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 ago 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.

Quarians are generally shorter and of slighter build than humans. Quarians have an endoskeleton, lips, teeth, and two eyes with eyelids and tear ducts; they also have three thick fingers on both hands which include a thumb and an index finger, as well as three toes on each foot. Their lower legs are bowed backwards significantly, compared to asari or humans. The most important fact 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.

The Quarians have accepted membership in the United Galactic Alliance.

Special

 * +2 Intelligence, -2 Constitution
 * Mechanical Mastery: +5 to all Knowledge Technology, Repair, and Craft Machine/Electronics skills.
 * Weak Immune System: Character is twice as likely to fall victim to poisons and diseases.
 * Environmental Suit: All quarians, by necessity, dress in highly sophisticated enviro-suits, to protect themselves 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). Enviro-suit stats: + 4 AC, and gives + 2 to Treat Injury on self.

Racial Feats
Jury-Rig: Quarians are adept at making the most out of whatever technology they happen to come across. Always consider the character to have a + 2 circumstancial bonus to Repair and Craft checks.

Take What You Can Get : Your race may not always get what it wants, but you can often find what you need. Character gains a + 3 bonus to spot and search checks.

Synthetics Expert : When dealing with any robotic or cybernetic adversary, the quarian does and additional 1d6 damage due to their extensive knowledge of machinery and hardware.