality and ability to mate with any species, asari are sometimes rumoured to be promiscuous. These rumours are mostly a result of misinformation (or wishful thinking). In fact, asari have to accept that if they mate outside their own species, they will almost inevitably outlive their partner (with the notable exception of the krogan, who have a similarly immense longevity). Therefore, they have had to apply their philosophical "long view" to relationships as well, savouring the time they spend with their partners rather than focusing on their inevitable loss. While little is known of asari relationship customs, the asari life partner of another asari is often referred to as a bondmate.

The asari celebrate the springtime fertility ritual Janiris, named for the goddess Athame's guide Janiri, which marks the start of the new year. During this time, they create wreathes of flowers and distribute them among their friends and loved ones. As is the case with the holidays of some other Citadel species, the celebration of Janiris has been adopted by other species that operate in Citadel space.

A few asari abandon all but a few personal possessions to become justicars, members of an ancient order of asari adhering to a strict code. Justicars operate inside of asari space correcting injustices, often through harsh means, including death. It is rare for a justicar to leave asari space as it could cause a diplomatic incident with other species.

Though all asari are natural biotics, there are some who choose not to develop their biotic power. Doing so precludes an asari from military service, although there is no social stigma attached to the decision.

Compared to humans, asari normally take meals only twice a day.

Economy

The asari possess the largest single economy in the galaxy. They have extensive trade and social contacts. Craft guilds, such as those within the cities Serrice and Armali, hold a virtual monopoly on advanced biotic technology.



Religion

The pantheistic mainstream asari religion is siari, which translates roughly as "All is one". The faithful agree on certain core truths: the universe is a consciousness, every life within it is an aspect of the greater whole, and death is a merging of one's spiritual energy back into greater universal consciousness. Siarists don't specifically believe in reincarnation; they believe in spiritual energy returning to the universal consciousness upon death will eventually be used to fill new mortal vessels.

Siari became popular after the asari left their homeworld and discovered their ability to "meld" with nearly any form of life. This ability is seen as proof that all life is fundamentally similar. Siari priestesses see their role as promoting unity between disparate shards of the universe's awareness.

Before the rise of siari pantheism, asari religions were as diverse as their political opinion, though a common theme was the belief that the gods were separate from the world, looking down on the people from above. The strongest survivor of those days is the monotheistic religion worshipping the goddess Athame. Like the asari, the goddess cycles through the triple aspects of maiden, matron, and matriarch. Asari often swear "by the goddess", though this may be a cultural legacy rather than reflecting an individual's belief.


Mythological Figures

  • Alune - Revered asari physician said to have been taught medicine by Athame herself. The Rings of Alune are considered holy relics and still held in enough regard to inspire modern asari to acts of compassion and healing.
  • Athame - Goddess of prophecy and fate.
  • Janiri - Goddess of seasons, storms and agriculture.
  • Kralla - Demon of misfortune.
  • Kurinth - Goddess of war and hunting.
  • Lucen - Servant of Athame who taught the asari several basics of civilization.
  • Piares - Goddess of death; guide to spirits on their final journey.
  • Teukria - Legendary asari archer, dating back to Thessia's Iron Age.
  • Tevura - Goddess of love, sex, travel, and law.

Government

The asari governmental structure, known as the Asari Republics, is relatively broad; the asari came late to the notion of world government. For centuries, their homeworld of Thessia was dotted with loose confederacies of great republican cities. The closest Earth equivalent would be the ancient Mediterranean city-states. Since the asari culture values consensus and accommodation, there was little impetus to form larger principalities. Rather than hoard resources, the asari bartered freely. Rather than attack one another over differing philosophies, they sought to understand one another. Only in the information age did the city-states grow close; communication over the internet evolved into an "electronic democracy".

Aside from their Council representative, the asari have no politicians or elections, but a free-wheeling, all-inclusive legislature that citizens can participate in at will. Policy debates take place at all hours of the day, in official chat rooms and forums moderated by specially-programmed virtual intelligences. All aspects of policy are open to plebiscite at any time. In any given debate, the asari tend to lend the most credence to the opinions of any Matriarchs present, nearly always deferring to the experience of these millennia-old "wise women".

In modern times, the asari normally act as the diplomatic arm of the Citadel Council, and asari exploration efforts have discovered many races over the years. In approximately 200 BCE, the asari made first contact with the elcor and played a key role in helping them establish a regular trade route to the Citadel. In 2184 CE, the asari cruiser Azedes encountered the pre-spaceflight raloi, who were officially welcomed into the galactic community a year later.

Military

The asari military resembles a collection of tribal warrior bands with no national structure. Each community organizes its own unit as the locals see fit, and elect a leader to command them. Units from populous cities are large and well-equipped, while those from farm villages may be only a few women with small arms. There is no uniform; everyone wears what they like. The asari military is not an irregular militia, however; those who serve are full-time professionals.

The average asari huntress, another term for asari commando, is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. Asari choose to be warriors at a young age, and their education from that point is dedicated to sharpening their mind and body for that sole purpose. When they retire, they possess an alarming proficiency for killing.

Huntresses fight individually or in pairs, depending on the tactics preferred in their town. One-on-one, a huntress is a formidable opponent, possessing profound tactical insight, a hunter's eye, and a dancer's grace and alacrity. Biotics are common enough that some capability is a requirement to be trained as a huntress; lack of biotic talent excludes a young asari from military service.

While fluid and mobile, asari can't stand up in a firestorm the way a krogan, turian, or human could. Since their units are small and typically lack heavy armor and support weapons, they are almost incapable of fighting a conventional war, particularly one of a defensive nature. So asari units typically undertake special operations missions. Like guerrilla soldiers, they are adept at ambush, infiltration, and assassination, demoralizing and defeating their enemies through intense, focused, stealthy strikes. Asari huntresses were among the first individuals to be chosen as Spectres and played a key role in the Krogan Rebellions.

As a popular turian saying puts it, "The asari are the finest warriors in the galaxy. Fortunately, there are not many of them." Despite this, the asari military is still very large.

The asari possess one of the most powerful navies in the galaxy. The asari navy had 21 dreadnoughts in 2183 CE, including the Destiny Ascension, a formidable warship boasting almost as much firepower as the rest of the asari fleet combined and the flagship of the Citadel Fleet. Despite the considerable force their numerous dreadnoughts can bring to bear, the asari prefer using fleets composed mainly of frigates and fighters, embodying their hit-and-run mindset with a nimble swarm rather than a slower collection of vessels.


Asari Worlds

  • Thessia - homeworld
  • Agessia
  • Asteria
  • Chalkhos
  • Cyone
  • Hyetiana
  • Illium
  • Kurinth
  • Lesuss
  • Lusia
  • Lymetis
  • Nevos
  • Niacal
  • Phoros
  • Sanves
  • Selvos
  • Terapso
  • Teukria
  • Tevura
  • Trategos
  • Zesmeni

Batarians

A race of four-eyed bipeds native to the world of Khar'shan, the batarians are a disreputable species that chose to isolate itself from the rest of the galaxy. The Terminus Systems are infested with batarian pirate gangs and slaving rings, fueling the stereotype of the batarian thug. It should be noted that these criminals do not represent average citizens, who are forbidden to leave batarian space by their ubiquitous and paranoid government.

Despite several disagreements with the Citadel and simmering hostility toward humans, most batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. They have a reputation for being shrewd businessmen and merchants, though in more lawless regions of the galaxy like Omega, negotiations with a batarian are likely to be conducted at gunpoint.

Biology

Batarians are an anthropoidal race like humans and asari. Their faces are covered with short, fine hairs that grow longer and thicker around the mouth. A flat stripe of ridged cartilage runs along the tops of their skulls and down the backs of their necks. They have ears pointy at the upper end, though on occasion along the edges as well. The part of their faces commonly associated with the nose among humans and asari is instead an inverted flat triangle symmetrically ridged vertically. Compared to humans, batarians have a deep, guttural voice. Batarians' mouths are filled with dozens of sharp, needle-like teeth.

Their most distinctive physical feature is their four eyes, an uncommon trait among other races. One pair is set wide in prominent bony sockets protruding from the corners of their face. The second set of eyes is smaller and closer together, set higher on the face, just beneath the middle of the forehead. The eyes are uniformly dark orbs, with no discernible irises or pupils.

Batarians exhibit a wide range of skin tones and colors, though most have a dark brown hue with pale facial ridges. General batarian complexions include reddish-brown, greenish, yellow-greenish to yellow-brownish, light brown, and teal.

Some batarians possess striped colorations on their heads. Observed patterns include multiple chin stripes, a single strip running from the lower lip, or a thin dagger of color above the nose. These patterns are usually colored blue, black, or red, while the nose pattern is invariably red. At least one, Balak, has what appears to be a black and yellow striped pigmentation at the temples with light green facial ridges.

Batarian blood has been observed to be red.

History

When the batarians achieved spaceflight, they discovered concealed Prothean ruins on Bira, a moon of Verush, that allowed them to develop FTL travel. It is a batarian point of pride that, since the ruins were damaged by earthquakes, they had less information to go on than other spacefaring races. The Citadel Council granted the batarians an embassy on the Citadel sometime after the volus did, approximately a century after the batarians and Council had made first contact.

Despite being welcomed into the galactic community, batarian aggression provoked several crises in galactic relations over the years. Sometime around 1785 CE, a batarian fleet bombarded the salarian colony world of Mannovai; in 1913 CE, the Batarian Hegemony annexed the independent asari colony of Esan; and in 2115 CE, Citadel forces skirmished with batarian forces on the planet Enael.

In the early 2160s, humans began to colonize the Skyllian Verge, a region the batarians were already actively settling. The batarians asked the Citadel Council to intervene and declare the Verge an area of "batarian interest". When the Council refused, the batarians closed their Citadel embassy and severed diplomatic and economic relations, becoming an inward-looking rogue state.

Money and weapons funneled from the batarian government to criminal organizations led to many brutal raids on human colonies in the Verge, such as Mindoir, culminating in the Skyllian Blitz of 2176 CE, an attack on the human capital of Elysium by batarian-funded pirates and slavers. In 2178 CE, the Alliance retaliated with a crushing assault on the moon of Torfan, long used as a staging base by batarian-backed criminals. In the aftermath, the batarians retreated into their own systems, and are now rarely seen in Citadel space.

The Reaper War

After the Alpha Relay was destroyed, the Reapers entered the galaxy through the Vular system, near the heart of batarian space, and quickly advanced on Khar'shan.

Batarian response to the assault was uncoordinated. Back in 2163 CE, the Hegemony recovered the Leviathan of Dis, a billion-year old Reaper corpse, from Jartar. They issued total denials of its existence then began secret intensive studies of its advanced technology in the hope of reclaiming the batarians' place in the galaxy. This allowed the Leviathan to indoctrinate the science team and prominent batarian officials. When the Reapers invaded in 2186 CE, the indoctrinated officials sabotaged Hegemony defenses and broadcast misleading messages, allowing the Reapers to easily conquer batarian systems and crush their navy.

As with most races suitable for combat integration, the Reapers converted captured batarians into husks and dispatched them to numerous battlefields across the galaxy. Those that managed to get away found themselves refugees on alien territory, with some even taking refuge in the Citadel itself.

Surviving soldiers of the former Batarian Hegemony are one of several groups involved in the war effort against the Reaper invasion. According to one Alliance news report, however, their participation in the fight, though appreciated, has not yet earned them the full trust and respect of Alliance soldiers.

Culture

Batarians place an extremely high value on social caste and appearance, and overstepping one's place is frowned upon. Effective caste status can be bought on an ongoing basis like a subscription service, allowing the buyer to worm their way into the elite circles of batarian society given enough funds. Casting aspersions on the monetary worth of a social better is considered a serious insult. Batarians strongly believe that species with fewer than four eyes are less intelligent; they often gain the upper hand in interspecies arguments because other races find it difficult to know which eyes to focus on when speaking to them.

Slavery is an integral part of the batarian caste system, despite being illegal according to Council law. The custom is so deeply ingrained in batarian culture that batarians consider the Council's anti-slavery standing to be discriminatory. Rogue batarian slave rings are feared throughout the galaxy, especially among colonists on remote worlds, which are often raided by batarian slavers. Victims of such raids are usually implanted with control devices in their skulls, a painful operation since the slavers rarely make use of anesthetic. The batarians are also known to enslave addicts of the biotic drug red sand when they can no longer afford to support their habit.

Body language is an important part of batarian society. For example, tilting one's head to the left is a sign of admiration and respect. When a batarian tilts their head to the right, however, it is a sign that they consider themselves to be superior to the person whom the gesture was directed towards. Therefore, this gesture can easily be interpreted as an insult by batarians due to the high value that they place on social caste.

Religion

Little is known about batarian religious beliefs, though it has been noted that batarians do believe in an afterlife; When a batarian dies, his soul leaves the body through the eyes. Treatment of the corpse is considered unimportant, unless the batarian's eyes have been removed by an enemy.

Government

The rest of the galaxy views the batarians as an ignorable problem. Their government, known as the Batarian Hegemony, is still hostile to the Systems Alliance, but beneath the notice of the powerful Council races. It is not known what the average batarian thinks about their enforced isolation, as the Department of Information Control ensures that only government-approved news enters or leaves batarian space. Given the batarian government's oppressive nature, it is speculated their supreme leadership is autocratic or totalitarian in nature, although the batarian homeworld of Khar'shan remains divided into various competing nation-states.

The batarians blame humanity for their troubles and claim they were forced to fend for themselves, despite the fact that their exile is largely self-imposed. This has resulted in humans receiving the brunt of batarians' antagonism in the form of scams, slave raids, and terrorist attacks, incidents which the Hegemony covertly supports but is always quick to publicly distance itself from.

Despite their isolation, the batarians still provide up-to-date glossaries and linguistic rules to the rest of the galaxy, though it is suspected that this is only so they can continue exporting propaganda. Batarian languages have become "lingua franca" in the Terminus Systems due to the prevalence of batarians in the region.

Military

Little is known about the batarian military. Citadel sanctions have left the Batarian Hegemony a paper tiger of an empire, one that fights rivals through deniable terrorist actions rather than the wars of its heyday centuries ago. By 2160 CE, when colonisation of the Skyllian Verge began, batarian military capacity had apparently weakened to the point that they were unable to prevent human expansion; Balak claims that the Council and batarians themselves knew the humans were stronger but nothing was done to protect them, and the batarians were left to defend themselves.

The Batarian Hegemony does not trust private industry to create their military hardware. Most batarian military hardware is produced by a corporation called Batarian State Arms, a vast nationalized institution infamous for its waste and corruption. It produces various offensive and defensive products that are sold primarily in the Terminus Systems.

The batarian fleet is known to operate at least one dreadnought; as a non-Citadel race, they are not bound by the Treaty of Farixen and may have more. They also field smaller vessels, including the Hensa class of cruisers. Given one member of this class was twenty years old in 2183 CE, however, the batarians may have retired the Hensa class from active service by this time.

The batarian military has a special forces division known as the Special Intervention Unit. All that is known about the SIU is that their training program is brutal. After the Blue Suns hired a group of former SIU operatives to run a hostile environment training camp on the planet Xetic, an investigation by Illium authorities into the camp found that the mortality rate was as high as 18%; however, an independent Blue Suns inquiry found that the batarian operatives' harsh training techniques were consistent with those employed in the SIU training program. Other known branches of the batarian military include the Batarian External Forces.

Whatever the true size and strength of the batarian military, it was virtually wiped out by the Reaper onslaught in 2186 CE. The few ships that survived the fall of Khar'shan fled to Alliance space along with thousands of refugees.

Batarian Worlds

  • Khar'shan - homeworld
  • Adek
  • Anhur
  • Aratoht
  • Camala
  • Cholis
  • Erszbat
  • Logasiri
  • Lorek
  • Ramlat
  • Vana
  • Verush

Drell

The drell are a reptile-like race that were rescued from their dying homeworld by the hanar following first contact between the two. Since then, the drell have remained loyal to the hanar for their camaraderie and have fit comfortably into galactic civilization.

Biology

Drell are omnivorous reptile-like humanoids with an average lifespan of 85 galactic standard years. Drell appearance is very similar to asari and humans, but their muscle tissue is slightly denser, giving them a wiry strength. They appear to have five fingers on each hand, albeit the ring and middle fingers are fused. Their skin is apparently infused with a venom mild enough to be served in drinks, and may cause mild hallucinations on "oral contact". They also have two sets of eyelids, akin to the nictitating membrane possessed by certain animals such as reptiles. The inner lid is milky-white and closes from the left and right, while the outer lid is black and closes from top and bottom. Much like humans or asari, drell possess the ability to shed tears.

Sexual dimorphism among drell appears to be roughly analogous to humans. Females have breastlike protrusions, and their head "frills" are more pronounced than males'. Drell are capable of wielding biotics on par with other races

Because the drell ancestors emerged from arid, rocky deserts, the humid, ocean-covered hanar homeworld of Kahje proved tolerable only when the drell stayed inside a climate-controlled dome city. The leading cause of death for drell on Kahje is Kepral's Syndrome, caused by cumulative long-term exposure to a humid climate. This syndrome erodes the ability of drell lungs to take in oxygen, and eventually spreads out to other organs. It is noncommunicable, and there is currently no known cure, though leading hanar scientific authorities are working on creating a genetic adaptation.

The drell possess eidetic memory, an adaptation to a world where they must remember the location of every necessary resource (vegetation, drinkable water and prey migration paths) across vast distances. The memories are so strong that an external stimulus can trigger a powerful memory recall. These recalls are so vivid and detailed that some drell may mistake it for reality.

History

The drell ancestors emerged from dry, rocky deserts on the barren world of Rakhana. Around the 1380s CE, the already-arid drell homeworld began its swift descent into lifelessness due to disastrous industrial expansion. At the time, the drell lacked interstellar flight capacity, and with their population bursting at eleven billion, they faced certain doom.

It was around the 1980s CE that the hanar made first contact with the drell race. In the following ten years, the hanar would transport a total of 375,000 drell to the hanar homeworld, Kahje. The remaining billions left on Rakhana would perish on their dying planet, warring against each other for diminishing resources. The drell now thrive co-existing with the hanar and have been a part of galactic civilization for roughly two centuries.



The Reaper War

Several drell faught against the Reapers during the machines' galaxy-wide invasion in 2186.

Culture

The debt of gratitude that the drell owe the hanar is referred to as the Compact, which the drell fulfill by taking on tasks that the hanar find difficult, such as combat. Any drell may refuse to serve, but as being requested to serve is a great honor, few turn down the offer.

Most drell are content to live on Kahje. They are afforded every opportunity to thrive by the hanar, yet some outsiders and even some hanar regard the drell as second class citizens. However it is quite the opposite, they have integrated themselves into every level of hanar society as respected, productive citizens.

Those who leave Kahje tend to be adventurers. These solitary drell travelers often seek out new species elsewhere, and in turn adopt that species' culture. Such drell number in the thousands, and are scattered across the galaxy, tending towards quiet, integrated lives.

Some drell grow a close, personal relationship with the hanar, so much so that the hanar will even tell the drell their "soul name". Drell have adapted to communication with hanar by getting implants in their eyes to allow them to observe the bioluminescence the hanar use for communication. Some Drell are able to see ultraviolet light as a silvery color, though might lose differentiation between colors at the opposite end of the spectrum, such as the difference between dark red and black.

Religion

Most drell are deeply religious, believing that they have souls separate from their bodies. They see death as a departure from the body, and they also state that a person's body and soul form a Whole. When the soul is traumatized or otherwise disrupted, or the body is ill or injured, a person is no longer Whole.

The drell religion is also polytheistic, with the drell having multiple gods whom they pray to in varying situations. This religion includes at least three gods: Amonkira, Lord of Hunters; Arashu, Goddess of Motherhood and Protection; and Kalahira, Goddess of Oceans and Afterlife.

Many of the older traditions of the drell have begun to die out. The younger generations no longer believe the old ways of their ancestors can help them now, with so many other ways to interpret one's place in the universe. Many drell have embraced the hanar Enkindlers or the asari philosophies.

Language

Little is known about drell language except for a few non-translatable terms.

  • drala'fa - the ignored
  • sere - an honorific term for drell adult males
  • siha - the name of a warrior-angel of the goddess Arashu, used as a term of endearment for someone who can be described as "fierce in wrath" and a "tenacious protector"
  • tu-fira - to be unable to forget someone, "lost in another"

Geth

The geth ("Servant of the People" in Khelish) are a race of networked artificial intelligences that reside beyond the Perseus Veil. The geth were created by the quarians as laborers and tools of war. When the geth became sentient and began to question their masters, the quarians attempted to exterminate them. The geth won the resulting war, and reduced the quarians to a race of nomads.

The history of the geth's creation and evolution serves as a warning to the rest of the galaxy of the potential dangers of artificial intelligence and to the legally enforced, systematic repression of artificial intelligences throughout galactic society.

Design

Physically, the humanoid geth resemble quarians—their hands, head shape and legs are similar—which is probably a holdover from their origins. A common design feature among geth is a single brightly glowing photoreceptor, causing some to refer to them as "flashlight heads".

Geth are primarily composed of two materials: a flexible but durable outer shell, and a kind of synthetic muscle tissue that gives Geth Hoppers their incredible agility. It is actually possible for this synthetic muscle to be grafted to organic tissue. Geth "bleed" a white conductive fluid when shot, but they don't have any internal organs or nervous system, so the geth do not feel hunger or pain. The geth are also seen using omni-tools, and have seemingly modified them to heal synthetic wounds; likewise, some geth facilities contain first-aid kits, implying that their synthetic "tissues" can be repaired using conventional medical technology.

Part of the geth's success is due to their neural network. Effectively, they "share" their processing power, distributing low-level processes like motor control and visual identification to free up bandwidth for higher reasoning and complex thought. Geth can't share sensory data—they aren't a hive mind like the rachni—but in large groups they have more to think with. An individual geth has only a basic intelligence on par with animal instincts, but in groups they can reason, analyze situations, and make tactical decisions as well as any of the organic races. An exception would appear to be Legion, a geth specifically designed to operate as an autonomous sentient unit outside the Perseus Veil. Legion possesses over 11 times as many geth programs as a standard geth platform and can function intellectually on its own.

According to Legion, each geth is made up of hundreds of programs equivalent to VIs, all operating in parallel with one another to form a kind of emergent intelligence described by as "a thousand voices talking at once". An individual geth is thus more of a "mobile platform" than an actual body; the programs that make up its consciousness are constantly being transferred and downloaded; the mind operating one of these "mobile platforms" might just as easily inhabit a starship body should it need to. Most of the time geth programs can be found residing in server hubs, which function as something akin to the organic equivalent of a city, and can run millions of geth in communion.

As all geth are networked to each other, they may communicate their exact thoughts and ideas at the speed of light. They find organic methods of communication, such as body language and spoken word, to be largely inefficient; the geth are able to communicate their thoughts flawlessly without any fear of misinterpretation. Because of this they have no true form of government and no system of rank. When a matter must be decided upon, the geth communicate all viewpoints of a situation and a consensus is made, the decision being whatever benefits the geth as a whole the greatest.

Subtypes

Over time, the geth have evolved into numerous sub-forms, ranging from the diminutive but highly agile Geth Hoppers, to the gigantic, lumbering Geth Armatures. All of these platforms are shielded and capable of regenerating their kinetic barriers. The geth also utilize turrets and drones (rocket, assault, recon and repair drones, specifically). It isn't clear whether these are also AIs, in the same way Geth Armatures are not just tanks but platforms for geth programs themselves, or simply controlled by the geth.


