Hey guys its been a while since i have been on the boards lost my original information and life got in the way. Anyways i though i would harken my return with my WIP of Mass Effect True 20. Please let me know what you think.
So far i have all the player races ready to go still working out the roles, biotic and tech powers (tech might be feat based) and some new feats.
So here is what i got so far.
Asari
The asari were the first species to discover the Citadel. When the salarians arrived, it was the asari who proposed the establishment of the Citadel Council to maintain peace throughout the galaxy. Since then, the asari have served as the mediators and centrists of the councils.
An all-female race, the asari reproduce through a form of parthenogenesis. Each asari can attune her nervous system to a that of another individual of any gender, and of any species, to reproduce. This capability has led to unseemly and inaccurate rumors about asari promiscuity.
Asari can live for over 1000 years, passing through three stages of life. In the Maiden stage, they wander restlessly, seeking new knowledge and experience. When the Matron stage begins, they 'meld' with interesting partners to produce their offspring. This ends when they reach the Matriarch stage, where they assume the roles of leaders and councilors.
Racial Abilities: +1 Cha +1 Wis -1 Str -1 Con
Bonus Feats: Attractive, Talented (Bluff, Sense Motive)
Bonus Power: Mind Touch
Favored Power: Mind Touch (Treat total level as adept level for this power)
Krogan
The krogan evolved in a hostile and vicious environment. Until the invention of gunpowder weapon, 'eaten by predators' was still the number one cause of krogan fatalities. Afterwards, it was 'death by gunshot'.
When the salarians discovered them, the krogan were a brutal, primitive species struggling to survive a self-inflicted nuclear winter. The salarians culturally uplifted them, teaching them to use and build modern technology so they could serve as soldiers in the Rachni War.
Liberated from the harsh conditions from their homeworld, the quick-breeding krogan experienced an
unprecedented population explosion. They began to colonize nearby worlds, even though these worlds were already inhabited. The Krogan Rebellions lasted nearly a century, only ending when the turians unleashed the genophage, a salarian-developed bioweapon that crushed all krogan resistance.
The genophage makes only one in 1000 pregnancies viable, and today the krogan are a slowly dying breed. Understandably, the krogan harbor a grudge against all other species, specially the turians.
Racial Abilities: +1 Con +1 Str -1 Cha -1Int
Bonus Feats: Endurance, Tough,
Favored Feats : All Out Attack, Rage
Quarians
Driven from their home system by the geth nearly three centuries ago, most quarians now live aboard the Migrant Fleet, a flotilla of fifty thousand vessels ranging in size from passenger shuttles to mobile space stations.
Home to 17 million quarians, the flotilla understandably has scarce resources. Because of this, each quarian must go on a rite of passage known as the Pilgrimage when they come of age. They leave the fleet and only return once they have found something of value they can bring back to their people.
Other species often tend to look down on the quarians for creating the geth and for the negative impact their fleet has when it enters a system. This has led to may myths and rumors about the quarians, including the belief that under their cloths and breathing masks, they are actually cybernetic creatures: a combination of organic and synthetic parts.
Racial Abilities: +1 Int -1 Con
Eviro-Suit Dependent: Quarians require an environmental suit to survive outside the Migrant Fleet. A Quarian Environmental Suit is the equivilent of a Light Combat Hard-Suit. They receive this free at 1st level.
Bonus Feat: Armor Training, Talented (Craft, Kn: Technology)
Favored Feats: Jack of all Trades, Improvised Tools
Salarians
The second species to join the Citadel, the salarians are warm-blooded amphibians with a hyperactive metabolism. Salarians think fast, talk fast, and move fast. To salarians, other species seem sluggish and dullwitted. Unfortunately, their metabolic speed leaves them with a relatively short lifespan, salarians over the age of 40 are a rarity.
The salarians were responsible for advancing the development of the primitive krogan species to use as soldiers during the Rachni Wars. They were also behind the creation of the genophage bioweapon the turians used to quell the Krogan Rebellions several centuries later.
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 then they let on.
Racial Abilities: +1 Dex +1 Int -1 Con -1 Str
Bonus Feats : Lightning Reflexes, Skill Focus (Any Technical)
Favored Feats: Assesment, Skill Mastery
TURIAN
Roughly 1200 years ago, the turians were invited to join the Citadel Council to fulfill the role of galactic peacekeeper. The turians have the largest fleet in Citadel space, and they make up the single largest portion of the Council's military forces.
As their territory and influence has spread, the turians have come to rely on the salarians for military intelligence and the asari for diplomacy. Despite a somewhat colonia lattitude towards the rest of the galaxy, the ruling Hierarchy understands they would lose more than they would gain if the other two races were ever removed.
Turians come from an autocratic society that values discipline and possesses a strong sense of
personal and collective honor. There is lingering animosity between turians and humans over the First Contact War of 2157, which is known as the "Relay 314 Incident" to the turians. Officially, however, the two species are allies and they enjoy civil, if cool, diplomatic relations.
Racial Abilities: +1 Wis -1Cha
Bonus Feats: Dedicated, Iron Will
Bonus Skill: any
Drell
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. Many of their more reptilian features are concealed, however one unique characteristic is the hyoid bone in their throats, which allows them to inflate their throats and produce vocal sounds outside of the human range. They also have two sets of eyelids, like crocodiles. Drell possess the ability to shed tears.
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. Thane Krios, for example, remembers every assassination he has ever performed and can describe them in flawless detail, and says he prefers to spend a lonely night with the perfect memory of another. This process can be involuntary.
Racial Abilities: +1 dex -1 Int -1 Con (In humid environments)
Bonus Feats: Eidetic Memory, Dedicated
Bonus Skills: Acrobatics, Survival
