Quarians

QUARIAN

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Three hundred years ago the quarians created the geth, a species of rudimentary AIs, to serve as an efficient source of manual labor. But the geth rebelled against their quarian masters and drove them into exile.
Other species tend to look down on the quarians, seeing them as scavengers and condemning them for unleashing a dangerous synthetic life form on the rest of the galaxy.
Personality: Quarians are creative and inquisitive, but tend to be defensive as they are well aware of how other species view them.
Physical Description: Quarians are generally shorter and of slighter build than humans. Quarian hands consist of a thumb and only two fingers, while their feet have only two large, prominent toes. They dress in a scavenged assortment of materials, hiding their faces behind visors, goggles, or breathing masks. Some believe the Quarians are cybernetic, a blend of machine and biology that can survive for a time in the cold vacuum of space. Others believe the quarians are simply so used to living on their substandard, makeshift ships that they never remove their survival suits.
Homeworld: Rannoch was there home world till 300 years ago. Having no natural world to call home the quarians wander the galaxy in a flotilla of salvaged ships, secondhand vessels, and recycled technology.
Languages: The Quarians speak, read, and write Quarian and Basic.
Example Names: Tali'Zorah nar Rayya; First name + ' + family name + "Nar" (Child of) or "Vas" (Crew of) + name of the ship. Immature quarians are still "Nar" and are identified as a child of the colony or ship. Once a quarian has completed their rite of passage and earned their place on a homeship they use "Vas" instead of "Nar."
Adventurers: When Quarians reach the age of adulthood they are sent on a rite of passage known as the Pilgrimage.
They leave the fleet and only return once they have found something of value they can bring back to their people. Due to this culture based quest many Quarians are predisposed to adventuring.
QUARIAN SPECIES TRAITS
Quarians share the following species traits:
Ability Modifiers: +2 Dexterity, +2 Intelligence, -2 Constitution -2 Charisma. Quarians are quick and bright, but they suffer from weaker constitutions than other species. Due to the fact they rarely meet other races they come off strangely to them.
Medium Size: As medium creatures, Quarians have no special bonuses or penalties due to their size.
Speed: Quarians base speed is 30 Feet.
Sterile Environment: Quarians live aboard sterile starships and thus have developed virtually no natural immune system.
Without a protective suit or sterile environment, a Quarian is subject to disease. As such, Quarians receive a -2 to Fortitude saves to resist disease and poison. Any time a Quarian is exposed to a non-sterile environment it must make a Fortitude save DC 15-25 (determined by the DM depending on the environment). If failed the Quarian takes 2 wound damage and 1d6 Str, Dex,or Con damage, this happens daily and cannot be healed till the illness is treated. Quarians have to make this save every day that the character is not within a sterile environment and can have multiple diseases if more then one save is failed. This attack occurs again each day the disease remains untreated.
Treating the disease requires a successful DC 20 Treat Injury check.
Special Equipment: A basic replacement suit costs 2,000 credits (500 on a Quarian vessel), and a year's supply of filters costs 200 credits (50 on a Quarian vessel). Any time a Quarian receives 30 damage the suit losses integrity and the Quarian must make a save as described above. If a Craft (Armor) or repair check DC 20 is made in-between damage then the damage starts back at 0. This check takes 1 hour. Quarian characters begin play with these items at no cost.
Languages: Basic and Quarian
Pilgrimage: Quarians are rarely seen outside the Flotilla, those who are, are normally seen during a right-of-passage called their Pilgrimage, in which they search for a way to aid the Flotilla. As such, adult quarians receive a +2 bonus to their Gather Information checks.
Tech Affinity: Quarians live and die by their technology, and even created the Geth. As such, the race receives a +2 bonus to each of the following checks:
Craft (TechMine), Disable Device, Craft (Electronics), Repair, and all Knowledge Checks pertaining to the Geth.
Robotics: Quarians have an intimate understanding of technology and synthetic constructs, and as such, may apply precision damage to constructs.
Dextro-Protein Biology: Quarian biology being based on dextro-amino acids, they cannot subsist on the same foods as most other species. Eating or drinking anything not specifically marked as compatible with quarian biology forces the character to make a DC 15 Fortitude save; success means that the food passes through the Quarian's system without incident, while failure causes the character to become nauseated. Failing by 5 or more points means that the character has a severe allergic reaction and is dying.

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