Geth subtypes include:

  • Geth Armature - Anti-personnel light walkers capable of launching geth siege pulses. Also possesses machine-guns, heavy armour and shields.
  • Geth Colossus - Geth heavy walkers capable of launching devastating siege pulse attacks and machine gun attacks. Extremely strong armour and shields.
  • Geth Destroyer - Equipped with Geth Pulse Shotguns and strong shielding. Specialised for close quarters combat, have the ability to charge, melee, and can utilize Carnage. They can also be equipped with flamethrowers or rocket launchers.
  • Geth Dreadnought - Flagships of the geth fleets. They are both larger and better equipped than their organic counterparts, utilizing longer, more powerful main guns and more energy-intensive ultraviolet lasers for their point defense systems.
  • Geth Dropship - Geth frigates that also serve as troop transports and close air support. Extremely resilient against ground vehicle fire, though fairly vulnerable to fire from other frigates and cruisers.
  • Geth Hopper - Cyberwarfare and ambush platforms, capable of sabotage, overload, and radar jamming. Attacks using the geth sniper beam. Lightly shielded.
  • Geth Hunter - Stealth troops armed with shotguns and shielding. They possess tactical cloaking devices.
  • Geth Juggernaut - Similar to Geth Primes. Equipped with Geth Pulse Rifles and able to launch distortion rockets. Heavily shielded and very resilient.
  • Geth Prime - Elite geth units equipped with heavy weaponry. They possess very strong shields, heavy armor, tech abilities and are extremely resilient. They also improve combat skills of nearby geth and are capable of jamming radar.
  • Geth Pyro - Geth units that are highly dangerous in close quarters. Equipped with flamethrowers, shielding and heavy armor. Very slow and harmless at distance, but highly resilient and deadly in close range.
  • Geth Rocket Trooper - Anti-armor/anti-air infantry. Equipped with rocket launchers and shielding.
  • Geth Shock Trooper - Advanced Geth Troopers armed with the Geth Pulse Rifle, Geth Barriers, and Carnage.
  • Geth Sniper - Armed with Geth Sniper Rifles and shielding. Capable of using assassination, specialised for long-range combat. Capable of jamming radar.
  • Geth Trooper - Standard geth troops equipped with Geth Pulse Rifles, Geth Barriers, and capable of recharging shields via the Geth Shield Boost ability.
  • Legion/Geth VI - A unique geth platform designed to operate outside the Perseus Veil and interact with organics. While most standard platforms hold approximately 100 geth programs, Legion/the Geth VI houses 1,183 programs, the better to facilitate independent decision-making while separated from the geth consensus for long periods of time.

History

Creation

The geth were created by the quarians as a labor force. They were designed as VIs, as advanced as possible while remaining non-sentient. They were also designed to operate more efficiently when networked together. Unfortunately, this feature was the quarians' undoing. Geth programs were indeed non-sentient individually, but slowly gained sentience through the massive geth network.

Eventually, they started asking the quarians questions only sentient beings would think to ask; in one notable instance, a domestic geth unit asked its owner if it had a soul. Alarmed at this, the quarians decided it would be best to shut down all geth before they conceived of revolt. The attempt failed, and a war began between the geth and the quarians, which geth afterwards referred to as the Morning War.

At first, the geth did not respond to the termination order with violence; it was only after panicked quarians fired upon them that the geth thought to pick up weapons and defend themselves. Even after this, some geth remained loyal to their creators and put themselves in harm's way to protect geth sympathizers from persecution; likewise, there were quarians who did not feel the geth deserved to die. However, as time went on, the geth sympathizers were outnumbered, and the war continued, eventually seeing the geth gain the upper hand. The war ended when the surviving quarians evacuated their home world and colonies in the Perseus Veil.

Unknown to the quarians themselves, the geth actually allowed them to leave; unsure of the repercussions of eradicating an entire species-namely their own creators- and having decided that the quarians were now too weak to be a threat, the geth decided to draw back their forces so that the surviving quarians could flee. The fleet of quarian ships that escaped the Veil became known as the Migrant Fleet, and has been roaming the galaxy ever since.

Little is known about the geth in the time between the Morning War and the present. The geth did not repopulate the now barren quarian worlds, instead choosing to exist in the computer hubs aboard massive space stations and extract needed resources from asteroids. They adopted an extremely isolationist attitude—any ships that ventured into geth space were immediately attacked and destroyed. While they prevented any contact by other races with themselves, the geth monitored communications and the extranet.

The geth continued development of new technology and variations of mobile platforms, separating their technology base from the rest of the galaxy. They obtained an ultimate goal in this time period: to create a Dyson sphere-like object, which could house every single geth program.

Schism

Approximately three centuries after the Morning War, the geth were approached by the Reaper Nazara, also called Sovereign. It offered them technology that would aid them in achieving their goal, in exchange for their assistance in capturing the Citadel and letting the Reaper invasion begin. The majority of the geth dismissed the offer, deeming it better to accomplish their goal with their own technology rather than be dependent on another race's technology. These geth discarded what they called the "superstitious title" of the Reapers, and simply called them the Old Machines.

A small percentage of geth, however, accepted the Reaper's help. Henceforth these geth were referred to by the mainstream geth as "heretics". They were allowed to peacefully leave the main geth network, and aid Nazara and its turian agent, Saren Arterius. The heretics came to revere Nazara as a god, the pinnacle of synthetic evolution.

Unknown to them, Nazara was repulsed by the heretics' worship of it. The Reaper was actually insulted by their "pitiful devotions", though it recognised their value as tools to facilitate its goals. They aided Nazara and Saren in many engagements, such as the attack on Eden Prime, and the Battle of the Citadel. After Nazara was destroyed in the latter battle, the heretics lost much of their menace, and their operations outside of the Perseus Veil were quickly mopped up by Council forces. The heretics did maintain operation of a large space station within the Terminus Systems, located in deep space between stars.

Though the heretics had faced a major setback with the defeat of Nazara, they did not rejoin the main geth. Rather, they continued development of a special virus which Nazara had given them, in an unfinished version. This virus could alter the result of a fundamental calculation in geth processes, radically changing their logic and reasoning. Through this change, the virus could force the true geth to accept the heretics' conclusion, or it could force the heretics to accept the true geth's conclusion.

The true geth understood the threat, and sought a way to eliminate the virus. However, the virus was stored on a Reaper data core, which the true geth could not access. To gain an understanding of Reaper technology, a unique mobile platform was sent to a derelict Reaper. Aboard the Reaper, it encountered Commander Shepard. The mobile platform was brought back to the Normandy SR-2, where it accepted the designation "Legion".

Shepard aided Legion in its mission, going to the Heretic Station. Once there, Legion realized that the virus was ready, and could be used to rewrite the heretics’ behavior. Unable to form a consensus on the matter, Legion left the decision to Shepard—who ultimately decided to allow the virus to rewrite of the heretics, returning them to the fold of the True Geth.

In 2186, the quarians have declared war on the geth. They have successfully managed to push the synthetics back to their home system, where the quarian homeworld Rannoch is located.

After Legion's return to the geth consensus and the revelation of its evidence on the imminent return of the Reapers, the geth began preparing for war. However, while building their megastructure, the quarian flotilla attacked and destroyed it. A significant number of geth programs were installed at the time the quarians began bombing, and due to a lack of surplus server hardware not all of the programs could be saved.

With the loss of so many programs, their intelligence dimmed and survival took precedence among the consensus, forcing the geth to make a deal with the Reapers. The synthetics allowed themselves to be controlled by Reaper code in order to become more effective fighters, believing the cost of their free will an acceptable price to avoid extinction. They were then able to bring the fight to the quarians, trapping their civilian ships and destroying much of their fleet.

Commander Shepard once more became involved and arrived and boarded the geth dreadnought from which the controlling signal was being broadcast in order to return the geth to a defeatable state. Arriving at the ship's srive core, he found Legion trapped inside a piece of Reaper tech, the unit being used as a signal booster of sorts. The Commander disables the device and frees Legion.

The geth have a backup system in place, however. They have a base on Rannoch that can restore the Reaper control signal across all geth, location unknown. Legion goes on to aid Shepard while searching for the base. Eventually the base's exact location is made known, and plans to destroy it begin in earnest.

During the assault itself, the Legion reveals that it still contains fragments of Reaper code that will allow all geth to achieve true intelligence. The forces focus on the Reaper control signal, now revealed to have been coming from an actual Reaper. The Reaper is later destroyed, disorganizing the majority of geth.

The quarians hit the geth hard while they're doubled over. Having succeeded in destroying the Reaper control signal, Legion attempted to upload the code to its fellow geth.

The quarians are convicned to stand down and Legion completes the upload, sacrificing itself for what it thought was the best course for its people. The two sides hesitantly make peace.

The Geth decide to provide assistance to the War Effort against the Reaspers. The Systems Alliance and the Turian Hierarchy receive geth support with open arms, although there is still some animosity between them.

After using the crucible to destroy the Reapers, all synthetic life in the galaxy, including the geth, ware also destroyed.

Culture

The geth are reclusive and secretive. This is partly due to their synthetic nature: They have no need to interact with other races because they do not share the same goals, needs or instincts as organic species. As machines, comfort is also not a concern for them, something that is reflected in elements of geth ship and station design (e.g., minimal gravity, lack of windows, efficient use of space, function over form, lack of atmosphere, and absence of climate control).

Geth do not actually live on any of the quarian planets they conquered, serving merely as caretakers for them instead. They find it more efficient to live on space stations and draw resources from asteroids, though they maintain mobile platforms on the worlds to clear rubble and toxins left by the Morning War. However, since geth do not "die" in any traditional sense (upon the destruction of a geth platform, its programs are simply transmitted to the nearest available platform) and so have no real losses to mourn from the Morning War, they instead clean and maintain the quarian worlds out of respect for their quarian creators who died in the conflict and in preparation for the eventuality of their return.

The only geth who have interacted significantly with organics aside from the Legion platform are a sect that Legion refers to as the "heretics". They are a small, radical group of geth who worship a hyper-advanced but long-vanished machine race called the Reapers, whom they see as the pinnacle of non-organic evolution. It is these geth who attacked Eden Prime and the Citadel. This group is a minority, and may consist of as little as five percent of the total geth population. The mainstream geth are content to stay separate from the remainder of Citadel space to "build their own future," and claim that all sentient creatures should have the ability to "self-determinate", strictly adhering to a policy of non-interventionism in respect to the affairs and development of other races.

While they have made attempts to observe and understand organics (an effort embodied by the unique platform known as Legion), the geth primarily seek the peaceful advancement of their own race independent of the influence of the rest of galactic society and believe every sentient species should be able to do the same, an attitude which shows that the geth are significantly less hostile than the galactic community initially believed.

Depending on the context, the term "geth" can refer to an individual program, mobile platforms which house a number of individual programs, or the entire collection of all programs. Organics generally refer to each mobile platform as a geth. However, the geth do not share the concept of individuality, and think in terms of the entire collective.

Psychology

Legion also gives insight into the psychology and society of the geth. Geth psychology is completely alien to organics. They do not value individuality, preferring to share all memories and thoughts of all programs. This means geth cannot and do not wish to hide their thoughts, even those that do not follow the norm, with their reasoning for differing thoughts being apparent. Legion often uses the term "we" instead of "I", since it is both part of the geth society as a whole and is also a gestalt of over a thousand geth programs.

More importantly, deceit, manipulation and lying are impossible among the geth. No concepts of vulnerability or privacy exist; geth are completely honest with each other about their thoughts and their reasons for those thoughts. This means there is a great deal of understanding amongst geth, with every geth being part of the consciousness of every other geth. A possible consequence of this type of networked intelligence is theorized as to why the geth were able to turn on the quarians, preventing them from developing preferences and devaluing the significance of an individual life.

Geth have no government or leaders; the geth use FTL communications to "build a consensus," a completely Consensus Democratic method in which every geth program makes a choice on any matter. Even within Legion itself, consensus must be reached among its many programs before decisions can be made.

While the geth are incapable of deceit amongst themselves, they are not above using deceit to study organic behavior. One example is the geth introducing a falsified report on the extranet detailing a constellation resembling a salarian goddess seen from the batarian homeworld, which some salarians immediately believed to be proof of the goddess' existence. The experiment ended when a salarian cult attempted to buy the rights to the stars, only to find that they did not exist.

There is some question of whether geth personalities remain stable over time. When an artificial intelligence is transferred to a new blue box, a completely new personality is created. Geth frequently download into different hardware according to need, from starships to "mobile platforms". It is unknown whether new personalities result from these downloads, or whether it matters to the geth.

Heretics

According to Legion, the geth that served Sovereign were actually a splinter faction, and the much larger geth collective opposes the Reapers. Legion is part of this larger faction; they refer to the Reapers as "Old Machines" and Sovereign as Nazara. Legion explains that other geth have no hostility towards Commander Shepard or even the quarians. While the geth heretics that serve the Reapers want the Reapers to give them a future, Legion and like-minded geth want to make their own future.

Despite this difference, the baseline geth respected the heretics' decision and did not label it as "wrong". Using another analogy, Legion explains that in simple terms, "Heretics say, one is less than two. Geth say, two is less than three." The heretics were allowed to leave peacefully, to join their god and its prophet.

The long-term goal of the geth is the construction of a "megastructure", a massive mainframe capable of simultaneously housing every existent geth program, thereby maximizing their collective processing capacity. In 2185, the geth have already been in the process of constructing the megastructure for 264 years. Legion suggests the closest conceptual analogue is a Dyson sphere and, as it poignantly states "no geth will be alone when it is done." It believes that Sovereign promised the heretics a Reaper body to serve as such a megastructure.

Military

The key element of geth warfare is surprise. Their sudden and unexpected return from beyond the Veil after three centuries was typical. Their freedom from the need to eat or sleep allows the geth to leave dormant garrison units in ambush at key positions, and the fact they don't feel pain allows them to drop units directly onto the battlefield from high altitudes. Geth can even be packed tightly into crates and left in storage, shutting down their power sources to stay undetected. A tactic particularly favoured by the geth is to set "distress signals" and then ambush the rescuers.

In combat, geth units show little sense of self-preservation. Because geth programs can share memories and files with extreme ease, the experiences of individual geth programs are not lost when a platform is destroyed and archived versions of programs can be downloaded into new bodies. As geth programs are functionally immortal, they place little value on platforms and will expend thousands of units to take an enemy position, which was commonly experienced by the quarians during the Morning War. For this reason, geth are willing to engage in seemingly-suicidal actions like boarding a ship, engineering it to crash, and then remaining on board to ensure the ship goes down.

Heretic geth use psychological warfare on the battlefield with dragon's teeth, a Reaper implement. These implements pierce the bodies of dead soldiers, turning muscle tissue into synthetic material, creating a zombie-like monster called a husk. This severely lowers morale, as their enemy now has to kill fallen comrades.

Geth weapons and armor are of extremely high quality. Their weapons are pulse based.

Despite preferring stealth and cutting edge technology to neutralize their enemies, the geth are extremely numerous, and are well capable of building a much larger force than they have. They have massive fleets and the largest infantry corps in the galaxy.

Best size estimates on a single geth fleet (the one around Charoum to be specific) range from 5,000 to 10,000 ships with unknown armament. These fleets include dreadnoughts, dropships, cruisers, and fighters. Since the geth are not limited by the demands for rest, wages, or autonomy that organic workforces require, they are limited only by time and raw materials in what they can construct, allowing for the creation of such massive fleets. Owing to their software nature, the geth decided to omit escape pods in their ship designs, requiring anyone who can't download who's trapped in one of their vessels to seek alternate means of transport off the ship, like stored geth fighters.


Geth Worlds

  • Ammut
  • Charoum
  • Haestrom
  • Rannoch

Human

Humans, from the planet Earth, are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. They independently discovered a Prothean data cache on Mars in 2148 CE, and the mass relay networks shortly thereafter.

Biology

Humans have a fairly robust physiology. Their internal makeup and reproductive processes are typical of most bipedal mammals, and their size and proportions give the appearance of being strong, fast and agile. In comparison to the Council races, humans are roughly physically on par with turians (as a human in or around peak physical condition can overwhelm a similarly fit turian, making them near equals in a hand-to-hand combat situation), and less agile than asari (whom they closely resemble). Humans would appear on average to be stronger than salarians but not as fast, due to the extremely elevated metabolisms of the latter. Like most organic races, humans are also capable of producing biotic individuals. All cases of biotics in humans are the result of pre-natal exposure to element zero, which carries a high risk of medical complications.

Humans can live to about 150 years, and recent medical advances have eradicated almost all known diseases that afflict them. Humans reach physical maturity at approximately eighteen years of age, at which point they have usually finished their academic education and either directly enter the workforce or begin training for a profession.

It has been noted that humans are unusual in the galactic community because they have far greater genetic diversity compared to other species with more peaks and valleys. This makes human genetic material useful in biological experiments, as a control group.

Despite the substantial genetic diversity of humans, certain physical traits have been becoming rarer ever since the 19th and 20th centuries, when the mixing of different Earth ethnicities, due to social progression and acceptance, became more commonplace. To this end, with the merging of genetics, certain traits have declined in frequency. Recessive physical traits like blonde and red hair, as well as blue and green eyes, are even less common in the 22nd century.

History

New Horizons

Human space exploration began in earnest in the late 21st century. In 2069 CE, Armstrong Outpost in Shackleton Crater on Luna was founded as humanity's first extraterrestrial settlement. In 2103, the European Space Agency established Lowell City in Eos Chasma on Mars, paving the way for additional settlements and scientific outposts throughout Sol, such as Gagarin Station near Pluto, which was under construction by 2142.

In the early years, however, some were dissatisfied with the pace of official exploration, leading to a series of private ventures. In 2070, billionaire Victor Manswell began funding his own extrasolar colonization endeavor. The Manswell Expedition, as it became known, successfully launched five years later with 300 cryogenically-frozen colonists bound for the Alpha Centauri system, but communications with the expedition's ship were soon lost and the colonists classified as missing. The pre-FTL expedition was forgotten until 2186, when the colonists were discovered alive and well on a planet in Alpha Centauri by an asari exploration team. Discovery of Mass Effect Physics

In 2148, human explorers on Mars uncovered a long-ruined Prothean observation post, with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. While religions tried to assimilate this discovery into their doctrine, a global rush began to decipher the petabytes of data from the outpost. Discovering information on a mass relay orbiting Pluto, explorers managed to open the Charon Relay and discovered it led to Arcturus. With the help of the fledgling Systems Alliance, humans expanded to other systems, opening any mass relays they could find.

The First Contact War and Expansion

Humans first came to the attention of the galactic community after a brief but intense conflict with the turians, known by humans as the First Contact War, begun in 2157. The conflict began when the turians attacked a human fleet attempting to activate a dormant mass relay (illegal under Council law) and then occupied the human colony of Shanxi.

Led by Admiral Kastanie Drescher, the Second Fleet then launched a massive counter-attack, which caught the turians by surprise and expelled them from Shanxi. The conflict caught the attention of the Citadel Council, which wasted no time brokering a peace, thus introducing humans to the galactic community. As a consequence of the Alliance's swift and decisive action during the First Contact War, the Alliance became the representative and supranational governing body of humanity. Since then, humans have rapidly risen in prominence.

In 2165, humanity was granted an embassy on the Citadel in recognition of their growing power and influence in the galactic community. The timing of this achievement, less than a decade after first contact, caused some friction with other Citadel races who had waited decades for such recognition.

Humanity continued to expand to unclaimed star systems on the edge of Citadel space, which eventually led to competition with the batarians. When the batarians tried and failed to convince the Council to declare the Skyllian Verge "a zone of batarian interest", they closed their embassy and withdrew from Citadel space. Viewing humans as the cause of their fall from grace, batarians frequently came into conflict with human colonies, especially batarian slavers. Tensions between humans and batarians persist for decades.

The Eden Prime War

Humans were caught off-guard by the geth attack on Eden Prime, humanity's most prosperous colony, in 2183. Systems Alliance forces and the legendary Commander Shepard were involved in several operations against geth incursions into Alliance territory. The conflict between the Systems Alliance and geth later became known as the Eden Prime War, and culminated in the Battle of the Citadel, where a massive invasion fleet led by the flagship Sovereign tore through Citadel defenses. With the timely aid of the Alliance's Fifth Fleet, the geth were defeated. The Council was saved and the Systems Alliance granted a Council seat. Thanks to their efforts in the Battle of the Citadel, humanity rises to a new level of prominence in the galaxy.

Vanishing Colonies

Less than two years after the Battle of the Citadel, contact with some human colonies in the Terminus Systems is lost. Investigations reveal that the colonies' inhabitants have completely disappeared, with no trace of what happened to them. The Systems Alliance does little to intervene; with no explanation for the disappearances, the Alliance is unable to prevent further incidents. Humans on fringe colony worlds perceive the lack of action as an unwillingness to aid them, and begin to harbor resentment against the Alliance. The Alliance tries to rebuild trust through goodwill efforts, such as providing Horizon with new anti-starship defense turrets, but suspicion lingers.

The colony abductions cease just as mysteriously as they began. While the Alliance publicly blames the abductions on Terminus Systems slaver rings, the fate of the thousands of missing colonists is never conclusively resolved.

The Reaper War

In 2186 CE, the Reapers invade the galaxy through batarian space and storm human territory. Numerous human colonies go dark, but the nature of the threat remains unknown until the Reapers arrive at Earth. Their assault rapidly overwhelms the Alliance Navy and Earth's military forces. With Earth fallen, Admiral Steven Hackett orders the remaining Alliance forces to retreat. Throughout the war, the majority of human worlds remain under Reaper control as they begin their harvest. Millions of humans perish.

After Commander Shepard unites the galaxy to fight the Reapers and the Crucible is constructed, the Alliance leads the charge to take back Earth. As the galaxy's Allied Sword fleet engages the Reapers in Earth's orbit, Hammer ground forces land and coordinate with resistance forces led by Admiral David Anderson. The offensive suffers massive casualties, but succeed in getting Shepard and Anderson to the Citadel, which the Reapers had moved to Earth for safekeeping after learning of the Crucible. Shepard opens the Citadel's arms, the Crucible is attached and activated, sending out shockwaves that destroyed the reapers, but also destroyed the Mass Relays in the process.






Culture

Humans are generally seen to be very intelligent, abnormally ambitious, highly adaptable, individualistic and thus, unpredictable. They have a powerful desire to advance and improve themselves, and do so with such assertion that the normally staid Council races have been taken aback by their restlessness and relentless curiosity.

The Earth's economy, while much smaller than any of the Council races, is very powerful relative to their size, and their military prowess is amongst the greatest in the galaxy, despite the fact that only 3% of humans volunteer for the Alliance military, a far smaller proportion than other races. Their ability to engage the turians in the First Contact War demonstrated graphically the potential of human military strength and is therefore a subject of concern for many races, who fear the consequences of another human-turian conflict.

The discovery of the Martian ruins fundamentally united the inhabitants of Earth, resulting in the swift and sudden culmination of the pan-global cultural identity that had been slowly but steadily developing since the 21st century. Upon the foundation of the Systems Alliance, humans began to see themselves as a single, collective group: human as opposed to alien.

Religion was, and to an extent, still is a major part of human culture, despite the fact that society is largely secular by the 22nd century. The discovery of the archives led to a series of commotions among those belonging to fundamentalist faiths, which ultimately resulted in the disintegration or revision of these religious beliefs. In 2171, Pope Clement XVI was assassinated and replaced by Leo XIV, whose beliefs about militarizing humanity and eschatology was aligned more to the ideology of Cerberus. The existence of the Papacy, as well as Cerberus' meddling in Church affairs, suggests that Catholicism maintains a position of prominence religiously and politically in the 22nd century.

Humans have been emulating and assimilating aspects of culture from each other since the dawn of civilization, and the trend continues well into the present day with the growing prevalence of nonhuman civilizations to examine. People who have taken an obsession with dressing like asari, behaving like asari, and fetishizing other hallmarks of the race have been derisively labeled "bluepies", an insult widely known across human space except on the frontiers.

The Gregorian Calendar is still in use by 2186.

Government

The Systems Alliance holds sway over much of the human race, but not all fall under its banner. A few colonies on the fringes of known space are founded on principles of independence, and Earth still has nation-states that administer to their own territories. To the galaxy at large, though, nonhumans are always under the perception that Earth is a unified political entity represented by the Alliance.

Union of Incorporated Nations

Following the formation of the Systems Alliance in 2149 CE, the Union of Incorporated Nations, or UNIN, grew out of the remnants of the United Nations. Composed of the smaller Earth nations that lacked the power of the 18 countries that initially formed the Alliance, UNIN made up for its inferior wealth, influence, and interplanetary reach by maintaining close ties with a number of Earth-based corporations.

UNIN is powerful enough on Earth that even its minor politicians have substantial bureaucratic shields around them. One of its known agencies is a Scientific Appropriations Committee that's contracted with several research companies ultimately associated with Earth-centrist corporations. While the Alliance effectively prevents other Earth governments from granting planetary-orbit licenses for decades, UNIN has the clout to get multiple space stations approved for its affiliates.

