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Quarians
The quarians are humanoid aliens looked down upon by many species for creating the geth 300 years ago. The geth were supposed to be a rudimentary AI used for manual labor, but they rebelled against the quarians and drove their creators into exile. Now the quarians wander the galaxy in a flotilla of salvaged ships, secondhand vessels and recycled technology. Quarians also dress themselves in these recycled materials.
No one is sure if the quarians are cybernetic or just a blend of machine and biology because they never remove their survival suits. Some believe that is because they are used to living on substandard, makeshift ships. No one has ever been allowed to board a quarian ship; they claim they cannot risk outside contamination. Having lived so long on spacecraft, their immune systems seem to have atrophied. Simple diseases can be lethal.
Racial Edges & Hindrances- Hyper-Anemic: Quarians have lived for so long aboard starships with filtered and re-circulated air that their immune systems have all but completely shut down. All Quarians gain the “Anemic” Hindrance at double strength, suffering a -4 penalty to all rolls to resist sickness, disease, poison, and environmental effects. This weakness has been largely overcome with technology, however: as long as a Quarian wears a specially-made environmental quarantine suit, they do not suffer this penalty. Armor can be worked into the suits as well, but finding a suit of Quarian armor outside of the Flotilla is notoriously difficult, and typically costs more. This does come with a benefit as well, however; unless their suit is somehow compromised, Quarians are immune to airborne toxins and similar dangers.
- Outsider: To many in the galaxy, the Quarians are single-handedly responsible for unleashing one of the greatest horrors that the universe has ever known: the Geth. Because of this, Quarians gain the “Outsider” Hindrance.
- Well-Traveled: Even the youngest Quarian encountered outside of the Flotilla has seen more of the universe than anyone they are likely to meet. Quarians gain +2 to all Common Knowledge rolls.
- Technological Aptitude: Quarians have a long history of skilled technological manipulation. All Quarians begin play with a d6 in Repair.