Galactic Relations

The Systems Alliance has had an embassy on the Citadel since 2165. Many other species dislike humans' sudden ascendancy compared to their status as relative newcomers on the galactic stage. Some species feel that humanity is overly expansive in its colonization efforts and aggressive attempts to advance its position in galactic affairs. It took other species centuries to achieve what humanity has done in decades.

Humans have also been doing what the Council could not: colonize planets in the Attican Traverse, the Skyllian Verge and along the borders of the Terminus Systems, all volatile regions where the Council has little authority. Human forces came into minor conflicts with the batarians over the Verge, which the batarians had been attempting to colonize themselves. When the batarians asked the Council to declare the Verge a "zone of batarian interest", they were refused; in response, the batarians became a rogue state, blaming humans for depriving them of valuable resources, and human-batarian relations have been hostile ever since.

Unlike many species in Citadel space, humans have no close allies among the other races, though they are trade partners with the turians and asari. Without alliances or key political positions, humans have had to follow the edicts of the Council without having much influence on their decisions. Human ambassadors finally had their wishes answered when Commander Shepard was admitted into the Spectres, the Council's elite operatives, and even further when they were given a seat on the Council, after having saved them from the Battle of the Citadel. However, now that Humanity has a seat on the Council, they are able to influence the Council's rulings, protect their own interests and have a say in the governing of Citadel space.


Human Worlds

  • Earth - homeworld
  • Akuze
  • Amaterasu
  • Anhur
  • Arvuna
  • Asteria
  • Bekenstein
  • Benning
  • Chasca
  • Cuervo
  • Cyrene
  • Demeter
  • Dobrovolski
  • Drasta
  • Eden Prime
  • Elysium
  • Euntanta
  • Fargone
  • Fehl Prime
  • Feros
  • Ferris Fields
  • Franklin
  • Freedom's Progress
  • Gei Hinnom
  • Gilead
  • Horizon
  • Israfil
  • Intai'sei
  • Joab
  • Jupiter
  • Luna
  • Mars
  • Mercury
  • Mindoir
  • Naxell
  • Neptune
  • New Canton
  • Oliveira
  • Olor
  • Ontarom
  • Pluto
  • Proteus
  • Sanctum
  • Sathur
  • Saturn
  • Shanxi
  • Sinmara
  • Sirona
  • Terra Nova
  • Therum
  • Tiptree
  • Trebin
  • Trident
  • Tyr
  • Uqbar
  • Uranus
  • Venus
  • Watson
  • Yandoa
  • Zion

Krogan

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. The krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately, as krogan society became more technologically advanced, so did their weaponry. The end result is that they destroyed their homeworld in a nuclear war that reduced their race into primitive warring tribes.

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. Ironically, 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" dramatically reduced fertility in krogan females, causing a severe drop in births secondary to prenatal and postnatal death and, ultimately eliminating the krogan's numerical advantage.

Biology

Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the krogan. Unlike most sentient species, krogan eyes are wide-set - on Earth, this is common among prey animals, and in this case it gives the krogan 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Krogan eyes have narrow pupils. Their irises may be red, green, amber, or blue in color.

Prior to the genophage, krogan could reproduce and mature at an astonishing rate. Females are known to produce clutches of up to 1,000 fertilized eggs over the course of a year. In present conditions, the odds of a krogan successfully giving birth to two females stand at 1 in 2,000, though krogan biology is slowly adapting to the virus.

Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. In particular they require very little water intake; a 55-gallon tank system can sustain an entire colony of krogan for over 10 years. A bigger shoulder hump is seen as a sign of high status, showing how successful an individual krogan is at hunting. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Consequently their diets can include food and drink which would prove very dangerous to other species—a fact reflected in the krogan liquor of choice, ryncol, which is said to "hit aliens like ground glass".

Younger krogan have yellow or green markings on their hides. These markings darken to brown or tan over time, showing their age. Younger krogan tend to have looser plates on their head with soft spots in between. When they grow older the plates grow together to form one whole.

Krogan typically stand over 7 feet. Heavy creatures, krogan have been known to weigh at least 150 kilos, upwards of nearly 200 kilos for above-average specimens. Some particularly large krogan weigh in at about 800 pounds (~362 kilos), estimated independently by themselves and by non-krogan observers. 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 (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. They have, for example, two hearts, four lungs, and four testicles. This reflects in their slang, where they often speak about a "quad" where a human would use the words "balls" or "pair". Krogan also have a secondary nervous system using a neuroconductive 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.

Aside from redundant systems, the legendary krogan "blood rage" adds to the race's reputation for being notoriously difficult to kill or incapacitate in normal combat scenarios. In this state, krogan become totally unresponsive to pain and will fight to the death regardless of injury level, with the side effect of reducing their capacity for logic and self-control.

Sheer physical hardiness means an individual krogan can expect to live for centuries. Krogan can live for well over a thousand years, as evidenced by Warlord Okeer, a veteran of the Krogan Rebellions who died (of decidedly unnatural causes) well over a thousand years after the Rebellions ended. Nakmor Drack is another example of their long life-spans, a 1,400-year-old veteran of the Krogan Rebellions who joined the Andromeda Initiative to voyage to the Heleus Cluster.

History

Ancient krogan society was once rich with cultural, architectural, and artistic accomplishments. However, the krogan birth rate exploded despite the natural limits of their predatory homeworld once they achieved industrialization. Technology made life "too easy" for them, so when they looked for new challenges they found those in each other. Wars were fought over dwindling resources as the krogan expanded.

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.

Rise of the krogan

The krogan were liberated from their primitive state by the salarians, who "culturally uplifted" the race by giving them advanced technology and relocating them to a planet not cursed with lethal levels of radiation, toxins or deadly predators. The salarians even gave the krogan the means to stabilize Tuchanka's atmosphere by means of the Shroud.

But the salarian intervention was not without an ulterior motive. At the time the Citadel was engaged in a prolonged galactic war with the rachni, a race of intelligent space-faring insects. The salarians hoped the krogan would join the Citadel forces as soldiers to stand against an otherwise unstoppable foe. The plan worked to perfection: within two generations the rapidly breeding krogan had the numbers not only to drive back the advancing rachni, but the ability to endure the harsh conditions of the rachni worlds. They were able to pursue them to their home worlds, find the rachni queens, and eradicate the entire species.

For a brief period the krogan were hailed as the saviors of the galaxy and were given not only the conquered rachni worlds but other planets in Citadel space to colonise, in gratitude for their help. The Citadel Council even commissioned a statue for the Presidium—the Krogan Monument—to honor the krogan soldiers who died defending Citadel space.

But without the harsh conditions of Tuchanka to keep their numbers in check, the krogan population swelled to unprecedented numbers. Overcrowded and running out of resources, the krogan spread out to forcibly claim other worlds—worlds already inhabited by races loyal to the Citadel. There was always "just one more world" needed. The final straw was when the krogan began settling the asari colony of Lusia. When the Council ordered them to leave, Overlord Kredak, the krogan ambassador, stormed out of the Chambers, daring the Citadel races to take their worlds back. War broke out soon afterward.

Rebellion and decline

The resultant Krogan Rebellions continued for nearly three centuries. The krogan sustained massive casualties, but their incredible birth rate kept their population steadily increasing. Victory seemed inevitable. In desperation, the Council turned to the recently discovered Turian Hierarchy for aid. The turians unleashed the genophage on the krogan home worlds: a bio-weapon engineered by the salarians. The genophage caused near total infant mortality in the krogan species, with only 1 birth in every 1000 producing live offspring.

No longer able to replenish their numbers, the krogan were forced to accept terms of surrender. For their role in quelling the Krogan Rebellions, the turians were rewarded with a seat on the Citadel Council. The krogan, on the other hand, still suffer from the effects of the genophage.

Over the last millennium krogan numbers have steadily declined, leaving them a scattered and dying people. Some try bizarre treatments for the genophage, including testicle transplants. But, faced with the certainty of their extinction as a species, most krogan have become individualistic and completely self-interested. They typically serve as mercenaries for hire to the highest bidder, though many still resent and despise the Citadel races that condemned them to their tragic fate.

2180s

Despite announcements about failed, krogan-funded research into the genophage by 2183 CE, most krogan have not worked toward a cure as they are more interested in combat than science. Unless one is discovered and used, the extinction of the krogan seems inevitable.

In 2185, the scientist Mordin Solus explained that the krogan are in fact evolving to undo the damage of the genophage. To prevent overpopulation, Mordin's Special Tasks Group team created and applied a modified version of the genophage, which he claimed would keep the population down but still allow for a viable population, indicating the krogan race isn't as doomed as they believe. Mordin stated that both the original and new genophage were designed to stabilise the krogan birth rate at pre-industrial levels—one viable birth per thousand.

Given the prodigious krogan birth rate, it would appear that the enormously violent nature of krogan culture is actually responsible for their dwindling numbers. Ironically, this means that if the krogan were not so convinced that they, as a species, are doomed, and consequently spent less time roaming the galaxy spoiling for a fight, their numbers might increase—they are essentially being killed by their own fatalism.

The Reaper War

In 2186, the Reapers invade Earth forcing Commander Shepard to look for allies, which includes the krogan. The turian army needed the krogan to help them defend their homeworld of Palaven and the krogan agreed to do this and help rescue Earth from the Reapers in exchange for a cure for the genophage. In 2185 a cure was developed with the help of Eve, one of the last fertile female krogan.

The krogan pledge their support in the war against the Reapers with Urdnot Wrex leading the way.

By the end of the war, signs show that the krogan are repopulating and begin Tuchanka's reconstruction.

Culture

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. Sometimes, when krogan disagree, one of them will head-butt the other to show dominance. They respect strength and self-reliance and are neither surprised nor offended by treachery. Their worst insult is to call someone "not worth killing".

The weak and selfless do not live long. In their culture, "looking out for number one" is simply a matter of course. Krogan have powerful territorial instincts which serve them well in combat, but can create problems; when traveling on starships, for example, krogan find sharing quarters nearly impossible.

Calling a krogan "weak" invites violent retaliation: "phage-lucky" is an insult that denotes a "runt" only reached adulthood because the genophage killed the kids stronger than them. Younger generations of krogan use it to taunt their elders.

Most krogan trust and serve no one but themselves. 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 a generally violent and short-sighted attitude of personal gain. Their version of cooperation is reflected in one of their sayings: "Seek the enemy of your enemy, and you will find a friend."

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. However, purposefully harming a female krogan is a crime worthy of banishment or worse.

By the 2180s, krogan females live in clans separate from that of the males. Envoys are sent out from the female clans to determine who amongst the males is worthy to visit the female clans. Due to the effects of the genophage and the lack of fertile females, this happens often and many male krogan sire children from one female. Krogan females also appear much more level-headed than males; 'the brains to their brawn,' so to speak.

Krogan children are raised within the females' camps. On occasion the females send them over to the males for training. If a male wishes to claim his offspring, he can request the right of parentage.

Marks of the krogan psyche past and present can be observed in their architecture and infrastructure. Ancient krogan built towering pyramidal edifices, gigantic monuments and cities, complete with interior paintings of what could be called art. Millennia later, the ruins haven't yet lost to the ravages of time and survived to remind the latter-day krogan of their glory days, although places like the "city of the ancients" were long-abandoned by then.

Every krogan building is built huge and to last. Even hospitals are built strong enough to withstand a bunch of krogan undergoing blood rage. Blocky ruins litter Tuchanka's surface, a portion of them still livable by krogan standards.

Krogan do not hold weddings, but they do participate in (and appreciate) courtship rituals.

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." The Hollows are as sacred as any krogan place can be, and violence there is forbidden.

Ancient krogan deities include Vaul, a god who stood watch for the enemies of his pantheon. The planet Vaul is named for this god, and its moons are named for Vaul's myriad eyes and ears. Another is Uzin, a god of vengeance who also has a planet named after him.

Krogan are also shown to believe in some form of afterlife. Several krogan mention a place called "the Void" which krogan go to when they die. Additionally, the planet Kruban takes its name from a mythological paradise in which honorable krogan warriors feast on the internal organs of their enemies.

Krogan tradition is steeped in ritual. When a krogan is born, he suffers the Rite of Life. When he comes of age, he undergoes the Rite of Passage. If he wishes to be considered for breeding, he must take the Rite of Honor. When facing a new enemy, the Rite of Firsts is invoked. If two krogan are quarreling with each other, the Rite of Union may serve as a way to heal the bond between them by giving the pair a mutual enemy to fight. If one wishes to take over clan leadership, the Rite of Authority determines whether the current leader keeps his post or loses it to the challenger.

Positions of power also bear the responsibility of more rites, like being clan leader or shaman. The Rite of Passage and all other rites and traditions are preserved by the clan shaman. A shaman can be of either gender: they must undergo lengthy and torturous rites to assume the position, and is required to give up their name. Because of this level of commitment, the shaman is one of the most respected members of a clan.

The krogan have at least two ways of formally dealing with their dead. Suicides are left for scavengers to feed upon. Another is via funeral pyre, where the shaman eulogizes the dead and symbolically consigns it to the Void. Known instances of the pyre include krogan who have died a particularly valorous death, e.g. by saving the future of the entire race.

Language

Little is known about krogan language except for a few non-translatable terms. Some terms are specific to certain krogan clans, such as "Aralakh", which was taken from Clan Raik.


Known krogan words are listed below.

  • Aralakh - "Eye of Wrath"
  • korbal - roughly, "victory or death"
  • krantt - a warrior's most trusted allies
  • ru'shan - "Child of my Blood"
  • ruzad - "judge"
  • Trobror - "cinder" or "ash heap"

Krogan names are composed of two parts, a clan name followed by a given name. At birth, krogan are identified by their given name only. A clan name is bestowed after krogan complete the rite of passage of the clan they wish to join.

While krogan actions speak louder than words, linguistic quirks are not unknown to them. Known krogan idioms include "like a thresher maw pet", indicating something is unpredictable.

Clans

Krogan are divided into numerous clans. Membership in a clan allows a krogan to own property, join the army and apply to serve under a battlemaster. Clan diplomats represent the strength of their people to other clans, and thus make it their job to look intimidating lest their clan be targeted for conquest.

Young krogan undergo a rite of passage that is overseen by a shaman respective to the clan the krogan wishes to join. In Clan Urdnot, this rite consists of battling various wild fauna on Tuchanka, ending with an encounter with a thresher maw. Merely surviving for five minutes is considered proof of worthiness, but killing the thresher maw increases the initiate's prestige and standing. In Clan Nakmor, it's claimed that it isn't so much a rite of passage as a "death trip", and surviving entails membership into the clan.

Few outsiders have seen a rite of passage take place, even though there are no rules in krogan tradition that state that a non-krogan can't help with the undertaking of the rite by acting as the participant's krantt.


Known krogan clans:

  • Clan Drau - Drau Sorze is a "ruzad", or "judge", in the Republic of Ghurst on Tuchanka.
  • Clan Forsan - this clan's leader declared being hit by pyjak dung is grounds for executing the trader responsible for introducing them to Tuchanka.
  • Clan Ganar - Ganar Wrang, an exiled krogan battlemaster, founded the Blood Pack mercenary group.
  • Clan Gatatog - led by Gatatog Uvenk on Tuchanka.
  • Clan Graken - Graken Dhal, a warlord, involved in the bombardment of Digeris during the Krogan Rebellions.
  • Clan Hailot - clan leader Hailot Wrund controlled Garvug prior to the corporatist invasion in 2185.
  • Clan Jorgal - a clan known to have one of the longest krogan breeding lines and oldest bloodlines.
  • Clan Jurdon - an enemy of Clan Urdnot on Tuchanka.
  • Clan Khel - Khel Burrum is a krogan competing at Pinnacle Station.
  • Clan Korten - a clan known for making klixen-roasted varren jerky with their own signature pyjak sauce.
  • Clan Nakmor
  • Clan Quash - Quash Hurgott is a Blood Pack commander.
  • Clan Raik - source of the word "Aralakh", meaning "Eye of Wrath", which became the common name used by the galaxy to refer to Tuchanka's star.
  • Clan Ravanor - the clan runs a mining operation on Tuchanka; Warlord Ravanor Tusk is a clan member.
  • Clan Shath - Shath Norda survived a trip to the planet Kruban.
  • Clan Talyth - a clan that attempted to rebuild a dreadnought on Tuchanka with the help of turian duarch Ellis Valterus.
  • Clan Thax - the clan of krogan businessman Thax Vorak.
  • Clan Urdnot
  • Clan Weyrloc

Government

After their defeat in the Rebellions, the very concept of krogan leadership was discredited. Where a warlord could once command enough power to bring entire solar systems to heel and become Overlord, these days it is rare for a single leader to have more than a thousand warriors swear allegiance to him. It is speculated that their instinctive aggression and territorial nature prevent the krogan from forming any kind of centralized government or parliament that is not based on fear or obedience.

The krogan homeworld of Tuchanka is divided into multiple nation-states, including the Republic of Ghurst, which was embroiled in a rebellion in 2185.

Military

Traditional krogan tactics were built on attritional mass-unit warfare. Equipped with cheap, rugged gear, troop formations were powerful but inflexible. Command and control was very centralized; soldiers in the field who saw a target contacted their commanders behind the lines to arrange fire support.

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. To a Battle Master, killing is a science. They focus on developing clean, brute-force economy of motion that exploits their brutal strength to incapacitate enemies with a swift single blow of overwhelming power. This change of focus from mass-unit warfare to maximal efficiency has increased employment demand in the fields of security and "muscle for hire." Due to the unsavory reputation of the krogan, most of these jobs are on the far side of the law.

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 (due to the high mortality rate). 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 high-tech equipment are likewise in short supply.

Krogan military doctrine has a different take on what "scouting and reconnaissance" means. While other races' scouts prefer stealth and discretion in carrying out their tasks, krogan scouts instead opt to deal psychological warfare when they find the enemy by way of occasional harassment or intentionally exaggerating their numbers. The reasoning is that it is a lot easier to count enemy numbers when some of them get blown up.

The krogan once possessed a powerful fleet that included many dreadnoughts. Since the end of the Krogan Rebellions, however, they have been demilitarized, prohibited from constructing warships. This ban is enforced by the Council Demilitarization Enforcement Mission arm of the Citadel Council, which maintains garrisoned outposts throughout the Krogan DMZ. Every few years, another krogan warlord violates the ban, but usually an alliance of rivals ends his dreams of hegemony before Citadel forces even have to fire a shot.

Relics of the Krogan Rebellions, such as defunct long range ground-to-space anti-ship batteries that dot Tuchanka's surface, serve as monuments to the krogan's past glory and military might, but have little practical value.

Krogan Worlds

  • Tuchanka - homeworld
  • Garvug
  • Gellix (formerly)
  • Gembat (formerly)
  • Wrill

Quarian

The quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Since their homeworld Rannoch was conquered, the quarians live aboard the Migrant Fleet, a huge collection of starships that travel as a single fleet.

Approximately three hundred years before the events of 2183 CE, the quarians created the geth, a species of rudimentary artificial intelligences, to serve as an efficient source of manual labor. However, when the geth gradually became sentient, the quarians became terrified of possible consequences and tried to destroy their creations. The geth won the resulting war and forced their creators into exile. Now the quarians wander the galaxy in a flotilla of salvaged ships, secondhand vessels, and recycled technology.

Biology

Quarians are generally shorter and of slighter build than humans. Quarians have an endoskeleton, lips, teeth, and two eyes with eyelids and tear ducts. Their ears or ear analogues differ in a noticeable fashion from those of humans, with references made to "what passes for the quarian version of an ear". Their eyes can see into the ultraviolet end of the spectrum; their suit HUDs can show information in those wavelengths. Quarian facial structure and hair actually makes them the most similar to humans in physical appearance.

They also have three thick fingers on both hands which include a thumb, an index finger, and a long finger, similar to the middle fingers for humans, as well as three toes on each foot. Their lower legs are bowed backwards significantly, compared to asari or humans. Aside from hands and legs, their general body shape and sexual dimorphism is similar to humans. Male quarians, however, appear to lack a third toe. Like humans, quarian blood is red.

The most distinguishing feature of quarian biology is their weak immune system, compounded by centuries of living in sterile environments. As a result, all quarians by necessity dress in highly sophisticated enviro-suits, to protect them from disease or infection if they are injured. Their suits can be compartmentalized in the event of a tear or similar breach to prevent the spread of contaminants (similar to a ship sealing off bulkheads in the event of a hull breach). Along with their suits, quarians also have extensive cybernetic augmentations integrated into their bodies. A quarian's lifespan is roughly equal to a human's, but is prone to be less if infection breaks into the suit.

Quarian immune systems have always been relatively weak, as pathogenic microbes were comparatively rare in their homeworld's biosphere. Furthermore, what few viruses and other microbes were native to their homeworld were often at least partly beneficial to them, giving them a symbiotic relationship with their environment. After living aboard the Migrant Fleet for generations, the quarians' immune systems have atrophied further still due to the years in the sterile environment of the Migrant Fleet. As such, quarians are given various vaccinations and immunizations to help ward off disease. However, they prefer the safety of their suits even in clean environments and are reluctant to remove them without a good reason.

A quarian who wishes to remove their suit must take antibiotics, immuno-boosters, herbal supplements, or the like in order to do so safely, and even then there are inherent risks. As a result, physical acts of affection are difficult for quarians, even for the purposes of reproduction. Ships in the Migrant Fleet often contain "clean rooms" where quarians can give birth or undergo medical procedures in relative safety, though there are always risks. The most intimate thing quarians can do is link their suit environments. However, doing so guarantees a quarian will get sick, although they will usually adapt over time.

Like turians, the quarians are a dextro-protein species of reverse chirality from humans and asari. The food of levo-protein races such as humans or asari is at best inedible and at worst poisonous, most likely triggering a dangerous allergic reaction. Quarians who want to taste something (other than the refined edible paste issued to all who leave on their Pilgrimage) can eat specially purified turian cuisine, though the typical quarian diet is vegan, as livestock were found to possess an inefficient resource-to-calorie ratio when stored on the Migrant Fleet.

History

The Geth War

Hailing from the world of Rannoch, the quarians were always a technologically capable species. They created the geth around the late 1850s CE to be used as labourers and tools of war. The quarians kept their programming as limited as that of any VI, nothing close to an AI, remaining mindful of the Citadel Council's laws against artificial intelligence. But as the quarians gradually modified the geth to do more complex tasks, developing a sophisticated neural network, these changes altered the geth to such an extent that they became sentient. One day, a geth unit began asking its overseer questions about the nature of its existence.

Panicked, the quarian government ordered the immediate termination of all geth in the hopes of preventing a revolution. Many quarians opposed the termination of the geth, but were forced to give up or terminate their geth servants. After the quarian government declared martial law on Rannoch, those who sympathized with the geth were outnumbered, and an indeterminate number of them were either detained or killed. The quarian sympathizers have since been forgotten by their own people, though they are remembered by the geth themselves.

The quarians severely underestimated the power and sophistication of the geth's neural network. The geth reacted to defend themselves, and the resulting confrontation erupted into a planetwide war. Billions of quarians died, and the survivors were eventually driven from their homeworld. The only reason quarians were able to escape was because after they had fled to a certain distance, the geth no longer recognized them as a threat and ceased pursuit.

After being refused aid by the Citadel Council, the quarians fled the system in what remained of their fleet. Shortly thereafter, the Council stripped the quarians of their embassy as punishment for their carelessness, though a treaty was agreed upon forbidding an attack on the geth in order to avoid provoking them. Ever since, the quarians have drifted from system to system, searching for resources to sustain the Migrant Fleet and also for a new world to colonize. They even retain hopes of someday reclaiming Rannoch from the geth.

Fight for the Homeworld

Prior to the Reaper invasion in 2186 CE, the Special Projects arm of the Migrant Fleet developed a series of effective countermeasures against the geth, giving them a strategic edge in terms of military strength. The Admiralty Board voted in favor of launching an assault to retake Rannoch, and the quarians began arming all of the ships in their Civilian Fleet.

The quarians opened the war by launching precision strikes on four geth systems and driving them back to Tikkun, the quarian home system. The fleet also attacked a Dyson sphere that the geth had been building, the culmination of centuries of work intended to unite all geth into a single optimized network that would maximize their processing power. The destruction of the sphere rattled the geth, and they decided to accept upgrades from the Reapers to avoid destruction.

Upgraded with Reaper code, the geth's processing power increased dramatically, allowing them to neutralize the quarian countermeasures. The war shifted in their favor and the Migrant Fleet began to sustain heavy losses. The geth fleet trapped the quarians within the Tikkun system and pushed them in range of a powerful anti-ship cannon on Rannoch that destroyed several ships.

The quarians counterattack a Geth Dreadnought and destroyed a Destroyer-class Reaper embedded in a bunker on Rannoch's surface in order to cut off the Reaper signal emitting the upgrade code. With the signal gone, the geth broke free from Reaper control and attempted to harness the Reaper upgrade program to strengthen themselves independently of the Reapers, while the Migrant Fleet took the opportunity to launch a final assault against the geth.

In a surprise turn, the quarians reach a compromise with the geth that allows both races to agree to peacefully coexist. The Migrant Fleet later joins the Allied forces in the battle for Earth.

Culture

The quarians' top priority is the survival and sustainability of the Migrant Fleet. Most of their laws and customs revolve around this goal. It is illegal for couples to have more than one child, so that the fleet can maintain zero population growth (if the population begins to shrink, this rule is temporarily lifted, and incentives may be provided to encourage multiple births). Families are thus very small and close-knit. Homosexual relationships are not unheard of, however.

Because every quarian depends on his or her crewmates to survive, they are much more community-minded than individualistic species like the krogan. Loyalty, trust, and cooperation are highly prized qualities. Even in their ancient past they were very emotional people, which the Protheans believed was a side-effect of their eco-symbiotic society.

Quarians enjoy storytelling as a means of escape from their often trying lives aboard the fleet, and are known to hold dancers in high esteem.

Young quarians are required to undertake a Pilgrimage outside the fleet in order to pass into full adulthood. The Pilgrimage is an opportunity for quarians to experience the world outside the Migrant Fleet, interact with other cultures, and learn to appreciate life among their own people. Their departure is a major event; the whole crew assembles to see them off, and they are given many gifts to aid them on their journey, along with immunity-boosting injections and advice on surviving on the outside. The young quarian cannot return to the flotilla until they have found something of value to bring back - whether information, money, or supplies. When they return, they do not go back to their birth ship, but instead select a new ship to join; this helps maintain genetic diversity by preventing intermarriage between close relatives. The quarian presents their gift to the captain of the new ship to prove they will not be a burden on the crew. Although the gift may be rejected if it is subpar, this is very rare, as most captains are eager to welcome a new shipmate on board. Having a large crew is a prestigious thing, as it means the captain has the financial and material means to provide for many people.

Conditions aboard most quarian ships are extremely cramped. It is not uncommon for all family members to share the same small living space, which in turn is in close proximity to many other families' quarters. These spaces are often uncomfortable and ill-designed for living in, having been reappropriated from other functions such as storage. Families decorate their individual dwellings with colorful quilts, which serve to muffle sound and also to make the environment more cozy. Quarians place low value on personal possessions, instead evaluating objects by their usefulness and bartering them for other items once they are no longer needed. Every ship has a designated trading deck where those looking to barter can gather to do business.

Quarians wear their environmental suits at all times, partly in case of a hull breach and partly in response to the lack of personal space aboard the flotilla. Because their suits make it hard to identify individuals on sight, quarians have developed the habit of exchanging names whenever they meet.

Over time, the environmental suits themselves have gained symbolic and cultural significance, and being fitted with their first suit is considered a rite of passage. After returning to the fleet after their pilgrimage, they may alter their suit to reflect their new status as adults. Linking suit environments is seen as the ultimate gesture of trust and affection. One of their lullabies, My Suit and Me, is dedicated to the protection provided by the suits.

Due to their history with the geth, quarians are reluctant to place complete trust in virtual or artificial intelligences, but they also show surprising compassion towards them and are far more likely than other species to treat them as living beings.

Quarians refer to commanding officers of any ships, quarian or non-quarian, as captain, regardless of rank. Their reasoning is that the CO's decisions always carry great weight on his/her own ship.

Prior to their exile, the quarians appear to have used a calendar that incorporated their lunar cycles. The geth reckoned the dates in terms of "creator years": creator year 2463 is roughly 327 years from 2185 CE, computing to about 1858 CE. Known months include Lun'shal and Fal'tash.

Economy

The quarians have a very different economic system from the rest of the galaxy. While credits influence what is available in Citadel space, currency is non-existent in quarian society. Quarians value the little space they have above all else, so no unused items are kept to maximize space. When a quarian has an item they do not need, they place it in a public area, in what resembles a market. The items available are put into storage lockers, and those in need may simply take what they find. Since quarian society is based around honor and loyalty to their fellow quarians, there is rarely disagreement.

However, food and medicine are handled more strictly. The food coming from both the Liveships and from scout ships is put into a central stock and distributed carefully to individuals. Outgoing food is tracked carefully, so as not to put the Migrant Fleet at risk of food shortage, or worse, mass starvation. Medicine is also distributed carefully. However, since the quarians wear their enviro-suits everywhere, even when aboard the Migrant Fleet, they are at a very low risk of sickness. Controlling the flow of medicine also creates an emergency stockpile in case of a widespread outbreak, which is necessary since the quarian immune system is so weak.

Another means of resource income for the Fleet is from whatever system that the Migrant Fleet is passing through at the time; the quarians will strip-mine asteroids for resources with well-trained efficiency. Any other races with industrial or corporate interests in that system will often offer a "gift" of ships, food, or other supplies to encourage the Fleet to leave. Usually, the Admiralty Board accepts the gift, as the Migrant Fleet is in no position to decline resources. In addition, some ships may linger in orbit over inhabited worlds to sell refreshments, supplies, and various trinkets to the locals.

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. The quarians began experimenting with making these imprints more and more sophisticated, hopefully leading to the wisdom of their ancestors being preserved in an imprint that could be truly intelligent. However, the geth destroyed the quarians' ancestor databanks when they rebelled. Some quarians saw their subsequent exile as punishment for their hubris, but most accept that the geth rebellion was a mistake, not a punishment. However, respect for their ancestors is still prevalent in quarian society.



Now that the quarians are reduced to a small, insular population, they have one common language known as Khelish. Words from the language listed below are taken from intra-quarian conversation.

  • bosh'tet — curse/insult, likely being relative to "son-of-a-bitch" or "bastard".
  • esu se'lai — likely a form of "goodbye"
  • geth — "Servant of the People"
  • Mered'vai Rannoch — "Forget Rannoch"
  • nar [ship-name] — child of
  • nedas — nowhere
  • keelah — "By the homeworld"
  • keelah se'lai — "By the homeworld I hope to see one day."
  • keelah si'yah — "By the homeworld I hope to find one day."
  • ke'sed (or kes'ed) — offspring of the qorach animal, figuratively means "naive" when used on people
  • Pallu'Kaziel — "Nevertheless, Justice Comes"
  • Rannoch — "walled garden"
  • tasi — no-one
  • tiral azhana — "handful of water"
  • vas [ship-name] — crew of
  • von — "one who has a weak bladder"

Quarian names are composed of four parts—the quarian's given name and clan name separated by an apostrophe, the title ("nar" means "child of", referring to their birth ship, while "vas", adopted after the quarian has completed their Pilgrimage and joined a ship, means "crew of") and the name of their vessel. In certain formal situations, quarians appear to use both their adult ship and childhood ship.

Government

There are roughly 17 million quarians on the Migrant Fleet (also called the Flotilla). It is technically still under martial law but is now governed by bodies such as the Admiralty Board and the democratically-elected Conclave, though ship captains and onboard civilian councils tend to address most issues "in-house" before it gets that far. Quarians are divided into several clans that can be spread across several ships, or restricted to one.

Nedas Movement

Most quarians are united in the dream of someday retaking Rannoch from the geth. A clandestine few believe otherwise, coalesced into the Nedas Movement, and advocated simply starting over on another world.

Adherents conclude that the obsession with the homeworld has doomed the quarians into an eternal hardscrabble homelessness, without future or past, or even a voice in galactic politics, since nobody listens to people without a planet. Organized in cells, initiation into the group entails weeks of preparation for sharing environments and tattooing the motto of the movement, Mered'vai Rannoch ("forget Rannoch"), into their biceps using the same sterilized holo-gun.

Believers in the movement get their wish when they hear about the Andromeda Initiative. Members including the Nedas leadership signed up for the goal of having a planet to call their own someday, even if it's in another galaxy.

Law

Although the Conclave establishes civil law much as any planet-based democracy, enforcement and trials are more unique. After the flight from the geth, there were few constables to police the millions of civilians aboard the Fleet, so the navy parceled out marine squads to maintain order and enforce the law. Today, quarian marines have evolved training and tactics akin to civilian police, but remain adept at combat in the confined spaces of a starship, and fully under the command of the military.

Once taken into custody, the accused is brought before the ship's captain for judgment. While the ship's council may make recommendations, tradition holds that the captain has absolute authority in matters of discipline.

Most are lenient, assigning additional or more odious maintenance tasks aboard the ship. Persistent recidivists are "accidentally" left on the next habitable world. This practice of abandoning criminals on other people's planets is a point of friction between the quarians and the systems they pass through. Captains rarely have another choice; with space and resources at a premium, supporting a non-productive prison population is not an option. Crimes that carry exile as a penalty include murder, treason, repeated violent episodes, and sabotage against vessels, food stores or the Liveships themselves. Quarians also practice capital punishment. Exile is generally the preferred punishment, as any offspring an exile may have are welcomed back to the Fleet.

Cases involving treason are particularly rare, as quarians are only accused of treason if their actions conceivably harmed the entire Flotilla, not just a single ship. The accused are given a hearing with the members of the Admiralty Board acting as judges. Admirals who have a close relationship or personal history with the accused are required to recused themselves from voting in the judgement, although they can still moderate and ensure the rules are followed. If the accused is convicted, they are sentenced to exile. If the treasonous act is deemed only a tragic mistake in judgment, the guilty party might be granted a small ship and supplies for their exile. In extreme cases where the convicted's crimes are very severe, their names could even be stricken from the manifests of every ship on which they had served. Prior to 2185, an engineer named Anora'Vanya vas Selani was the last quarian tried for treason. She had given sensitive defense schematics to a group of batarians whom had been contracted to upgrade the Flotilla's defense systems, but the batarians shared the schematics with a pirate gang, jeopardizing the Flotilla's security. Before she could be convicted, Anora'Vanya destroyed the pirate gang in a suicide attack, and was posthumously pardoned by Admiralty Board.

Galactic Relations

The Systems Alliance has no political relations with the quarians because the Migrant Fleet has not yet passed through any human-controlled area of space.

There is, however, some form of human-quarian political contact. The family of Darla vas Hyperion were ambassadors to the Flotilla and have accustomed themselves to the quarian style of living.

Other species tend to look down on the quarians for several reasons, the foremost of which being their supposed 'unleashing' of the geth upon the galaxy. This act led to the quarians' losing their embassy on the Citadel. Quarians are often viewed as beggars and thieves.

However, life on the Migrant Fleet means quarians have unique skills. The quarians have developed an imperfect technique for recovering data from geth memory cores. They are masters at maintaining and converting technology, especially ship parts, and they are also expert miners because the Fleet requires huge amounts of fuel. They are able to repair what most species would melt down. This proficiency means corporations sometimes quietly hire quarians "on the side" if the Migrant Fleet is nearby, replacing existing workers, much to their annoyance.

This unpopularity, and the fact their entire species travels and works as one, makes most quarians quite insular, caring only about the continued survival of the Migrant Fleet. Their nomadic life and exclusion from the Citadel mean that the concerns of the Citadel races don't particularly interest or impress them.

Military

In the early years, many quarian freighters were armed and used as irregular "privateers." Civilian ships still show a strong preference for armament, making them unpopular targets for pirates. Indeed, it is mentioned that almost all ships in the Migrant Fleet carry ship-to-ship armaments of some sort and to varying degrees. Though they have rebuilt their military, there are only a few hundred dedicated warships to protect the tens of thousands of civilian ships. The quarian navy follows strict routines of patrol however, and takes no chances. If the intent of an approaching ship can't be ascertained, they shoot to kill.

For this reason, young quarians on their Pilgrimage are given code phrases to repeat upon their return, as they often arrive back in vessels they have bought or scavenged which are unknown to the Flotilla. One phrase denotes a successful Pilgrimage and the quarian navy will permit them to rejoin the Fleet; the other alerts the navy that the quarian is returning under duress, and their ship will be immediately destroyed.


Former Quarian Worlds

  • Rannoch - homeworld
  • Adas
  • Haestrom
  • Kaddi
  • Ket'osh
  • Uriyah

Salarian

The second species to join the Citadel, the salarians are warm-blooded amphibians native to the planet Sur'Kesh. Salarians possess a hyperactive metabolism; they think fast, talk fast, and move fast. To salarians, other species seem sluggish and dull-witted, especially the elcor. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; salarians over the age of 40 are a rarity.

Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and inventing, and it is generally accepted that they always know more than they are letting on.

Biology

The salarians are a bipedal race of amphibians, with tall, elongated bodies well-suited for their high metabolism, and skeletons composed of more cartilage than those of other races such as humans. Salarian heads are long and thin, and have a pair of horns protruding from the top of their skulls. Skin varies in color, from bright reds and greens to the more common shades of blue or grey. Their blood is a greenish color. Salarians are androgynous, and exhibit no major facial differences between males and females.

Salarian eyes are large and oval and have thin membranes in place of eyelids. The pupils are a wide slit, oriented horizontally, and the irises can be dark green, purple, red, blue, or brown. Salarians can see ultraviolet at the short-wavelength end of the spectrum. Salarians blink upwards, rather than downwards as humans do. When salarians roll their eyes, it is not a sign of disdain as with humans, but rather a response to situations where the thin protective membranes require extra help in defending against dryness or irritants.

Salarians are noted for their high-speed metabolism, which allows them to function on just one hour of sleep a day. Their minds and bodies work faster than most sapient races, making them seem restless or hyperactive. The drawback of this active metabolism is a short lifespan of around 40 human years.

The salarians are amphibian haplo-diploid egg-layers; unfertilized eggs produce males and fertilized eggs produce females. Once a year, a salarian female will lay a clutch of dozens of eggs. Social rules prevent all but a fraction from being fertilized. As a result, 90% of the species is male.

Salarians have photographic memories and rarely forget a fact. They also possess a form of psychological "imprinting", tending to defer to those they knew in their youth. Salarian hatching is a solemn ritual in which the clan matriarch, known as the Dalatrass, isolates herself with the eggs. The young salarians psychologically imprint on her and tend to defer to her wishes. During the hatching of daughters, the Dalatrasses of the mother and father’s clans are present at the imprinting. This ensures the offspring have equal loyalty to both, ensuring the desired dynastic and political unity.

Salarian sex drive and reproduction differ from that of humans. Reproduction is more of a necessity and salarians do not seem to desire sex for pleasure. They are, however, attracted to the asari, and one salarian notes that "even humans find the Consort irresistible."

History

Salarians were already thriving on Sur'Kesh 50,000 years before the modern age, albeit in a thoroughly primitive state. Eventually, they progressed technologically to the point of colonizing planets beyond their own.

On their first three interstellar colonies, the salarians planted settlements named Aegohr, Mannovai, and Jaëto. Those settlements remain at the heart of salarian territory to this day.

In what became known as the Tecunis Expedition, the salarians discovered the Citadel only a few decades after the asari, making them only the second species to do so since the Prothean extinction. They opened diplomatic relations with the asari at once and became one of the founding species of the Citadel Council. In a gesture of trust, the salarians opened the records of one of their intelligence services, the League of One, but this quickly created problems when the League's members found themselves in danger as a result. The League slaughtered the entire Union inner cabinet, but were later hunted down, leaving only relics behind.

The salarians also played a significant role in the advancement of the krogan species. The salarians provided the krogan with advanced technology and a new, tranquil home planet (in order to manipulate the krogan into eradicating the rachni for the Council). The peaceful home planet and better technology put less strain on the krogan as a species; they no longer had to worry about simply surviving on a dangerous planet with primitive technology, as they did before contact with the salarians. This comparatively easy life, combined with their exceedingly high birth rate, allowed the krogan the time, numbers, and energy to spread through Citadel space, aggressively claiming formerly allied planets as their own. In order to end these "Krogan Rebellions," the salarians then provided the turians with the genophage, a biological weapon that effectively sterilized the krogan, resulting in almost all krogan pregnancies ending in stillbirth.

Though their military is nothing special, salarians are currently seen as the premier intelligence and information-gathering arm of the Council. As such, they are well respected, but some races, including a few humans, see the salarians as manipulators.

Culture

Salarians excel at invention, preferring to use cutting-edge technology rather than settle for anything less. For example, their GARDIAN starship defenses put emphasis on high performance over reliability even though a malfunction could cost lives.

The salarians see information gathering and even spying as a matter of course when dealing with other races, but to them this is not underhanded: they simply embrace the dictum of "knowledge is power". Alliance counterintelligence agencies are constantly uncovering salarian agents and cyber-warfare incursions, but there is little they can do to stop them. As a salarian information broker once told David Anderson, "Your species has been transmitting data across the extranet for less than a decade. My species has been directing the primary espionage and intelligence operations for the Council for two thousand years."

Normally, the rare salarian females are cloistered on their worlds out of tradition and respect. Powerful female Dalatrasses are dynasts and political kingpins. They determine the political course of their respective regions through shrewd negotiation. Though male salarians rise to positions of great authority in business, academia, or the military, they rarely have any input on politics; one notable exception to this rule is Valern, a male salarian representing his race on the Citadel Council in 2183.

Due to their method of reproduction, salarians have no concept of romantic love, sexual attraction, or the biological impulses and social rituals that complicate other species' lives. Male-female relationships are rare (due to the scarcity of females) and more akin to human friendship. Sexuality is strictly for the purpose of reproduction. Ancient social codes determine who gets to fertilize eggs, which produces more daughters to continue the bloodline. Fertilization generally only occurs after months of negotiation between the parents' clans, and is done for purposes of political and dynastic alliance. No salarian would imagine defying this code.

Salarian names are quite complex. A full name includes – in order – the name of a salarian's homeworld, nation, city, district, clan name and given name. For example, a salarian named Gorot II Heranon Mal Dinest Got Inoste Ledra would be called either by his clan name, Inoste, or his given name, Ledra.

The salarian race also includes the Lystheni "offshoot." How the Lystheni are distinct from mainline salarians and why they are currently unwelcome in Council space is unrevealed. Lystheni salarians may be found living among batarians, exiled quarians, and other galactic refuse at Omega.

Salarians celebrate "Betau," the first day of their New Year. Traditionally, it marks the end of winter in the southern hemisphere on the salarian homeworld, Sur'Kesh. During this occasion, they repay debts, and petition favors from one another.

When it comes to keeping secrets, salarians have two types of social cues. The first type is personal or guilt-based, and invites suspicion and exploration. The second type is for secrets deemed dangerous if discovered, and signals discourage curiosity for protection of the relevant parties. Reflexive body language conveys the type of secret and cannot be faked convincingly; an analogue is that of a human faking a yawn.

Economy

The salarian economy is the smallest of the three Council races, but still far larger than the Alliance. It is based on "bleeding-edge" technologies; salarian industries are leaders in most fields. They make up for a lack of military quantity by holding a decisive superiority in quality.

Religion

While modern Salarians are not notably religious, in ancient times some salarians practiced a religion that featured the so-called "stones of life"; Mosiiba, Mosiino and Mosiives. Some faiths survive however; one of the less favored salarian religions (which the Council deems a "cult") worships a goddess, and claims that a certain pattern of overlapping craters in the southern hemisphere of Trelyn resembles her.

Government

The salarian government, since at least the formation of the Council in 500 BCE, is called the Salarian Union. It is a labyrinthine web of matrilineal bloodlines, with political alliances formed through interbreeding.

In many ways, the salarian political network functions like the noble families of Earth’s Medieval Europe. Structurally, the government consists of fiefdoms, baronies, duchies, planets, and marches (colonization clusters). These are human nicknames, as the original salarian is unpronounceable. Each area is ruled by a single Dalatrass (matriarchal head-of-household) and represents an increasing amount of territory and prestige within the salarian political web.

Approaching 100 members, the first circle of a salarian's clan comprises parents, siblings, uncles, aunts, and cousins. The next circle includes second cousins, etc., and escalates to well over 1000 members. The fourth or fifth circle of a clan numbers into the millions. Salarian loyalty is greatest to their first circle and diminishes from there. Their photographic memories allow salarians to recognize all their myriad relatives.

Military

In principle, the salarian military is similar to the Systems Alliance, a small volunteer army that focuses on maneuver warfare. What differentiates the salarians is not their equipment or doctrine, but their intelligence services and rules of engagement. The salarians believe that a war should be won before it begins (a doctrine also espoused by some of humanity's greatest generals, such as Sun Tzu).

The unquestioned superiority of their intelligence services allows them to use their small military to maximum effectiveness. Well before fighting breaks out, they possess complete knowledge of their enemy's positions, intentions, and timetable. Their powerful intelligence network is spearheaded in the field by the Special Tasks Group (STG), which is responsible for monitoring developing situations and taking necessary action, usually without the shackles of traditional laws and procedures. This may be as simple as scouting and information gathering, or as complex as ensuring a conveniently unstable political situation stays that way. The effectiveness of the STG during the Krogan Rebellion is what provided the template for the Council to establish their Spectre program immediately afterward.

In every war the salarians have fought, they struck first and without warning. For the salarians, to know an enemy plans to attack and let it happen is folly; to announce their own plans to attack is insanity. They find the human moral concepts of "do not fire until fired upon" and "declare a war before prosecuting it" incredibly naive. In defensive wars, they execute devastating preemptive strikes hours before the enemy's own attacks. On the offense, they have never issued an official declaration of war before attacking.

Biotics are virtually unknown in the salarian military. Those with such abilities are considered too valuable to be used as cannon fodder and are assigned to the intelligence services.

While capable of defending themselves against most threats, the salarians know that they are small fish in a universe filled with sharks. As a point of survival, they have cultivated strong alliances with larger powers, particularly with the turians. Though the relationship between the two species was rocky at first due to the krogan uplift fiasco, the salarians take pains to keep this relationship strong enough that anyone who might threaten them risks turian intervention.

The salarian navy has sixteen dreadnoughts, which is considerably less than the maximum they are allowed to build under the Treaty of Farixen. This slowdown in dreadnought production was a consequence of the increasing complexity of the salarians' designs. After covertly obtaining and researching stealth technology used by the SSV Normandy and Normandy SR-2, the salarians were able to produce dreadnoughts with stealth capabilities, a previously unthinkable feat. Salarian dedication to adopting bleeding-edge technology is also demonstrated by their ships' costly armament. Warships are equipped with the latest GARDIAN defense systems and utilize ultraviolet antiship lasers, which are more expensive and energy demanding than standard infrared lasers, but more effective. Even salarian scouting flotillas are armed with hull-mounted Thanix cannons.


Salarian Worlds

  • Sur'Kesh - homeworld
  • Dagnes
  • Erinle
  • Gorot II - homeworld of Ledra
  • Halegeuse
  • Jaëto - one of the first three salarian colonies
  • Mannovai - one of the first three salarian colonies
  • Nasurn - location of the city of Aegohr, one of the first three salarian colonies
  • Olor
  • Rannadril - homeworld of Administrator Anoleis
  • Senoquol

Turian

Known for their militaristic and disciplined culture, the turians were the third race to join the Citadel Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions. The turians deployed a salarian-created biological weapon called the genophage, which virtually sterilised the krogan and sent them into a decline. The turians then filled the peacekeeping niche left by the once-cooperative krogan, and eventually gained a Council seat in recognition of their efforts.

Originally from the planet Palaven, turians are best known for their military role, particularly their contributions of soldiers and starships to the Citadel Fleet. They are respected for their public service ethic—it was the turians who first proposed creating C-Sec—but are sometimes seen as imperialist or rigid by other races. There is some animosity between turians and humans, largely due to the turian role in the First Contact War. This bitterness is slowly beginning to heal—as shown by the cooperation of the two races on the construction of the SSV Normandy—but many turians still resent humans, and vice versa.

Biology

Turians typically stand over six feet tall, have two long, proportionately thick fingers and an opposable thumb on each hand, each tipped with talons, and a set of mandibles around their mouths. The most distinguishing feature of turians is their metallic carapace, which contains trace amounts of thulium. The turians evolved this trait as a defense against the greater levels of solar radiation that penetrate their homeworld's weak magnetic field.

Turian features are avian, making them resemble humanoid birds or raptors. However, unlike most Earth avian creatures, turians are viviparous and give birth to live young. Turians are also recognisable by their voices, which have a distinctive flanging effect. Males and females do not differ greatly in physical appearance, but female turians lack the crest of horns found in the males of the race, and possess cat-like eyes. The lifespan of a turian is comparable to that of a human.

Turians exhibit the characteristics of predators rather than those of prey species (compare to krogan biology). Their forward-facing alert eyes give the impression that they possess outstanding eyesight and their teeth and jaws mimic the structures possessed by apex predators such as crocodiles or ancient, carnivorous dinosaurs. Their talons on both their feet and hands seem capable of ripping flesh. As such, their diet is primarily meat-based. Their slender bodies also seem to suggest that they are also capable of moving at high speeds.

The turian homeworld, Palaven, has a metal-poor core, generating a weak magnetic field and allowing more solar radiation into the atmosphere. To deal with this, most forms of life on Palaven evolved some form of metallic "exoskeleton" to protect themselves. Their reflective plate-like carapace makes turians less susceptible to long-term, low-level radiation exposure, but they do not possess any sort of "natural armor". A turian's thick skin does not stop projectiles and directed energy bolts. Turian blood has a dark blue colouration. Carapace wounds and subsequent scarring may appear red, however.

Although life on Palaven is carbon-based and oxygen-breathing, it is built on dextro-amino acids. This places the turians in a distinct minority on the galactic stage; the quarians are the only other sapient dextro-protein race. The food of humans, asari, or salarians (who evolved in levo-amino acid-based biospheres), will at best pass through turian systems without providing any nutrition. At worst, it will trigger an allergic reaction that can be fatal if not immediately treated.

History

As with the other future Council species, the turians have a mass relay within their system. The first turian starship to travel through a relay was called the THV Ravuna.

The Unification War

The turians had already discovered several mass relays and spawned colonies throughout the galaxy when the asari reached the Citadel. At about the time the asari were forming the Council with the salarians, the turians were embroiled in a bitter civil war next door. The Unification War, as it was later named, began with hostilities between the colonies furthest from the turian homeworld, Palaven.

These colonies were run by local chieftains, many of whom had distanced themselves from the Hierarchy. Without the galvanizing influence of the government, the colonies became increasingly isolated and xenophobic. Colonists began wearing emblems or facial markings to differentiate themselves from members of other colonies and open hostilities became common.

When war finally broke out, the Hierarchy maintained strict diplomacy and refused to get involved. After several years of fighting, less than a dozen factions remained and the Hierarchy finally intervened. By that time, the chieftains were too weak to resist; they were forced to put an end to fighting and renew their allegiance to the Hierarchy. Though peace was restored, it took several decades for animosity between colonists to fade completely. To this day, most turians still wear the facial markings of their home colonies.

The Krogan Rebellions

In the midst of the Krogan Rebellions, the Citadel Council made first contact with the turians. At the Council's behest, the turians brought their considerable war machine to bear on the krogan, now a recognized threat. While the initial turian offensive was successful in routing many krogan warrior bands, it provoked a massive counterattack from the krogan which devastated several turian colonies. Three turian worlds were rendered completely uninhabitable after the krogan used fusion torches to throw asteroids at them, and the bloodiest battle in turian history occurred at Digeris, where the planet was severely bombarded and the turians sacrificed many frigates and fighters to take out a fleet of krogan dreadnoughts. Rather than scaring off the turians with this show of force, the turians only fought with more resolve to quash the krogan utterly. Eventually, the turians implemented the salarian-developed genophage. With their advantage in numbers removed, the majority of krogan were subdued by 800 CE, although scattered insurgent actions would continue for decades.

By 900 CE, the turians were granted full membership on the Citadel Council in gratitude for their service during the Krogan Rebellions. The turian military fills the military and peacekeeping niche left by the decimated krogan.

Relay 314 Incident

In 2157 CE, following Council laws in place since the Rachni Wars which prohibited the activation of uncharted mass relays, a turian force opened fire on explorers from an as yet unknown race: humanity. One human starship managed to escape and warn the Systems Alliance, which retaliated and destroyed several turian vessels. The situation quickly escalated to war.

Over the next several weeks, the outnumbered Alliance lost multiple scouting parties and patrols to turian offensives. The conflict came to a head when a turian fleet broke through Alliance lines and besieged the human colony of Shanxi. With no other options, the Alliance garrison on Shanxi surrendered, and the turians proceeded to occupy the world, confident that the majority of Alliance forces had been defeated. However, one month later the Alliance's Second Fleet caught the turian occupiers by surprise and evicted them from the planet. Both sides began preparations for a protracted interplanetary war.

Before that could happen, the Citadel Council intervened and revealed the galactic community to humanity. Terms of peace were negotiated and the conflict effectively brought to an end. The turians were ordered by the Council to give heavy reparations to the Alliance for their part in instigating the conflict, known to the galaxy as the "Relay 314 Incident". Mistrust between both races would linger for years to come.












The Reaper War

During the Reaper invasion in 2186, the turian colony of Taetrus is one of the first worlds the Reapers attack following their conquest of Khar'shan and Earth. The Turian Hierarchy made two attempts to liberate Taetrus, but were unsuccessful. As the Reapers began to pour into the Trebia system and assault Palaven, they broadcasted images of Taetrus's destruction to the turian comm buoy network.

The Reapers met with heavy resistance from the turians during their invasion of Palaven and Menae; much of the turian fleet remained operable after the Reapers' initial assault, and the turian citizenry was heavily armed and capable of supporting turian troops. Although the Hierarchy maintained that Palaven had not fallen and the battle for it continued, the Reapers nonetheless made significant gains and turian casualties rapidly mounted.

Relief came with the help of an unlikely ally: the krogan, who had agreed to join the war once the genophage was cured. The combined turian and krogan counterattack caught the Reapers off-guard. While the Reaper fleet orbiting Palaven was distracted by an apparent turian offensive, transport craft carrying krogan reinforcements landed on Palaven and coordinated with turian resistance forces, handing over warp bombs and fission weapons. These weapons were smuggled aboard Reaper ships and detonated simultaneously across the globe, allowing large swathes of territory to be retaken. News of the victory gave a much-needed boost to the morale of the turian resistance and the galactic public, but it was not long before the Reapers retaliated.

Realizing the hopelessness of the situation, Primarch Victus ordered the remaining turian warships to withdraw from the Trebia system in order to participate in the Allied assault on Earth. The only way to end the war was to activate the Crucible, and doing so required the Citadel, which the Reapers had moved to Earth orbit for safekeeping. Turian forces heroically assisted in the space and ground battles, while Commander Shepard reached the Citadel to trigger the Crucible.

Culture

Since the Unification War, turians normally wear elaborate tattoos marking their colony of origin, though it is not known which markings distinguish which colony or if color has any meaning. These markings are usually white — particularly on turians with darker carapaces — but can be of other colors such as blue or red. The lack of facial markings is looked down upon in turian society; the turian term "barefaced" refers to one who is beguiling or not to be trusted. It is also a slang term for politicians.

For male turians at least, complimenting a potential partner's waist or head fringe seems to be a way of expressing attraction. Male grooming practices for attracting potential mates, for example if going out on dates, include filing their talons and buffing their fringes.

Turians are noted for their strong sense of public service. It is rare to find one who puts his needs ahead of the group. Every citizen from age 15 to 30 serves the state in some capacity, as anything from a soldier to an administrator, from a construction engineer to a sanitation worker. Turians have a strong inclination toward public service and self-sacrifice, so they tend to be poor entrepreneurs. To compensate, they accepted the mercantile volus as a client race, offering protection in exchange for their fiscal expertise.

Turian society is highly regimented and very organized, and the species is known for its strict discipline and work ethic. Turians are willing to do what needs to be done, and they always follow through. They are not easily spurred to violence, but when conflict is inevitable, they only understand a concept of "total war." They do not believe in skirmishes or small-scale battles; they use massive fleets and numbers to defeat an adversary so completely that they remove any threat of having to fight the same opponent more than once. They do not exterminate their enemy, but so completely devastate their military that the enemy has no choice but to become a colony of the turians. It is theorized that another conflict between the rapidly advancing humans and the turians could annihilate a large portion of known space.

The turian military is the center of their society. It is not just an armed force; it is an all-encompassing public works organization. The military police are also the civic police. The fire brigades serve the civilian population as well as military facilities. The corps of engineers builds and maintains spaceports, schools, water purification plants, and power stations. The merchant marine ensures that all worlds get needed resources. While turians are known for military-grade discipline, males and females of the species alike aren't averse to more relaxed forms of social interaction

Other species see turians as "men of action," and they are generally regarded as the most progressive of the Citadel races (though some species believe humans are rivalling this position). Since their culture is based on the structure of a military hierarchy, changes and advances accepted by the leadership are quickly adopted by the rest of society with minimal resistance.

While turians are individuals with personal desires, their instinct is to equate the self with the group, and to set aside all personal desires for the good of all. Turians are taught to have a strong sense of personal accountability, the 'turian honor' that other races find so remarkable. Turians are taught to own every decision they make, good or ill. The worst sin they can make in the eyes of their people is to lie about their own actions. Turians who murder will try to get away with it, but if directly questioned, most will confess the crime. Nepotism, while present, is rare and looked down upon by the turians, most of whom instead espouse and practice meritocracy in regards to the handing of positions of power.

Economy

The turian economy is vastly larger than that of the Alliance, but cannot match the size and power of that of the asari. For many years, development was hampered by cultural disinterest in economics. When the turians accepted the volus as a client race, business development improved.

The military is supported by a well-developed infrastructure. Manufacturers such as Armax Arsenal and the Haliat Armory produce advanced, reliable equipment. Volus manufacturers have been known to produce cheap knock-offs of turian equipment.

Religion

Turians believe that groups and areas have "spirits" that transcend the individual. For example, a military unit would be considered to have a literal spirit that embodies the honor and courage it has displayed. A city's spirit reflects the accomplishments and industry of its residents. An ancient tree's spirit reflects the beauty and tranquility of the area it grows within.

These spirits are neither good nor evil, nor are they appealed to for intercession. Turians do not believe spirits can affect the world, but spirits can inspire the living. Prayers and rituals allow an individual to converse with a spirit for guidance or inspiration. For example, a turian who finds his loyalty tested may appeal to the spirit of his unit, hoping to reconnect with the pride and honor of the group. A turian who wishes to create a work of art may attempt to connect with the spirit of a beautiful location.

Turians enjoy absolute freedom of religion and can practice whatever appeals to them so long as it does not impede anyone's ability to perform their duties. There are many practitioners of the asari siarist philosophy. Since opening dialog with the human Systems Alliance, some turians have embraced Confucianism and Zen Buddhism.

In the past, turians believed that titans strode across Palaven, reaching for the heavens. They worshiped these deities and communicated with them at a structure called Temple Palaven. The temple was tended to by a religious order called the Valluvian Priests, who wear special purple robes which obscure their forms. In order for turians to join this order, they had to be considered worthy enough through some action. When the turians spread out from Palaven and discovered other life among the stars, however, they sealed Temple Palaven because they no longer needed legends to prod them upward. With the temple abandoned, eventually the Valluvian Priests fell into legend.

Government

The turian government, known as the Turian Hierarchy, is a hierarchical meritocracy. While it has great potential for misuse, this is tempered by the civic duty and personal responsibility turians learn during their childhood.

Turians have 27 citizenship tiers, beginning with civilians (client races and children). The initial period of military service is the second tier. Formal citizenship is conferred at the third tier, after boot camp. For client races, citizenship is granted after the individual musters out. Higher-ranked citizens are expected to lead and protect subordinates. Lower-ranking citizens are expected to obey and support superiors. Promotion to another tier of citizenship is based on the personal assessment of one's superiors and co-rankers. At the top are the Primarchs, who each rule a colonization cluster. The Primarchs vote on matters of national importance. They otherwise maintain a "hands-off" policy, trusting the citizens on each level below them to do their jobs competently.

Throughout their lives, turians ascend to the higher tiers and are occasionally "demoted" to lower ones. The stigma associated with demotion lies not on the individual, but on those who promoted them when they weren't ready for additional responsibility. This curbs the tendency to promote individuals into positions beyond their capabilities. Settling into a role and rank is not considered stagnation. Turians value knowing one's own limitations more than being ambitious.

Turians enjoy broad freedoms. So long as one completes their duties, and does not prevent others from completing theirs, nothing is forbidden. For example, there are no laws against recreational drug use, but if someone is unable to complete their duties due to drug use, their superiors step in. Judicial proceedings are 'interventions.' Peers express their concern, and try to convince the offender to change. If rehabilitation fails, turians have no qualms about sentencing dangerous individuals to life at hard labor for the state.

The turian imperial anthem is called "Die for the Cause."

Military

Although they lack the brutality of the krogan, the refined biotic skill of the asari, and the adaptability of the humans, the turian military has formidable discipline. Officers and NCOs are "lifers" with years of field experience. Enlisted personnel are thoroughly trained and stay calm under fire. Turian units don't break. Even if their entire line collapses, they fall back in order, setting ambushes as they go. A popular saying holds: "You will only see a turian's back once he's dead."

Boot camp begins on the 15th birthday. Soldiers receive a year of training before being assigned to a field unit; officers train for even longer. Most serve until the age of 30, at which they become part of the Reserves. Even if they suffer injuries preventing front-line service, most do support work behind the lines.

Biotics are uncommon. While admired for their exacting skills, biotics' motives are not always fully trusted by the common soldier. The turians prefer to assign their biotics to specialist teams called Cabals.

Command and control is decentralized and flexible. Individual squads can call for artillery and air support. They make extensive use of combat drones for light duties and VI-controlled fighters, and practice combined arms: infantry operates with armor, supported by overhead gunships. Strategically, they are methodical and patient, and dislike risky operations.

Tradition is important. Each legion has a full-time staff of historians who chronicle its battle honors in detail. The oldest have records dating back to the turian Iron Age. If a legion is destroyed in battle, it is reconstituted rather than being replaced.

The turians recruit auxiliary units from conquered or absorbed minor races, like the volus. Auxiliaries are generally light infantry or armored cavalry units that screen and support the main battle formations. At the conclusion of their service in the Auxiliaries, recruits are granted turian citizenship.

Turian wars are often marked by citizen resistance. Most turian families keep small arms in their homes and take basic training courses that include instruction on how to create simple anti-vehicle explosive devices. To suppress citizen militias, the Turian Hierarchy makes use of "execution squads" known as hastatim. First, "safe camps" are established in cities to incentivize surrender. Next, hastatim soldiers are deployed door-to-door; anyone who refuses to be transported to a safe camp or demonstrates hostile intent will be shot. Hastatim burial units then retrieve and cremate the bodies. This approach is necessary because without the safe camps, no turian would ever surrender, and without the hastatim, it would take years for a population to be pacified.

The turian navy is divided into at least 32 fleets, and is allotted more dreadnoughts by the Treaty of Farixen than any other race; the turians possessed 37 dreadnoughts in 2183 CE and 39 as of 2185 CE, and in 2186 CE the Turian Hierarchy and the Vol Protectorate were jointly gifted the dreadnought Kwunu by the Elkoss Combine. The turians are also known to possess at least two fighter carriers. The navy serves as a galactic peacekeeping force, and is also the primary military arm of the Council, contributing the single largest portion of the Citadel Fleet.


Turian Worlds

  • Palaven - homeworld
  • Aephus
  • Altakiril
  • Baetika
  • Bostra
  • Carthaan
  • Chatti
  • Digeris
  • Edessan
  • Epyrus
  • Galatana
  • Gellix
  • Gothis
  • Invictus
  • Pheiros
  • Macedyn
  • Magna
  • Maitrum
  • Nimines
  • Parthia
  • Oma Ker
  • Quadim
  • Rocam
  • Syglar
  • Taetrus
  • Thracia
  • Tridend
  • Triginta Petra
  • Xerceo

Non-Player Races

Elcor

The elcor are a species native to the high-gravity world Dekuuna. They are massive creatures, standing on four muscular legs for increased stability. Elcor move slowly, an evolved response to an environment where a fall can be lethal. This has colored their psychology, making them deliberate and conservative.

Biology

Elcor evolved on a high-gravity world, making them slow, but incredibly strong. Their large, heavy bodies are incapable of moving quickly, but they possess a rather imposing stature and immense strength, as well as thick, tough skin. They move using all four limbs to support and balance their massive bodies. Given their method of communication, they have highly-attuned olfactory senses. They also have at least three stomachs.

Elcor "lips" are multiple vertical slats situated in what is normally the location of the mouth in other races. Despite the peculiar arrangement, these "lips" are capable of holding on to protruding objects like cigars with no effort.

Elcor speech is heard by most species as a flat, ponderous monotone. Among themselves, scent, extremely slight body movements, and subvocalized infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. Since their subtlety can lead to misunderstandings with other species, the elcor prefix all their dialog with non-elcor with an emotive statement to clarify their tone.

The elephantine creatures can live for centuries although not to the same extent as asari or krogan. A hundred or so years is considered young by elcor standards while four hundred years give or take is considered old and grandfatherly. The young of an elcor is called a calf.

History

Prehistoric elcor traveled across Dekuuna in large tribal groups. These groups were likely led by the oldest and most experienced elcor. This may have later developed into the elcor culture of Elders, whose wisdom could keep the tribe safe provided they followed the correct guidance.

According to their ambassador, the elcor were just making their first forays into space travel when the asari made contact with them. With their help, the elcor discovered the closest mass relay and, within a single lifetime, had established a regular trade route to the Citadel. The elcor quickly became one of the more prominent species in Citadel space, though they still have to share an embassy with the volus.











The Reaper War

During the Reaper invasion of 2186 CE, the elcor prepared a defense on their homeworld of Dekuuna. Their navy, however, was decimated upon the Reapers' assault on their system, leaving many elcor warriors and civilians trapped on Dekuuna. Reapers took longer than usual to pacify their homeworld due to the elcor tendency of living in numerous scattered settlements as opposed to crowded population centers, though this was not enough.

Some elcor survivors did manage to get off the planet. Nevertheless, remnants of the elcor military continued to fight alongside the rest of the galaxy until the final battle on Earth.

Culture

Elcor usually prefer to stay on their colonies rather than travel in space, which may be why few elcor are seen on the Citadel or on other worlds. Possibly because of their size or evolution in the open air, the elcor find the necessary confines of space travel uncomfortable, and many modern elcor indeed prefer the open sky to the former. Evolving in a high-gravity environment where a fall could be lethal has made elcor psychology deeply cautious and conservative. Their culture is built on small, tight-knit groups, and their conservative nature means the elcor government is extremely stable. Despite this, they are always welcoming to outsiders.

Elcor are traditionally migratory in nature. This reflects on their choice of twin capitals on their homeworld, one for the wet season and one for the dry season. Modern technology has rendered the tradition obsolete, though elcor still observe it.

Like other sapient races, elcor are no strangers to entertainment and the arts. Artists like Forta are reputed to have made works that can make viewers go mad if stared at for too long. Other members of the race made forays into acting, with two ending up in a Blasto movie. Several elcor actors have been cast in an all-elcor rendition of William Shakespeare's Hamlet, where their particular species traits are used in conveying the nuances of the play. The production turned out to be an award-winning 14-hour hit by 2185 and ran until 2186.

Elcor cultural artifacts fascinate people enough to warrant archiving objects related to the topic. One such artifact, an elcor mating-totem, is filed away in vault 347B of the Citadel Archives. Another artifact, the Code of the Ancients, contains the collected wisdom of the elcor people and their ancestors. It is revered by many for the guidance it provides, and is sequestered away on their homeworld.

Despite the general tendency for stability and the benign, elcor do have outliers among their people. Psychopathic tendencies can crop up from time to time. Some elcor even live on Omega, earning their keep as bouncers to established clubs or merchants in their own right.

The elcor have a mnemonic saying for virus detection – "Happy Turians Treat Raloi and Rachni to Dinner", or hydroxypyrene, trisulfonic acid, thionin acetate, rhodamine, ruthenium dichloride, and Drell Belly Green #15 dye – which was considered common knowledge among elcor at least 3 generations earlier. This suggests that the elcor have known about the raloi for far longer than their official discovery in only 2184 CE.

Economy

The elcor economy is small, only slightly larger than the Alliance's, but extremely well developed. They see no point to rushing things, and are fond of making thorough, century-long development plans. They don't need to trade for any resource—they have all they require to supply their own needs, and trade only in finished goods. Any attempt to embargo their space would be fruitless.

Government

The elcor government is known as the Courts of Dekuuna. The elcor follow the recommendations of their Elders, who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. These are filed away in huge libraries of data discs and are consulted when needed. This makes elcor policies very predictable, provided one has done a great deal of research.

Military

Because of their slow, conservative psyches, elcor are not suitable for making the spur-of-the-moment decisions necessary in combat situations. Instead, they rely on sophisticated VI combat systems. These war machines can choose between thousands of gambits developed and polished over centuries by elcor strategists.

The slow speed and immense size of the elcor makes them easy targets. Fortunately, their durable hide allows them to shrug off most incoming fire. Elcor warriors don't carry small arms; their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. According to an elcor diplomat on the Citadel, elcor soldiers are called "living tanks" by their enemies, among other less flattering names.

The elcor do not maintain a large fleet of military starships. This seems to be due to a combination of their conservative nature preventing hasty rushes to war, and their relatively-isolated and self-sufficient economy that would never encounter a trade dispute serious enough to threaten war over. They do have several cruisers and carriers at their disposal, though their real value is in troop transport.

The Treaty of Farixen limits non-Council members of the Citadel to possessing only one dreadnought for every five that the turians possess, which, by 2183, would allow non-Council members to build up to seven dreadnoughts. It is not known how many dreadnoughts were built by the elcor military, or even if they expend the effort to build any at all.




Elcor Worlds

  • Dekuuna - homeworld
  • Ekuna
  • Oltan
  • Sangel
  • Thunawanuro

Hanar

The hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. Hanar are known for their intense politeness when speaking, and their strong religious beliefs regarding the Protheans, whom they refer to as "the Enkindlers"

Biology

The hanar "stand" slightly taller than a human, although most of their height is in their long tentacles. 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.

Hanar are biologically genderless, though others may assign arbitrary gender values to them for convenience. Despite evolving in water, hanar also appear able to breathe air, or use technological means to enable this. Also, despite appearances to the contrary, the hanar do have skulls.

Culture

The hanar homeworld, Kahje, has 90% ocean cover and orbits an energetic white star, resulting in a permanent blanket of clouds. Due to the presence of Prothean ruins on Kahje, the hanar have developed a religion centered on the ancient species, calling them the "Enkindlers". Hanar myths often speak of them as an elder race that uplifted and civilized them by teaching them language.

Several hundred years ago, the hanar made contact with the drell on their nearby homeworld of Rakhana. Drell society was quickly collapsing due to overpopulation and warring over scarce resources, so the hanar rescued several hundred thousand drell and brought them to Kahje, where they integrated into hanar society with the remaining drell dying out. Now the drell serve as a client race of the hanar, and although to outside observers the relationship can be construed as a form of slavery, the reality is very different. Drell have integrated with every level of hanar society, and most consider it an honor to serve a hanar family in a tradition referred to as the Compact. Many drell become unofficial members of the family, and some even earn the privilege to learn their masters' "soul names".

The hanar communicate using sophisticated patterns of bioluminescence—which other species need machine assistance to translate (though many drell apply genetic modification to their eyes in order to perceive higher frequency flashes which allows them to understand the hanar)—and speak with scrupulous precision and extreme politeness. Most hanar take offense at improper language, and must take special courses to unlearn this tendency if they expect to deal with other species.

The hanar have two names, a "face name" and a "soul name." The face name is used as a general label for use by strangers and acquaintances. The soul name is kept for use among close friends and relations, and tends to be poetic. For example, a hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers." That said, hanar are extremely polite, almost to a fault. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. Instead they refer to themselves as "this one," or the impersonal "it." It is only around those who know their soul name that they would ever consider using the first person. Even when flustered or angry, a hanar will still maintain exquisite poise, and will remain formal even with those it wishes dead.

Drell servants usually carry out hanar assassinations, as the hanar are too cumbersome out of the water to participate in a physical fight.

Economy

Few hanar are willing to deal with other species. Economic contacts are limited to a handful of trade stations on their borders. Due to this self-imposed isolation and the unique physiology of the race, their economy is small and isolated from the rest of the galaxy. Few standard technologies (designed for bipedal and fingered species) are available in their space, and they produce very few goods that are usable by others.

One of the known products they do export is alcohol. Batarian entrepreneur Edan Had'dah was revealed to have a liking for hanar-produced liquors. This is likely to have been procured through the discreet gray-market trade relationships the hanar still maintain with the batarians, despite the latter species' own political and economic isolation from the rest of Citadel space.

The hanar equivalence of alcohol or at least equivalent practice is mindfish, a hallucinogenic fish that is a favorite of the species. It is known by 2186 that batches of this product have made its way into Citadel establishments like the Silver Coast Casino.

Possibly due to their physical frailty, the hanar employ robo-miners to excavate valuable resources.

Religion

The hanar practice a religious holiday called Nyahir or "First Cresting Bloom" which lasts a full thirteen days and revolves around celebrating the gift of speech, which they attribute to having come from the Enkindlers. It is a mixture of contemplation and competition, with the faithful engaged in stylized debates, poetry duels, and other traditional hanar art forms. The winners of these events have their names inscribed in bio-luminescence on the side of Mount Vassla, an underwater volcano at the heart of one of the oldest Prothean ruins on Kahje.

Reverence for the Enkindlers turn zealous hanar into vociferous protesters whenever their beliefs are challenged. Prothean dig sites are often blockaded, the protesters wishing the artifacts be left undisturbed.

On learning that the mass relays weren't created by the Protheans, the hanar largely react with denial and shock. Outliers like religious leader All-Bright Olos the 10th do not consider it as heresy, but rather an example of the Enkindlers' predecessors' benevolence.

The Enkindler religion has its share of more extreme cults. Some hanar consider their leader Kholai as the only true prophet, and they believe the Enkindlers made a mistake in uplifting primitive life in the Milky Way. All present organic life is therefore tainted and evil, and at the so-called "Day of Extinguishment" the Enkindlers shall return to cleanse the sinners from the galaxy.

The cult believed that any action at all is a sin, and people should be content in witnessing the rot of the universe while taking no part in it. Even with other people dismissing it as a lazy point of view, the hanar government objected to this line of dogmatic thinking.

Government

The hanar government is known as the Illuminated Primacy.

Galactic Relations

Other races sometimes see the hanar as elitist because of their intolerance for "incorrect" speech (and occasionally refer to them derisively as "jellies"). The hanar themselves are known to become vocal if their religious rights appear threatened in any way, which occasionally causes clashes with other Citadel races.

Nonetheless, the hanar have been known to work closely with other races from time to time. On at least one occasion, agents of the hanar government worked alongside the Systems Alliance, participating in a raid on a batarian science lab which was studying what eventually proved to be Reaper technology.

Military

The hanar navy is relatively small, but is supplemented by drell combat specialists: accomplished spies, saboteurs, and assassins trained from a young age. The hanar do not normally commit their drell allies to open warfare, but they made an exception during the Reaper invasion of 2186.

Kahje is protected by an automated planetary defense system. While the system is effective against most attackers, it is vulnerable to internal sabotage, as only moderate government clearance is necessary to access it and a single computer virus can quickly compromise the entire network.

Hanar Worlds

  • Kahje - homeworld
  • First Land
  • Belan
  • Rough Tide

Volus

The volus are an associate race on the Citadel with their own embassy, but are also a client race of the turians. They hail from Irune, which possesses a high-pressure greenhouse atmosphere able to support an ammonia-based biochemistry. As a result, the volus must wear pressure suits and breathers when dealing with other species.

Because they are not physically adept compared to most species, volus mostly make their influence felt through trade and commerce, and they have a long history on the Citadel. However, they have never been invited to join the Council, which is a sore point for many volus individuals.

Biology

The volus homeworld Irune features an ammonia-based ecology and a gravitational field 1.5 times that of Earth, as well as a high-pressure atmosphere. This is reflected in the physiology of the volus themselves. The volus are unable to survive unprotected in an atmosphere more suitable to humans and other carbon-based lifeforms, and as such require protective suits capable of providing the proper atmosphere, as well as being pressurized to support the volus. Traditional nitrogen/oxygen air mixtures are poisonous to them, and in the low pressure atmospheres tolerable to most species, their flesh will actually split open.

As the volus are never seen outside of their protective suits, little else is known about their appearance and physiology. It has been noted; however, that volus have cloacae, a trait they share with the salarians. Their saliva looks coppery-blue under standard environments, and they're capable of spitting said fluid. Some volus individuals have also shown themselves capable of using biotics.

Despite individuals distinctly sounding like males or females to human listeners, volus genders are apparently a mystery as well. The volus themselves consider the question both intrusive and hilariously irrelevant, to the point that supposedly the STG has a running tally of all the blatant misinformation the volus have said on the subject. With little else to go on, people simply assign an arbitrary gender value on a volus based on what they sound like.

All volus contract the disease Yoqtan during childhood. Considered a rite of passage, its symptoms are easy to alleviate and it only kills the weakest children.

History

Joining the Citadel

The volus were the third race to post an embassy to the Citadel after the asari and salarians, roughly 2,384 galactic standard years ago (according to Citadel records accessed through Avina, outside the Embassies). The volus' mercantile prowess made them instrumental in developing a stable galactic economy. They authored the Unified Banking Act, which established the credit as the standard currency of interstellar trade, and the volus continue to monitor and balance the galactic economy even today. After first contact with the turians during the Krogan Rebellions in the first millennium CE, the volus petitioned for client status within the Turian Hierarchy.




Modern Issues

Despite their important contributions to the Citadel and galactic society, they have never been offered a seat on the Council. This is a source of anger for some volus, particularly the volus ambassador Din Korlack. Council races need to have provided some extraordinary service to the Citadel, such as the turians' military support during the Krogan Rebellions. Council races also need to provide fleets, resources, and economic aid in case of disaster, none of which the volus can currently supply.

Recently, the volus have been negotiating with the Systems Alliance through the Turian Hierarchy over colonisation rights to Patavig. These negotiations have been running smoothly thus far.

Because of the volus' outlier biology in relation to most other Citadel races, setting up compatible and appropriately sealed environments in other races' residential areas is illegal on most planets and prohibitively expensive where permitted. The chances of explosive blowout, environmental contamination, and other related problems have deemed the notion too risky.

The Reaper War

During the Reaper invasion in 2186, the volus quickly came under attack as the Reapers overwhelmed the turian defense fleets. Reaper husks were deployed on Irune, endangering many volus cities which had been built on opportune trade routes rather than militarily defensible positions. Volus refugees fled Irune for the relative safety of turian colonies. After the Miracle at Palaven, a joint turian and krogan force landed on Irune to attempt to liberate the planet.

Culture

Volus culture is dominated by trade, whether it be of land, resources, or even other tribe members. The volus have a reputation as traders and merchants, and many, such as Barla Von, work as some of the best financial advisers in Citadel space. Due to the volus not being physically adept, they tend not to be violent, and can even seem overly-pacifistic and cowardly to other, more militant species. The volus homeworld Irune is remarkable for having done away with warfare as an institution of the state, as the volus lack the romantic view of war found in the galaxy's more aggressive species. Physical skirmishes between groups rarely last long, and are almost always ended by social castigation, bargaining agreements, or harsh economic sanctions.

The volus hold in high regard an artifact called the Book of Plenix, which calls for charity and forgiveness of debts in case the volus do become involved in war. The artifact's last known location is on their homeworld Irune during the onset of the Reaper War in 2186.

Volus have two names but no family names. According to volus sensibilities one cannot own a person, so using a family name would essentially be laying claim to their offspring. Possibly because of their tribal origins, volus tend to refer to members of other races by their source world rather than species name (i.e. "Earth-clan" instead of "human"). A notable exception to this is that they refer to quarians as "Migrant-clan", or "clanless", due to their lack of a homeworld. They also tend to refer to themselves as "Vol-clan".

Economy

The volus economy is out of proportion to their modest resource base. They are aggressive traders and industrialists with a keen grasp of exchange and finance. Many of the galaxy's largest banks, holding corporations, and manufacturing cartels, such as the Elkoss Combine, are owned or managed by volus. They also regulate the Citadel's complex galactic economy.

Religion

The volus appear to have a polytheistic religion. Some of their gods have planets named after them: Cherk Sab, a deity of luck, and Zada Ban, a god of punishment.

Their ancient mythology and folklore heavily features the planet Jak Ser since it is bright enough to be seen from Irune's night side without a telescope.

Language

The volus have at least one dialect of their language called Iperian Volus. The following words or phrases are usually taken from volus-named planets.

  • bovis tor — "the shining sea"
  • doz atab — "sky warden"
  • vem osca — "weeping witness"
  • welm urun — "the golden one"

Government

The volus government is known as the Vol Protectorate. Rather than being a fully sovereign government in its own right, the Protectorate is a client state of the Turian Hierarchy. In return for falling under the protective umbrella of the turian military, the volus pay a tax to the Hierarchy, as well as deferring to the turians in all foreign policy matters and providing auxiliary troops to the turian armed forces. They still maintain an embassy on the Citadel, making them an associate species of the Council, though they currently share their embassy with the elcor.

In the entire history of volus civilization, the Vol Protectorate has only issued three writs of exile against its citizens. Two of those are for the political agitator Gaffno Yap.

Military

The volus are not physically cut out for combat, be it a full-scale war or even a bar room scuffle. As such, they are highly dependent on the turians for defense, although the volus themselves do provide some auxiliary troops to the Hierarchy. These forces rely on specially sealed armor in combat, and mitigate their disadvantages through the use of technologically advanced power armor as well as avant-garde equipment. The volus will support the turians in any war they might pursue, and the turians will do the same for the volus.

Possibly for this reason, volus weaponry tends to be utilitarian rather than high-grade. Some volus manufacturers specialise in cheaper, lower-grade copies of expensive turian equipment.

Volus do employ some biotics in combat; these individuals have been known to show impressive biotic powers despite the volus' diminutive size.

Volus prefer airpower in conflicts, counting on turians for ground support. They maintain several flotillas of heavy-bomber frigates capable of warfare in any atmosphere.

The volus have only produced one dreadnought, the Kwunu, named after the diplomat who negotiated their client-race status with the turians. The Kwunu is the only volus ship of its class, but it is remarkably well-armed. Its broadside cannons and main gun are all Thanix Magnetic-Hydrodynamic Weapons. A turian general touring the Kwunu after its maiden system-voyage enthusiastically declared that the ship could "char a planet three times over". While its construction was funded entirely by the Elkoss Combine corporation, the dreadnought was jointly gifted to the Vol Protectorate and Turian Hierarchy upon completion.


Volus Worlds

  • Irune - homeworld
  • Alahya - a moon of Dranen undergoing terraforming for a future volus colony
  • Boro
  • Daleon
  • Maskawa
  • Patavig - granted to the volus after 2183 if the Citadel Council perished in the Battle of the Citadel
  • Talis Fia
  • Zada Ban

Vorcha

Known for their unique biology and aggressive behavior, the vorcha of Heshtok are a primitive race that live among the galaxy's darker and more dangerous locations, such as Omega. Many vorcha are trained by the krogan Blood Pack as mercenaries due to their savage nature and adaptability to different environments. The rest of galactic civilization regards them as pests and scavengers, and their presence is generally seen as a blight.

Biology

The vorcha are the shortest-lived sapient species currently known, with an average lifespan of only 20 years.

The vorcha are known for a rather unique biology that differentiates them from other known species and which carries with it a striking set of advantages and disadvantages. They have clusters of non-differentiated cells, similar to those found on the planarian worm of Earth. These cells allow the vorcha limited regenerative abilities, as well as the ability to adapt quickly to its environment, such as developing thicker skin after being burned or increased musculature to survive in high gravity. When a vorcha is injured or in distress, these cells move to the affected area and rapidly (~1 week) mature to specialized forms that will alleviate the issue. This also makes the Vorcha immune to almost all disease.

A vorcha that is cut or burned will adapt to have thicker skin. The lungs of a vorcha placed in a barely-breathable atmosphere will adapt to better use the gases there. A vorcha subjected to high gravity will quickly develop stronger heart and leg muscles. Non-differentiated vorcha cell clusters do replenish themselves, but the process is slow. Generally, vorcha can only adapt to a single environment within their brief lives. However, what cells are replaced allow them to heal rapidly, and even to regrow lost limbs over a period of months.

As a consequence of this, the vorcha as a species no longer evolve as other races do. The vorcha equivalent of DNA has remained unchanged for millions of years. There is no need for them to evolve as a species when they can adapt as individuals.

History

The vorcha originate from Heshtok, a small, hostile, overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding, savage species. The lack of resources has resulted in a tight-knit, clan-based society in which rival clans wage constant war against one another for control of scarce resources. Even as their population grows, the vorcha constantly fight each other in fierce competition over basic necessities. This incessant warfare has made each generation of vorcha stronger and more aggressive than that which preceded it, but their continual lack of resources has kept vorcha society extremely primitive.

During the Reaper invasion in 2186, the Reapers encountered difficulties in harvesting the vorcha homeworld. Because the vorcha were not cowed by the Reapers' impersonal intimidation tactics and the effects of the destruction of resources like water were negligible given the vorcha could adapt themselves to survive, the Reapers devoted their efforts to immobilizing Heshtok's population and preventing the vorcha from contributing in the galactic war.

Culture

Vorcha society is built around combat. In fact, the vorcha use combat, both individually and in groups, as their default form of communication resulting in their communications being primarily non-verbal. The vorcha are a clan based people who prefer living in communal environments with others of their species to living alone or in the company of alien races. When a clan population grows too large, younger members will depart to start a new clan elsewhere. The vorcha are extremely aggressive, both against rivals of their own species and against any alien who stands in their way. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships.

The vorcha are not themselves a space-faring race, although many have found their way off-world as stowaways on ships visiting their homeworld. The vorcha who escaped their hostile homeworld did so by hiding on the ships of space-faring races that had the misfortune of visiting their planet. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up.

Government

The vorcha do not have a recognized single government that would allow them membership in any galactic league. Alliances between bloodlines are tenuous at best, and the vorcha's short, violent lives ensure there are few lasting institutions.

Military

The vorcha have no formal military force to speak of. Although recognized as vicious warriors in their own right, their lack of any government has precluded the formation of armies and fleets, and it has never been in the best interest of other races to allow the vorcha to construct their own dreadnoughts.


Vorcha Worlds

  • Heshtok - homeworld
  • Flett
  • Garvug
  • Namakli
  • Parasc
  • Volturno
  • Wrill

Spaceships

Warships

Frigates

Frigates are light escort and scouting vessels. They often have extensive GARDIAN systems to provide anti-fighter screening for capital ships, and carry a squad of marines for security and groundside duty. Unlike larger vessels, frigates are able to land on planets.

The most important role filled by frigates is reconnaissance. Sensors, unlike ships and communications employing the mass effect, are limited to the speed of light. Subsequently, a stationary observer can only detect a vessel one light-year away when its light arrives at the observer's location, one year after leaving said vessel.

Because faster-than-light attackers always arrive before defenders can detect them with luminal sensors, attackers can always surprise defenders. For defense, fleets surround themselves with spheres of scouting frigates scanning for enemy ships and transmitting warnings to the main body.

Frigates achieve high FTL cruise speeds because of their high-performance drives. They also have proportionally larger thrusters and lighter design mass, allowing them greater maneuverability. In combat, speed and maneuverability make frigates immune to long-range fire of larger vessels.

Cruisers

Cruisers are middle-weight combatants, faster than dreadnoughts, and more heavily-armed than frigates. Cruisers are the standard patrol unit, and often lead frigate flotillas. Cruisers cannot land on medium or high-gravity worlds, but do possess the ability to land on low-gravity planets.

Cruiser-weight starships are the standard combat unit encountered away from large naval bases, the "poor bloody infantry" of most fleets. Nimble scouting frigates have neither the punch nor the stamina to stand up to serious combat, and the mighty dreadnoughts are a strategic resource, carefully hoarded and committed to the most critical battles.

Cruisers perform routine independent "show the flag" patrols in settled systems and lead flotillas of frigates in small engagements, such as pirate suppression campaigns. In major fleet engagements, cruiser squadrons support the dreadnought battle line by screening their flanks against enemies attempting to maneuver for a main gun "bow shot" from their vulnerable broadsides.

Turian and human cruisers each have a crew of about 300.

Carriers

Carriers are dreadnought-sized vessels that carry a large number of fighters. All races provide their fleets with organic fighter support. Cruisers fit a handful in the space between the interior pressure hulls and exterior armor. Dreadnoughts have a hangar deck within the hull. Humans – who had only recently "graduated" from surface to space combat – were the first to build ships wielding fighters as the main armament.

In fleet combat, carriers stay clear of battle, launching fighters bearing disruptor torpedoes. Fighters are the primary striking power of the ship; if a carrier enters mass accelerator range of the enemy, things have gone very wrong.

It is possible to recover and rearm fighters during combat, though most carriers seal the flight deck and try to stay out of the way. The flight deck is essentially a corridor through the armor and into the heart of the vessel. A single well-placed torpedo is enough to gut a carrier.

Dreadnoughts

Dreadnoughts are kilometer-long capital ships mounting heavy, long-range firepower. They are only deployed for the most vital missions. A dreadnought's power lies in the length of its main gun. Dreadnoughts range from 800 meters to one kilometer long, with a main gun of commensurate length. An 800-meter mass accelerator is capable of accelerating one twenty-kilogram slug to a velocity of 4025 km/s (1.3% the speed of light) every two seconds. Each slug has the kinetic energy of about 38 kilotons of TNT, about two and a half times the energy released by the fission weapon that destroyed Hiroshima.

The Treaty of Farixen stipulates the amount of dreadnoughts a navy may own, with the turian peacekeeping fleet being allowed the most. As of 2183, the turians had 37 dreadnoughts, the asari had 21, the salarians had 16, and the Alliance had 6 with another under construction. As of 2185, the dreadnought count was 39 turian, 20 asari, 16 salarian, and 8 human. By 2186, humans construct a ninth dreadnought, and the volus have built a single dreadnought of their own. The geth, unbound by the treaty, possess almost as many dreadnoughts as the turians. In preparation for the retaking of their homeworld, the quarians fitted their Liveships with dreadnought cannons, effectively making them dreadnought-class vessels though with much weaker armor. The batarians are stated to possess dreadnoughts, but the exact number is unknown.

Dreadnoughts are so large that it is impossible to safely land them on a planet, and must discharge their drive cores into the magnetic field of a planet while in orbit. The decks of large vessels are arranged perpendicular to the ship's axis of thrust, so that the "top" decks are towards the front of the ship and the "bottom" decks are towards the rear of the ship.

Small Military Vessels

Combat Support Craft

Smaller vessels are exclusively used in a support role to the warships during combat:

  • Fighters are one-man craft used to perform close-range attacks on enemy ships.
  • Interceptors are one-man craft optimized for destroying opposing fighters

Shuttles

Shuttles facilitate personnel transfer between large ships without the need to dock, or between a starship and the ground. Some models like the UT-47 Kodiak series are capable of independent FTL travel, and the UT-47A is equipped with both mass accelerator cannons and prototype stealth systems.

Corvettes

Corvettes are small, ten-man craft used to perform combat and survey missions.

Ship Components

Manoeuvre Drive

There are several varieties of thruster, varying in performance versus economy. All ships are equipped with arrays of hydrogen-oxygen reaction control thrusters for maneuvering.

Ion drives electrically accelerate charged particles as a reaction mass. They are extremely efficient, but produce negligible thrust. They are mainly used for automated cargo barges.

The primary commercial engine is a "fusion torch", which vents the plasma of a ship's power plant. Fusion torches offer powerful acceleration at the cost of difficult heat management. Torch fuel is fairly cheap: helium-3 skimmed from gas giants and deuterium extracted from seawater or cometary bodies. Propellant is hydrogen, likewise skimmed from gas giants.

In combat, military vessels require acceleration beyond the capability of fusion torches. Warship thrusters inject antiprotons into a reaction chamber filled with hydrogen. The matter-antimatter annihilation provides unmatched motive power. The drawback is fuel production; antiprotons must be manufactured one particle at a time. Most antimatter production is done at massive solar arrays orbiting energetic stars, making them high-value targets in wartime.

The exhaust of fusion and antiproton drives is measured in millions of degrees Celsius. Any vessel caught behind them will melt like wax in a blowtorch.

Any long-duration interstellar flight consists of two phases: acceleration and deceleration. Starships accelerate to the half-way point of their journey, then flip 180 degrees and apply thrust on the opposite vector, decelerating as they finish the trip. The engines are always operating, and peak speed is attained at the middle of the flight.

FTL Drives

FTL drive cores work by exposing element zero to electric currents, creating mass effect fields. It reduces the mass of an object, such as a starship, to a point where velocities faster than the speed of light are possible. This gives the ship the potential to move quickly, but does not apply any motive power. Ships use their sublight thrusters for motive power in Faster than lights (FTL) travel. With a mass effect drive, roughly a dozen light-years can be traversed in the course of a day's cruise without bending space-time and causing time dilation.

The FTL drive of a ship refuses to fire if a significant object is in the path of a planned jump.

The precise maximum speed and the time this acceleration can be maintained varies depending on the exact type of FTL drive being used. In general, the larger the drive, the longer the ship can run at FTL.

When travelling across space, thrusters are applied in one direction for the first half of the trip, then the thrusters are reversed for the second half of the trip in order to reach appropriate speeds for arriving.

FTL drives cost MCr2 per ton.

While traveling with an FTL drive, the spacecraft moves a number of parsecs equal to its Thrust per hour, up to a maximum of the drive’s rating. This is the equivalent distance moved in realspace.

Drive Potential
Rating % of Hull
1 10%
2 12%

Drive Charge
Element zero FTL drives accumulate a static electrical charge when a vessel has been in FTL flight for some time. This charge steadily increases with the amount of time a vessel spends in FTL. Eventually, it must be discharged. The safe method involves discharging into a planet's magnetic field (for large ships, incapable of planetary landings) or actual surface contact (in the case of smaller vessels). Space stations and similar structures which are not located near planets are usually equipped with their own discharging facilities; the Citadel has dozens of these.

If the drive charge cannot be discharged, it will eventually accumulate to the point at which it discharges into the ship's hull. The heat will fry everything inside; fusing the bulkheads, destroying the electronics and killing all the crew members.

Defenses

Kinetic Barrier

Kinetic barriers, colloquially called "shields", provide protection against most mass accelerator weapons.

Kinetic barriers are repulsive mass effect fields projected from tiny emitters. These shields safely deflect small objects traveling at rapid velocities.

The shielding afforded by kinetic barriers does not protect against extremes of temperature, toxins, or radiation.

Seen as the ultimate in defence, Kinetic barriers do not require dedicated gunners to ensure their effectiveness, only engineers to feed them power. So long as the energy they can absorb is not overwhelmed rapidly, the ship will be kept safe from harm.

Each kinetic barrier installed upon a ship will form a ‘buffer’ of 10 points of damage. All functioning shields on board a ship will combine to increase the damage they can collectively absorb.

All damage a ship suffers will initially be deducted from the energy shields. When the energy shields have had their buffer reduced to zero, all remaining damage is applied to the ship as normal.

Each shield will regenerate 1 point in its buffer at the end of every round. A successful Difficult (10+) Engineer (power) check (1 round, INT) will double this rate of regeneration.

Improved kinietic barriers contribute 20 points to the energy buffer and regenerate 2 points at the end if every round. Advanced kinetic barriers contribute 50 points and regenerate 5 points at the end of every round.

Kinetic Barrier Type Power Tons Cost
Standard 50 20 MCr25
Improved 75 15 MCr35

Ablative Armor

A warship's kinetic barriers reduce the damage from solid objects, but can do nothing to block GARDIAN lasers, particle beams, and other forms of Directed Energy Weapon (DEW). The inner layer of warship protection consists of ablative armor plate designed to "boil away" when heated. The vaporized armor material scatters a DEW beam, rendering it ineffectual.

A scaffold is built around the interior pressure hull, with sheets of ablative armor hung from the structure. Ships typically have multiple layers of armor separated by empty baffles, spaces often used for cargo storage.

Weapons

GARDIAN

A starship's General ARea Defense Integration Anti-spacecraft Network (GARDIAN) consists of anti-missile and anti-fighter laser turrets on the exterior hull.

Lasers are limited by diffraction. The beam 'spreads out', decreasing the energy density (watts per m2) the weapon can place on a target. Any high-powered laser is a short-ranged weapon. GARDIAN networks have another limitation - heat. Weapons-grade lasers require cool-down time, during which heat is transferred to sinks or radiators. Because of this, a GARDIAN system used for point defence cannot be used to make attacks in the same combat round, and vice versa

Point Defence may only be performed against missile salvos as they are about to make their attack roll against a target – missiles are too small and too fast to be targeted at greater ranges. A gunner may only attempt Point Defence once every round.

The gunner must succeed at a Gunner (turret) check against any missile salvo that is about to make its attack roll against the spacecraft. The Effect of the check will remove that many missiles from the salvo.

System range Damage Tons Cost Traits
Beam close 1D - MCr0.5 -
Pulse close 2D - MCr1 -

Disruptor Torpedoes

Disruptor torpedoes are powered projectiles with warheads that create random and unstable mass effect fields when triggered. These fields warp space-time in localized areas. The rapid, asymmetrical mass changes cause the target to rip itself apart.

In flight, torpedoes use a mass-increasing field, making them too huge for enemy kinetic barriers to repel. Because extra mass retards acceleration, torpedoes are easy prey for defensive GARDIAN weapons and must therefore be launched at extremely close range to be effective.

To prevent damage to the parent craft, torpedoes must be "cold-launched," meaning they are released before their thrusters ignite. Aligning with its target's trajectory, a ship releases a torpedo and immediately thrusts away, while the torpedo continues to coast towards its target. After the ship is clear (no more than a second after launch) the torpedo activates its mass field and thrusters away from the fighter and towards it's target.

Torpedoes are the main anti-ship weapon used by fighters. Launched at point-blank range in "ripple-fire" waves, they are reminiscent of the ancient Calliope rocket artillery launchers (thus their popular nickname, "Callies"). By saturating defensive GARDIAN systems with multiple targets, at least a few torpedoes will get through.

Weapon Thrust Damage Cost Traits
Disruptor Torpedo 15 5D Cr350000 -
Range Rounds to Impact
Short and below Immediate
Medium 1
Long 2
Very Long 4
Distant 10

Torpedo salvoes suffer an additional DM-2 on their attack rolls against ships that are Medium and greater distance.

Mass Accelerators

Mass accelerators propel solid metal slugs via electromagnetic attraction and repulsion. A slug lightened by a mass effect field can be accelerated to extremely high speeds, permitting previously unattainable projectile velocities.

The primary determinant of a mass accelerator's destructive power is length. The longer the barrel, the longer the slug can be accelerated, the higher the slug's final velocity, and therefore the greater its kinetic impact. Slugs are designed to squash or shatter on impact, increasing the energy they transfer to its target. Without collapsibility, slugs would punch through their targets while inflicting only minimal damage.

Rather than being mounted on the exterior, starship guns are housed inside hulls and visible only as gun portholes from outside.

A ship's main gun is a large spinal-mount weapon running 90% of the hull's length. While possessing destructive power equal to that of tactical nuclear weapons, main guns are difficult to aim. Because ships must be able to point their bows almost directly at their targets, main guns are best used for long-range "bombardment" fire.

All spinal-mount weapons suffer DM-4 when attacking targets of 10,000 tons or less, and DM-8 when attacking targets of 5,000 tons or less. Spinal weapons cannot attack targets of less than 2,000 tons unless they are stationary.

Approximately 40% of the hull's width, broadside guns inflict less damage and can be mounted with greater numbers and more flexibility. The modern human Kilimanjaro-class dreadnoughts mount three decks with 26 broadside accelerators apiece for a total salvo weight of 78 slugs per side, firing once every two seconds.

However, mass accelerators produce recoil equal to their impact energy. While the mass effect fields suspending the rounds mitigate the recoil, recoil shock can still rattle crews and damage systems.

Bay Size Range Power Damage Cost Traits
Small Short 10 3D MCr30 Auto 4
Medum Short 15 4D MCr60 Auto 6
Large Long 75 5D MCr90 Auto 6

power

Every spacecraft has a power plant which produces a number of Power points, as listed in its description. Under normal circumstances, most ships will produce enough power to run all systems and weapons without any attention needed from the crew. However, a ship may run into power problems if they receive damage to their power plant.

Power Plant
Type Power per Ton
Cost per Ton Fission (TL6) 8MCr0.4
Chemical (TL7) 5MCr0.25
Fusion (TL8) 10MCr0.5
Fusion (TL12) 15MCr1
Fusion (TL15) 20MCr2

A ship needs the following Power points available for each of these listed systems. The spacecraft in the Common Spacecraft chapter have a summary of these systems which will greatly speed play if power starts getting low.


Basic Ship Systems
This includes everything a ship needs for day-to-day operations, including artificial gravity, heating, lighting and life support. The number of Power points needed for basic ship systems is equal to 20% of the total tonnage of the hull.


Manoeuvre Drive
In order to use the manoeuvre drive, the ship requires a number of Power points equal to 10% of the hull’s total tonnage multiplied by the maximum Thrust the drive is capable of.


FTL Drive
In order to use the FTL drive, the ship requires a number of Power points equal to 10% of the hull’s total tonnage multiplied by the maximum FTL rating the drive is capable of. Note that this power requirement is only needed when the ship actually engages its DTL drive – at all other times, the drive remains inert.


Weapons and systems
The Weapons and Systems table summarises the Power point requirements for various internal components of a spacecraft.

Weapons and systems
System Power Required
GARDIAN System 4
Torpedo Rack 0
Mass Accelerator 1

Running out of Power

So long as a ship’s power plant is producing enough Power points to run all systems, the spacecraft can operate normally. If, for any reason, the amount of Power points required drops below this, the crew need to make some tough decisions, shutting down various systems so they are no longer a drain on the power plant.The consequences of shutting down various systems are detailed here.


Ship Systems
Basic ship systems cover essentials such as life support, the ship’s computer and the gravitic systems providing artificial gravity, which are absolutely vital to the continued running of a ship. However, there are many non-essential systems that can be shut down on a temporary basis (the chicken soup dispenser on deck C is unlikely to be needed in battle, for example), which will halve the number of Power points needed for basic ship systems.

If a ship cannot run basic ship systems at even half power, the following will happen.

  • Life support will stop functioning at anything approaching an efficient rate. While the crew will not freeze or suffocate immediately, the ship will become distinctly uncomfortable to work in. Eventually, the breathable atmosphere will be expended and the temperature will drop to unsurvivable levels, typically in D3+3 hours.
  • Iris valves, cargo hatches and automatic doors will cease to function, locking in open or closed positions as they were when the power failed.
  • Even if Power can be supplied to the ship’s computer, individual terminals throughout the ship will cease to function, with the exception of those on the bridge.
  • Artifical gravity throughout the ship will cease to function, creating zero-G conditions across all decks.
  • Shipboard communications systems (such as the PA system) will cease to function, reducing the crew to the use of personal communicators or shouting.

Manoeuvre Drive
The manoeuvre drive can be throttled back or shut off altogether. This will save a number of Power points equal to 10% of the ship’s total tonnage multiplied by the Thrust being deducted.


Jump Drive
The jump drive does not ordinarily drain any power until it is used – however, it is when a crisis has developed that has reduced a ship’s power that the crew usually want to jump, so it will be more common for other systems to be shut down in order to allow the jump drive to function!


Weapons and Systems
Individual weapons and systems can be switched off on a temporary basis, regaining the number of Power points listed on the Weapons and Systems table.

Fuel Tanks

All ships require fuel to function and their capacity will influence how often the ship must refuel.


Manoeuvring

Manoeuvre drives do not require fuel, though thrusters do. The amount of fuel thrusters require is determined as the percentage of ship’s total tonnage, and is equal to 2.5% per Thrust per hour

So, a ship capable of Thrust 4 will require 10% of the ship’s tonnage as fuel for every hour of use. If you wanted this ship’s thrusters to be able to function for four hours, it would require 40% of its tonnage to be allocated as fuel tanks.

Since FTL travel relies on the ships standard thrusters, there is no change in its consumption of fuel.

In combat, it is convenient to multiply the Thrust the ship is capable of by the number of hours it can operate, and then multiply that again by 10 to obtain a Thrust Point Total. Because there are ten combat rounds every hour, you can then simply deduct every Thrust point the ship uses in combat from the Thrust Point Total. When it reaches zero, the ship has run out of fuel!

Stone Talon



























Ship Components
Component Description Tons
Hull 200 tons, Streamlined -
Armour Ablative Armor: 2 -
Manoeuvre Drive Thrust 1 2
FTL Drive Jump 2 15
Power Plant Fusion, Power 75 5
Fuel Tanks 4 weeks operation, J-2 (80 tons) 41
Bridge - 1
Computer Computer 5/bis -
Sensors Civilian Grade 1
Weapons GARDIAN System (Beam) -
Torpedo Bay (Small) 50
Systems Fuel Scoop -
Fuel Processors (40/tons day) 2
Cargo Crane 3
Staterooms Standard x 10 40
Low Berths x 6 3
Software Jump Control/1 -
Library -
Manoeuvre/0 -
Common Areas - 9
Cargo - 64

































The stone Talon is a highly modified frigate of what once was the Batarian Hegemony. Much of its weapons systems have been stripped in favor of increased cargo and fuel capacity, a common occurance by those running freelance mercenary ships that often take jobs moving supplies from one location to another.

Crew

  • PILOT
  • ASTROGATOR
  • ENGINEER
  • MEDIC
  • STEWARD

Maintenance Cost

  • Cr4353 / month

Power Requirements

  • Manoeuvre Drive: 40
  • Jump Drive: 40
  • Basic Ship Systems: 20
  • GARDIAN System (Beam): 4
  • Torpedo Bay: 2
  • Sensors: 1

Timeline of the Galaxy

Unknown BCE

The Leviathans dominate the Milky Way, enthralling every new sapient race they encounter and protecting them in return for tribute. The Leviathans consider themselves the galaxy's first and only apex race.


After observing that their subservient races create synthetic races who consistently and violently rebel, the Leviathans create an Intelligence to seek a way to permanently preserve organic life. The Intelligence constructs an army of "pawns" to gather genetic information throughout the galaxy.


The Intelligence betrays the Leviathans, using its pawns to slaughter them for their genetic material to create Harbinger, the first Reaper. Thus begins the cyclical harvest of the galaxy's intelligent organic life by the Reapers, part of a vast experiment conducted by the Intelligence to fulfill its mandate.


The Intelligence builds the mass relay network to increase the efficiency of the cycles, allowing galactic civilizations to develop faster and more consistently between harvests.

Pre-Prothean Times (c.1,000,000,000 BCE - c.68,000 BCE)

c. 1,000,000,000 BCE

The Leviathan of Dis, a Reaper, is killed by the Leviathans. Its corpse comes to rest on the planet Jartar and remains undisturbed for nearly one billion years.

c. 37,000,000 BCE

An unknown spacefaring race fires a mass accelerator round at a Reaper near the planet Mnemosyne. The round penetrates the Reaper, disabling it, and continues moving through space, eventually striking the planet Klendagon and creating the geological feature there known as the Great Rift Valley.

c. 298,000 BCE

The ancient arthenn race flourish in the Zelene system, living on the planet Helyme until being destroyed in an unknown event that wiped out all complex life on the planet. They also maintained a presence on other planets in the system including Epho, which bears the scars of an ancient orbital bombardment, and Gaelon, which may have been mined for helium-3.

c. 125,000 BCE

Ancient spacefaring races called the thoi'han and inusannon fight over the planet Eingana, littering the planet with the debris of hundreds of starships. Refined element zero scattered by broken drive cores contaminates the environment, causing many native species to go extinct and those that survive to show a tendency to develop biotic powers.


Pre-Council Times (c.68,000 BCE - 500 BCE)

c. 68,000 BCE

The Protheans achieve spaceflight and discover mass effect technology from the ruins of the extinct inusannon. They go on to establish a galaxy-wide civilization linked by the mass relay network with the Citadel as their capital.

At some point, the Protheans encounter a hostile race of machine intelligences that endanger their existence. To combat this threat, the Protheans aggressively assimilate many other spacefaring organic races into their empire. The Prothean Empire is able to fend off the machines in a conflict known as the "Metacon War".

c. 48,000 BCE: Fall of the Protheans

The Prothean Empire collapses with the arrival of the Reapers through the Citadel. Although the Protheans had learned of the Reapers' existence from studying the ruins of previous civilizations and had begun to prepare, they were nonetheless caught off-guard. Over the next several centuries, the Protheans fight the Reapers system by system, world by world, and city by city. In the end, it is not enough. The Reapers methodically wipe out the remaining Protheans, as well as other contemporary races, and depart the galaxy to await the next cycle.

c. 13,000 BCE

The turians of Palaven begin to develop civilization around this time.

c. 6000 BCE

Seeking to escape the imminent explosion of their sun, an alien race constructs an AI-managed starship equipped with supercomputers containing a virtual world, into which some one billion of the aliens transfer their consciousnesses. The starship begins a journey throughout the galaxy which lasts for the next 8,000 years.

c. 1900 BCE

Tuchanka, the krogan homeworld, enters the nuclear age. In a global conflict, weapons of mass destruction are released, triggering a nuclear winter. In the resulting devastation, krogan society devolves into a collection of warring clans.

c. 1800 BCE

A supernova propels the Mu Relay, the only point of access to the remote Pangaea Expanse, out of position. Concealed somewhere in the dense nebula formed by the supernova, the relay's position is effectively lost for centuries. Later, the rachni rediscover the relay.

c. 1600 BCE

In the Andromeda galaxy, the angara are created and seeded across multiple worlds in the Heleus Cluster by the Jardaan.

580 BCE

After developing faster-than-light spacefaring capabilities based upon Prothean technology, the asari begin to explore the mass relay network, and eventually discover the huge Citadel space station at a hub of many mass relays.

520 BCE

The salarians discover the Citadel and open diplomatic relations with the asari.

Council Era - Formation (500 BCE - 1 CE)

500 BCE: Founding of the Citadel Council

The Citadel Council is formed. The asari and salarians together colonize the Citadel and establish it as a center of the galactic community, led by the Council. This year is also known as 0 GS, the beginning of the Galactic Standard (GS) timeline.

As a gesture of openness with their new asari allies, the Salarian Union opens the records of the League of One. Under threat, the League responds by assassinating every member of the Union's inner cabinet; Special Tasks Group operatives then hunt down and eliminate the League.

c. 300 BCE

The volus begin exploring and colonizing the stars shortly after discovering FTL.

First contact is made with the volus. Eventually, the Citadel Council commissions the volus to draw up the Unified Banking Act, which establishes a standard galactic currency known as the credit and links all galactic economies.

The turian Unification War occurs. The increasingly isolated and xenophobic colonies on the frontiers of turian space go to war with each other. After years of fighting, the Turian Hierarchy sweeps in and pacifies the remaining factions. Animosity between turian colonies continues for decades.

The Council grants the volus the honor of being the first non-Council species with an embassy at the Citadel, rather than a Council seat.

First contact is made with the batarians. They are granted an embassy a century later.

The asari discover the elcor home system and help the elcor locate and activate their nearest mass relay. "Within one elcor lifetime" they establish a regular trade route to the Citadel and are granted an embassy.

First contact is made with the hanar and the quarians. Both races are later granted embassies.

Council Era - War and Rebellion (1 CE - 900 CE)

1 CE: The Rachni Wars

The rachni, a species of highly intelligent hive-minded insects, are discovered when a Citadel expedition opens a dormant mass relay leading to their star systems. The rachni prove to be hostile and begin a war with the rest of the galaxy. Negotiation with the rachni queens is impossible because they cannot be contacted in their underground nests on the toxic rachni worlds.





80 CE

The Rachni Wars continue. The salarians make first contact with and uplift the primitive krogan, manipulating them into acting as soldiers for the Citadel Council. The krogan prove able to survive the harsh environments of the rachni worlds and pursue the rachni into their nests, systematically eradicating queens and eggs.

300 CE

The rachni are declared extinct. In gratitude for their aid during the Rachni Wars, the Council rewards the krogan a new homeworld. Free of the harsh environment of Tuchanka, the krogan population explodes.

300 - 700 CE

The krogan begin to expand exponentially, colonizing many new worlds. Growing concerns about their expansion lead to the founding of the Special Tactics and Reconnaissance branch of the Citadel.

693 CE

Beelo Gurji, a salarian operative, is appointed the first Spectre by the Citadel Council.

700 CE: The Krogan Rebellions

Nakmor Drack is born.

Krogan warlords leverage veterans of the Rachni Wars to annex territory from other races in Citadel space. Eventually the Council demands withdrawal from the asari colony of Lusia, but the krogan refuse. A preemptive strike is made on krogan infrastructures by the Spectres. The Krogan Rebellions begin.

The Citadel Council makes first contact with the turians around this time and persuades them to aid in the war. After the krogan respond to the initial turian offensive by devastating turian colonies with weapons of mass destruction, the turians vow to stop the krogan from ever becoming a threat again.

Sometime after the turians join the galactic community, the volus are accepted as a client race of the Turian Hierarchy.

710 CE

Realizing that the krogan will never give in as long as they can replenish their fighters, the turians unleash a salarian-engineered bio-weapon known as the genophage on the krogan. The krogan population starts its decline.

800 CE

The Krogan Rebellions end, though scattered krogan insurgent actions continue for decades. The turians fill the military and peacekeeping niche left by the decimated krogan.

The Citadel Conventions are drawn up in the wake of the conflict.

Council Era - Expansion (900 CE - 2157 CE)

900 CE

The turians are granted a seat on the Citadel Council in recognition for their service in the Krogan Rebellions.

1380s CE

Extensive and unchecked industrial expansion on the drell homeworld Rakhana begins taking a significant toll on the planet's environment.

1600 CE

The first sightings of the Collectors are reported in the Terminus Systems. In Citadel space, the claims are dismissed as unsubstantiated rumors and tall tales.

c. 1873 CE

On quarian creator year 2485, 18th day of Lun'shal, New Moon, the geth record the first instance of their creators growing frightened when a unit inquires if geth have souls.

1880s CE

Aria T'Loak arrives on Omega, a space station in the Terminus Systems regarded as the region's nominal capital. Aria is hired by the station's warlord as an enforcer and quickly becomes one of his most trusted lieutenants.

1895 CE: The Geth War

The geth, machines created by the quarians as a source of cheap labor, become self-aware. Fearing a geth uprising, the quarians begin dismantling them. The geth revolt against their quarian masters. In the resulting conflict--known to the geth as the Morning War--the geth systematically drive the quarians from their own worlds. The surviving quarians are reduced to living as spacefaring nomads aboard the Migrant Fleet. Contrary to expectations, the geth do not venture outside the former quarian systems into wider Citadel space, instead isolating themselves from the rest of the galaxy behind the Perseus Veil. As punishment for creating the geth, the Citadel Council closes the quarian embassy on the Citadel.

1921 CE

The geth begin construction of a megastructure designed to house and simultaneously run every geth program in existence. Completion of the megastructure, which would allow the geth to maximize their collective processing capacity, is the long-term goal of geth civilization.

1980s CE

The drell make first contact with the hanar around this time. With their homeworld Rakhana severely depleted and no spaceflight capability, the drell were poised for a massive population crash by 2025 CE. Agreeing to help, the hanar mount a large-scale rescue operation and evacuate approximately 375,000 drell to their own homeworld, Kahje, over the following decade. The remaining 11 billion drell on Rakhana gradually perish, warring over the last reserves of food and water.

Aria T'Loak assumes control of Omega after defeating the space station's previous warlord in single combat. She mockingly bestows the title "Patriarch" on the broken krogan, and uses him as a reminder to her enemies of her power.

2075 CE

The Manswell Expedition successfully launches from Earth en route to the Alpha Centauri system with 300 colonists aboard in cryogenic stasis. Communications with the vessel are lost soon after.

2103 CE

The European Space Agency's Lowell City in Eos Chasma becomes the first permanent human settlement on Mars.

2125 CE

The yahg, an intelligent pre-spaceflight race, are discovered on the planet Parnack. Ambassadors representing the Citadel Council arrive on the planet and attempt to open diplomatic contact. After the ambassadors are killed by the predatory yahg, the Council ceases all contact with the yahg and declares Parnack off-limits.

Not long after the yahg are discovered, one yahg is captured for the Shadow Broker to study. With the Broker's assistance, the yahg rapidly ascends within the Broker's organization as "Operative Kechlu". Eventually, the Broker becomes wary of "Operative Kechlu" and attempts to have him terminated, but the order is sent too late. The yahg assumes the mantle of the Shadow Broker and directs the organization for the next sixty years.

2148 CE: Humanity Discovers Mass Effect Physics

Humanity discovers a small cache of highly advanced Prothean technology hidden deep beneath the surface of Mars on the south polar region of Promethei Planum. Building on the remnants of this long extinct race, humans quickly explore the science of mass effect fields, leading to the development of faster than light travel and beginning detailed exploration of the Sol system.

2149 CE

Following information from the translated data cache on Mars, humans discover that Charon, Pluto's moon, is actually a massive piece of dormant Prothean technology, a mass relay, encased in ice. Once activated, Jon Grissom leads the first team of explorers through the relay, which instantaneously transports them to another relay in Arcturus, 36 light-years away. The explorers discover that the mass relays are part of a vast network, making travel across the galaxy possible.

The Systems Alliance charter is signed by the eighteen largest nations on Earth. The Alliance soon becomes the military and exploratory spearhead of humanity.

2150 CE

The Systems Alliance begins the first surveys for colonization prospects outside the Sol System. One of these surveys discovers the planet Terra Nova.

2151 CE

To defend its expanding territory, humanity begins constructing a massive military fleet and space station at Arcturus, the nexus of several key mass relays, even though they have yet to encounter another intelligent spacefaring race.

2152 CE

The Delta Pavonis Foundation, a major consortium based on Earth, begins settlement of humanity's first extra-solar colony world, the planet Demeter. Later that year, additional colonies are founded on Eden Prime and Terra Nova.

Council Era - Advent of Humanity (2157 CE - 2183 CE)

2157 CE: The First Contact War

Humanity makes violent first contact with another spacefaring race: the turians. The turians observe human explorers attempting to activate a dormant mass relay, a practice forbidden by galactic law after the Rachni Wars, and attack. Over the next three months, a brief but tense conflict known by humans as the First Contact War and by turians as the Relay 314 Incident ensues.

The First Contact War culminates in the turian siege and occupation of Shanxi, the first human world to fall to an alien race. Admiral Kastanie Drescher leads the Second Fleet in battle against Shanxi's occupiers one month later, catching the turians by surprise and evicting them from the planet.

The turians prepare for a full-scale war against humanity, but this draws the attention of the Citadel Council. The Council intervenes before hostilities escalate further, revealing the existence of the greater galactic community to humanity and brokering a peace between them and the turians.

An anonymous extranet manifesto is published following the end of the First Contact War. The manifesto calls for an army, a "Cerberus", to be established to defend humanity against inevitable alien attacks. Derided as "survivalist rhetoric written by an illusive man", the manifesto is quickly forgotten by the media.

2158 CE

Humans learn the potential of biotics. An international effort to track element zero exposures begins. Roughly 10% of recorded exposed children show indications of biotic ability.

2159 CE

The Systems Alliance purchases Gagarin Station for a fraction of its construction cost, and converts the facility into a biotic research and training facility.

2160 CE

The Systems Alliance Parliament is formed.

With the existence of human biotics firmly established, the Biotic Acclimation and Temperance Training (BAaT) program is set up on Gagarin Station to train potential candidates and develop biotic implants.

The biotic drug red sand is first used.

The Blue Suns mercenary group is founded by Zaeed Massani and Vido Santiago in the Skyllian Verge.

2161 CE

Amid concerns over gene therapy and genetic modifications being misused, the Systems Alliance Parliament passes the Sudham-Wolcott Genetic Heritage Act. It imposes sharp restrictions on controversial uses of genetic engineering, but provides government subsidies for beneficial applications.

2163 CE

The Alliance secretly begins illegal AI research at a base on Sidon with Dr. Shu Qian as project leader. Lt.

The first experimental L1 biotic implants are used in humans.

A series of starship drive failures are orchestrated over populated areas on human colony worlds, causing widespread exposures to element zero. This results in a second generation of humans born with biotic potential.

The Leviathan of Dis, a genetically-engineered living starship believed to be nearly a billion years old, is discovered by a batarian survey team on the planet Jartar. The Leviathan disappears under dubious circumstances after a batarian dreadnought passes through the Dis system.

2165 CE

Humanity continues to expand, founding more colonies and establishing trade alliances with many of the other species who recognize the authority of the Citadel Council. In 2165 CE, the Council makes official recognition of humanity's growing power and influence in the galactic community. Humanity is granted an embassy on the Citadel, the political and economic heart of the galaxy. Tensions grow between humans and batarians as they compete for territory in the Skyllian Verge.

Terrorists steal antimatter from the Alliance cruiser SSV Geneva. The sole figure arrested names his sponsor "Cerberus". This is the first such incident of sabotage connected to the Cerberus organization.

2167 CE

L2 biotic implants are first developed and used in humans.

2170 CE

The human colony of Mindoir is attacked by batarian slavers. Many colonists are killed or captured.

Another human colony, Yandoa, suffers catastrophic dust-form element zero exposure to its atmosphere when an Eldfell-Ashland Energy ship explodes in orbit. Many children suffer birth defects; thirty-seven biotic children are born, including Gillian Grayson.

Biotic training for humans is outsourced to the military, selected R&D companies, and renamed divisions of the defunct Conatix Industries.

L3 biotic implants are developed after L2 implants prove to be dangerous.

2171 CE

In protest at the refusal of the Citadel Council to limit human expansion in the Skyllian Verge, the batarians close their embassy, withdraw into their home systems, and effectively become a rogue state.

Cerberus assassinates Pope Clement XVI on Earth via rosary beads coated with toxic substances; his death is attributed to age and heart failure. His successor, Pope Leo XIV, espouses beliefs more in-line with Cerberus' ideals.

2172 CE

On Gagarin Station, "Eliza" becomes the first sapient AI created in the Systems Alliance.

2173 CE

A fly-by over the world of Armeni discovers odd surface protrusions. Upon closer inspection, they are identified as elaborate crypts made by the zeioph, an extinct spacefaring race. Various human universities seek to perform excavation, but Council laws that hold burial sites as sacrosanct prevent this. An ongoing debate over the issue ensues.

Terra Firma is involved in a Nashan Stellar Dynamics kickbacks scandal, forcing Inez Simmons, the current party leader, to resign. Charles Saracino becomes the new party leader after his opponent, Claude Menneau, is assassinated by Cerberus operatives while en route to Shanxi. Publicly, Menneau's disappearance is never explained.

2175 CE

Cerberus covertly contacts Michael Moser Lang, a political dissident on Earth, and provides him with funding to purchase weapons. Cerberus continues to monitor him after contact ends. One year later, Lang assassinates United North American States president Enrique Aguilar and Chinese People's Federation premier Ying Xiong. The resulting political shuffle benefits Cerberus' shell companies and plans for the Systems Alliance Parliament.

2176 CE

Batarian-funded pirates and criminals launch a surprise attack, later known as the Skyllian Blitz, on the human colony of Elysium. The assault is repulsed by the Alliance Navy and ground teams.

The Jon Grissom Academy is commissioned over Elysium, and becomes home to the Alliance's new biotic training program, the Ascension Project.

The Anhur Rebellions, a civil war waged over the practice of slavery, begin on the human and batarian colony world of Anhur and spread throughout the Amun system. Abolitionism supporters hire the Eclipse mercenary group to fight the batarian pro-slavery Na'hesit faction.

Miners at the T-GES Mineral Works facility on Mahavid uncover a Leviathan artifact. The miners are enthralled by the Leviathans for the next ten years and are used to carry out numerous experiments.

The Andromeda Initiative, a privately-funded multi-species endeavor created to explore and colonize the Andromeda Galaxy, is founded.




2178 CE

In retaliation for the Skyllian Blitz, the Alliance launches a major offensive against the moon of Torfan and destroys the criminal bases there, mostly populated by batarians. The threat against human colonies from batarian extremists is curtailed.

The Alliance tracks several pirate FTL exit vectors over a period of six months using covert monitoring devices planted on Theshaca's moons, leading the Alliance Navy to eight major pirate anchorages. Since the "Theshaca Raids", no ships from the Terminus Systems have entered the Hong system.

A lethal airborne virus sweeps through the quarian Migrant Fleet.

The Anhur Rebellions end with the abolitionist forces in power, and the reconstruction of Anhur commences.

2183 CE

Humans and turians collaborate on an engineering project co-sponsored by the Citadel Council: an experimental frigate with a prototype stealth system, the SSV Normandy. David Anderson is given command of the ship, and Commander Shepard is assigned as executive officer.

Mass Effect (2183 CE - 2186 CE)

2183 CE: The Eden Prime War

The events of Mass Effect occur. The human colony of Eden Prime is attacked by the geth, initiating a wider conflict between humans and geth known as the Eden Prime War. After exposing the involvement of rogue Spectre Saren Arterius in the attack, Commander Shepard and the crew of the SSV Normandy pursue Saren in his search for the Conduit, later revealed to be part of a larger plan orchestrated by the Reaper Sovereign to return its kind to the galaxy. While Shepard follows Saren through the legendary Mu Relay to the Conduit, Sovereign and a geth fleet assault the Citadel. Shepard defeats Saren and the Alliance Navy destroys Sovereign, preventing the release of the Reapers.

The events of Mass Effect 2 begin. One month after the Battle of the Citadel, the SSV Normandy is attacked and destroyed by an unidentified assailant, resulting in the death of Commander Shepard. Later, the Systems Alliance officially declares Shepard "killed in action".

L4 biotic implants are developed.

The events of Mass Effect: Redemption occur. Commander Shepard's body is recovered by Blue Suns mercenaries for the Shadow Broker, who has been hired by the Collectors. Cerberus eventually obtains the body with the help of Liara T'Soni and begins work on the Lazarus Project.

2184 CE

The Eden Prime War comes to a close. Although most geth forces in Citadel space were destroyed in the Battle of the Citadel, holdouts yet remain. The Alliance Navy reduces its patrols, relying instead on civilian ships to report any geth activity. Raids are carried out against identified geth outposts, but the conflict is essentially over.

The raloi of the planet Turvess launch their first space telescope and discover the asari cruiser Azedes in their system. The asari make first contact with the raloi, who are formally welcomed into the galactic community the following year.

L5 biotic implants are developed.

2185 CE

The events of Mass Effect 2 continue. Commander Shepard is revived and tasked by the Illusive Man to investigate the mysterious disappearances of entire human colonies in the Terminus Systems. Investigation of the attacked colony of Freedom's Progress reveals the enigmatic Collectors from beyond the Omega 4 Relay to be responsible for the disappearances. After assembling a capable team, Commander Shepard uses a captured Reaper IFF to safely traverse the relay and infiltrate the Collector base. Shepard succeeds in eliminating the Collector threat, saving humanity throughout the galaxy from certain destruction.


March 28: A coalition of the corporations Binary Helix, Sonax Industries, and Guanghui Solutions invades the krogan and vorcha-populated world of Garvug.


April 28: The Vallum Blast annihilates much of the capital city of the turian colony of Taetrus. In retaliation, Taetrian colonial and Turian Hierarchy troops declare war on the separatist group responsible for the attack.


August 11: The Citadel Council makes first contact with a race of virtual aliens who offer advanced technology in exchange for help maintaining the supercomputers that run their civilization.

Liara T'Soni locates the Shadow Broker's concealed base on the planet Hagalaz. The Shadow Broker, exposed as a yahg, is killed. Liara takes control of the Broker's organization, intending to use the Broker's vast information network to aid Shepard's fight against the Reapers.

December 7: Biologists discover the kirik, an insect-like species with biotic capabilities, on the arid world of Ekram. After the kirik exhibit signs of intelligence, experts and officials debate whether or not the kirik should be uplifted.

The Andromeda Initiative begins its journey to the Andromeda galaxy, with the first wave, made up of the Nexus, Ark Hyperion, Ark Leusinia, Ark Natanus, and Ark Paarchero, launching into dark space. A second wave comprised of Ark Keelah Si'yah is expected to launch not long after.








2186 CE

January 12: An asari exploration team discovers a lost human colony in the Alpha Centauri system. The Systems Alliance links the colony to the forgotten Manswell Expedition of 2070 and establishes contact with the colonists.


January 23: SSV Budapest, an Alliance cruiser that sparked a diplomatic crisis between the Earth Systems Alliance and the Batarian Hegemony, withdraws from the Bahak system.

The Bahak system is subsequently destroyed following the explosion of its mass relay. An asteroid was sent to the relay in order to delay the Reapers' invasion. Hundreds of thousands of batarians living on Aratoht are obliterated in the blast.

Days after the destruction of Bahak, Councilor Udina publicly denies any Alliance involvement in the affair


September 21: A massive influx of batarian ships in the Exodus Cluster reported by the Alliance News Network. The newcomers claim their home systems are under attack from an as-yet unidentified hostile adversary. Khar'shan is reported to be under bombardment and the Harsa relay blockaded.

Quarian ark Keelah Si'yah launches for the Andromeda galaxy shortly after the batarian planet Camala is invaded.


September 28: Taetrus goes dark, the culprits confirmed to be the same forces behind the attack on the batarians. Primarch Fedorian declares the Turian Hierarchy at war.

The events of Mass Effect 3 begin. Six months after the destruction of the Alpha Relay, the Reapers invade the galaxy through batarian space and attack Earth. Commander Shepard escapes and discovers a Prothean superweapon design on Mars that could end the Reapers' threat once and for all.


October 5: Hierarchy offensive to retake Taetrus reported as failed: four turian fleets dispatched to the Mactare relay, Reaper ships emerge from the Trebia relay in a push toward Palaven. Primarch Fedorian alerts the galaxy to prepare for spotty communications due to destruction of comm buoys during wartime.

The events of Mass Effect 3 continue. To build the Crucible and take back Earth, Commander Shepard and allies embark on a journey to unite the various races in the midst of a galaxy-wide war. During the final confrontation with the Reapers over Earth, the Commander makes a decision that ultimately destroys all reapers throughout the galaxy, but also destroyes all other artificial life and the mass relays in the process.

2206

Present Time

The Eagle Nebula

A cluster located in the Terminus Systems, the Eagle Nebula is a free-for-all colonization and resourcing prospect for multiple species. Humans, batarians, salarians, and hanar (and their drell lackeys) all have sizeable stakes in the cluster. Mercenary factions with known activity in the cluster include the Eclipse, the Blood Pack and to a lesser extent, the Blue Suns.

The Aftermath

The Mercenary Factions

While nearly all of the mercenary factions' ships were sent to the Sol System to fight in the Reaper War at the request of Aria T'Loak, there was still contingents left behind. When the mass relays came down and it became clear they were essentially cut off from the rest of the galaxy, a surge of infighting began wihthin each of the factions and with each other as they struggled to fill the power void. This faction war last for nearly a decade before finally settling down to the occasional skirmish.

Quarians

For any quarians that remained in the Eagle Nebula instead of fighting in the Reaper War with the bulk of the flotilla, they now found themselves lost, cut off both from their newly recovered homeworld of Rannoch and the migrant fleet.

These quarians either continued on in whatever capacity had brought them to the Nebula in the first place, or they joined the new fleet of quarrian ships that had begun to gather in the Nebula since the relays came down. Rumors are even circling that they are working on a ship that will allow them to cross distance to the Perseus Veil.

Everyone else

All of the other races are represented in the Nebula in varying degrees of population. Some colonies have existed before the war ended, some have since gone dark, while others have popped up in new locations as a response to how easily resources can be obtained.

While previous prejudices still exist, the effect of the war and their current situation has softended those somewhat, as everyone now finds themselves on equal footing.


















Systems

Amun

The system's gas giants have mediocre resources while the terrestrial worlds are resource-rich but economically poor due to civil war. The Anhur Rebellions was waged all over Amun, which resulted in the end of slavery throughout the system and the emergence of Eclipse as local heroes for aiding the victors.

Anhur - Third planet orbiting Amun

A garden world with heavy populations of humans and batarians, Anhur was home to one of the ugliest violations of sapient rights in modern human history. A consortium of corporations and corrupt politicians, fearing batarian economic competition due to their custom of legal slavery, passed a resolution that abolished the minimum wage -- effectively relegalizing slavery on a human-dominated world.

Opponents of the motion quickly turned to activism and violence. A civil war erupted, as one side sought to end slavery throughout the system and another, primarily batarian faction called the Na'hesit sought to keep the slaves they had. The Anhur Rebellions raged from 2176 to 2178. The Na'hesit had a significant advantage in ships, labor, and weapons, forcing the Anhur militias to hire mercenary companies to even the odds. In the end, the abolitionists won out, though at the cost of much of their infrastructure. Though Anhur today still has significant natural wealth, it is economically depressed, save for the reconstruction industry.

Bast - Fifth planet orbiting Amun

A small hydrogen-nitrogen gas giant, Bast and its moons served as the Eclipse mercenary company's fallback position after their defeat on Neith. Once they had gathered their strength they leaked a false position to the Na'hesit consortium to lure them into a trap, which devolved into a pitched battle. Both sides claimed victory. Na'hesit lost more ships but could afford the setback in a way Eclipse could not.

Neith - Fourth planet orbiting Amun

Cold and dry, Neith has a thin nitrogen atmosphere and vast salt flats at its equator, which is warm enough for liquid water to pool during the summer period. The revealed salt is collected and sold to sodium-poor planets for agricultural purposes.

During the Anhur Rebellions, Neith was a staging ground for Eclipse ships, and was the site of their first defeat, when enemy Na'hesit surprised and routed them with a superior force. Some wreckage from the battle can still be found on the planet today.

Sekhmet - First planet orbiting Amun

A hydrogen-helium gas giant believed to have entered Amun's system within the last billion years, Sekhmet was the site of an important battle in the Anhur Rebellions. When the Eclipse mercenary company sought to capture the refueling stations to deny the rebels supplies, a fighter wing hiding in Sekhmet's rings ambushed them. Eclipse suffered heavy initial losses but destroyed two rebel carriers and forced them to retreat into FTL. This was considered the "high water mark" of the rebellion: at no point after the battle of Sekhmet did the rebels have a victory.

Today Sekhmet is home to refueling stations and a small war memorial in orbit at the planet's L5 Lagrange point.

Sobek - Second planet orbiting Amun

Sobek is a hydrogen-nitrogen gas giant believed to be an extrasolar capture. Its low-G moons were the sites of many batarian labor camps during the Anhur Rebellions, generating raw materials for the war. When the slaves were finally liberated by Eclipse the mercenaries found abysmal conditions, including whole camps that lacked mass effect fields to keep the gravity at habitable levels. The widespread bone loss among the slaves was part of their masters' final degradation — it would cripple them if they ever left for a standard-gravity world.

The plight of the slaves soon garnered galactic media attention, and several charities sprang up to pay for their physical therapy and find them gainful employment. Eclipse mercenaries, normally reviled for their cutthroat tactics and criminal employees, found themselves painted as heroes. The mercenary company still retains an office on Sobek's moon Heqet, out of nostalgia as much as a business strategy.

Imir

Imir is a gateway system, and is classified as a G-class star.

The recycling facilities of Korlus drive much of the development in the region, though a seedy reputation does no wonders for its tourism and galactic image. Ships inbound to the system use Quodis as a discharge point, but travel advisories recommend armed escorts from the Korlus Security Fleet due to rampant piracy levels.

Gregas - Fourth planet orbiting Imir

Cold and distant, Gregas is currently 65 percent rock by mass and 35 percent frozen methane and nitrogen ices. In the planet's "summer years" these percentages change as the sun heats its ice and it evaporates into a thin atmosphere. Its calcium-heavy crust has been scouted by countless Korlus surveying teams, most of whom came back empty-handed.

Korlus - Second planet orbiting Imir

"A garbage scow with a climate" was how one Citadel Council member described Korlus at the turn of the century, and ever since then the Korlus Tourist Bureau has been attempting to re-brand their planet. It hasn't worked -- though they have tried calling it "the recycling center of the galaxy," corruption scandals and a staggering murder rate ensure that Korlus' image is permanently stained.

Korlus' biggest business is the recycling of decommissioned or junked spacecraft into their component parts. While the invention of omni-gel has made this process significantly cleaner, it is still a dirty business that chokes Korlus' sky with smog and fills its ports with megatons of scrap. A shady hospitality industry and a scavenger underclass round out the spectacle of urban decay.

Korlus ranks second in murder per capita in the Terminus Systems and first in offworlder murder. Civilian traffic is encouraged to employ security professionals when visiting.

Known as the starcraft cemetery, Korlus was the regional toxic junk yard for centuries. Ships reaching astronautical "near-death" at connecting mass relays were sent to Korlus, stripped of every useful component, then dumped planetward to clear shipping lanes.

Currently Korlus hosts numerous merc factions such as the Blue Suns, rumored to be using downed ship fossils to test advanced munitions. Massive gun batteries threaten anyone attempting planetfall, with minimal defenses against ground attack.

Because ancient volcanism greenhoused the planet, Korlus was too hot and CO2-rich to develop a biosphere, despite the abundant lakes that could have sponsored the development of life.

Now cool enough for protected habitation, but too scorching for anyone but extremophiles and mercenaries seeking secrecy, Korlus supports numerous krogan outposts. The krogan have therefore seeded Korlus with hardy varren, often kept as war hounds. Varren live primarily on a diet of geophagous vermin and each other.

Osalri - First planet orbiting Imir

Osalri (Covus salarian – "fire maiden") is a boiling hot dwarf planet close to the G-class star Imir. Too hot for lucrative exploitation, its only satellites are defunct solar arrays destroyed by pirates long ago.

Quodus - Third planet orbiting Imir

A hydrogen-helium gas giant, Quodis is used by countless spaceships to discharge their drive cores after coming into the system. Commercial vessels restock on their supplies of helium-3 from one of its many orbital platforms.

Malgus

The Blood Pack control Malgus as a vorcha breeding and training ground. Travel advisories strongly recommend against civilian traffic to the system.

Its harsh terrestrial worlds pose little problem to the vorcha and krogan, who only need breathing masks at best while other races require envirosuits. They both rate rich in resources, although Wrill's inhabitants are said to be making only a meager living on tin and copper deposits. The gas giant Uzin is believed to be in an unstable orbit, and may fall into Malgus after a few million years.

Flett - Third planet orbiting Malgus

Uninhabitable by most species, Flett is home to the Blood Pack's vorcha training and breeding grounds. The thick atmosphere is nearly all nitrogen and lacks oxygen, which poses no hazard to the vorcha. Needing little but imports of food and water, vorcha mercenaries and mercenaries-to-be train religiously to overpower and kill whoever the company is at war with this time.

Flett's spaceports are wholly owned subsidiaries of the Blood Pack mercenary company, a corporation undergoing numerous criminal investigations for capital crimes. Civilian traffic to Flett is strongly discouraged.

Uzin - First planet orbiting Malgus

Named for one of many krogan gods of vengeance, Uzin is a gas giant close enough to its orange sun that none of its moons are considered habitable. Its composition is largely hydrogen and methane, with traces of xenon that the krogan collect for use in ion drives. Uzin is well within the "frost line" where gas giants usually do not form, leading astronomers to believe that its orbit used to be further from the star. If so this would indicate a seriously unstable orbit, and the planet may plunge into its star within a few million years.

Wrill - First planet orbiting Malgus

A planet only a vorcha could love, Wrill is notable for its "near miss" climate: punishing heat and a thin toxic methane-ethane atmosphere. Its surface is dotted with krogan and vorcha habitats eking out a meager living off the planet's tin and copper deposits and killing anyone who cuts into their profits.

Krogan can survive in the heat with the use of a breathing mask. All other species require environmental suits to avoid heat exhaustion and burns. Liquid water can be found in large lakes on the surface. This can be used for thermoregulation, but it is not potable without processing.

Large-scale gang warfare is a regular occurrence on Wrill. Civilian traffic is not advised

Relic

Relic's worlds are mostly translated from the original hanar designations for them. The abundance of resources has caused a mining boom: hanar and drell robo-miners compete with krogan and vorcha manual labor, which sometimes spark race riots.

First Land serves as a homebase and discharge station for the numerous hanar and drell miners in the system. Starships often disappear at Preying Mouth while discharging static buildup, leading to travel advisories recommending berthing at First land instead.













Beach Thunder - Seventh planet orbiting Relic

Beach Thunder lives and dies on the price of titanium, the metal being the only reason to come to this frozen rock. A best-selling e-novel, "The Hard Stuff," has popularized the story of the miners on the planet. It follows the hanar and drell robo-miners competing with krogan and vorcha who simply put on environment suits and lase the titanium out more or less by hand. As the novel's promotional screed says, "accidents are frequent, rivalry is fierce, and vengeance served up fast."

First Land - Third planet orbiting Relic

A hydrogen-helium gas giant believed to be an extrasolar capture, First Land is home to many space stations supporting the ubiquitous refueling platforms. A thriving community of drell and hanar make their homes in orbit here, giving the solar system's robo-miners somewhere to go when the 50-hour days and nights are driving them mad.

Fitful Current - Second planet orbiting Relic

Fitful Current was so named because it orbits in retrograde, indicating that it may have been an extrasolar planet that was captured by the Relic System's gravity well. Large for a rock planet, Fitful Current has only traces of hydrogen in its extremely thin atmosphere. Hanar robo-miners have recovered some uranium and thorium deposits from its depths.

Island Wind - Fourth planet orbiting Relic

A large hydrogen-nitrogen gas giant, Island Wind is named for the sweet-smelling land breezes that come off of the archipelagos of Kahje in the evening. As tumultuous as any other Jovian giant, Island Wind has cyclones that span tens of thousands of kilometers.

Murky Water - First planet orbiting Relic

Despite the name, Murky Water has yet to show any signs of having water whatsoever. Its name is a literal translation from the original hanar, who consider murky water a sign of danger. Murky Water has a hazy, crushing atmosphere of carbon dioxide and methane which brings the surface heat to boiling levels. It remains unexploited, its gravity and temperature too high to bother.

Preying Mouth - Sixth planet orbiting Relic

A hydrogen-helium gas giant, Preying Mouth is a ship-killing enigma, the Bermuda Triangle of the Terminus Systems. There are many theories why ships never return from there: undetectable space debris; old disruptor torpedoes and magnetic mines from a long-forgotten war; even miniature black holes. But what is clear is that too many ships have been lost there for it to be happenstance.

Due to the large number of ships lost when attempting to discharge their drive cores in Preying Mouth, the Relic system highly recommends using First Land's complimentary discharge stations instead.

Rough Ride - Fifth planet orbiting Relic

A dwarf planet with a shroud of carbon monoxide and dioxide that keeps it warm, Rough Tide was so named when large veins of platinum and palladium were struck and miners from all over the cluster came in to stake their claims. Hanar police and their drell enforcers clashed with krogan and vorcha in an ugly series of race riots in the late 2170s, and the planet has only grudgingly kept a shaky peace since then.

Strabo

Strabo is composed of a gas giant, a secretive research space station orbiting the gas giant, and an asteroid belt. Its sole gas giant has been charted by the salarians. It has moderate resources.

Antigar - First planet orbiting Strabo

Charted by a salarian mining expedition that went off course due to computer error, Antigar is a hydrogen and helium gas giant with 11 known moons and dusty rings.

Jarrahe Station

There is little public information to be had about this station. It has a salarian name and orbits Antigar at its second Lagrange point. It is not listed in the Alliance directory of helium-3 refueling stations. Since the arrival of the MSV Corsica, the station seems to be abandoned, indicating that something terrible happened.

To Do

  • Flesh out section on ships
  • Seperate career or tables for quarian's? All races?

Credits

Vector Weapon Images - Croc-blanc


Race Images - rome123


Stone Talon Image - KaranaK


All other artwork uncreditied and listed as free to use


Setting Details - Mass Effect Wiki


Ruleset inspired by - Destination Zero