Mass Effect Part Six: Asari

The Asari are a strange and advanced race, often considered the most powerful and respected in the civilised galaxy. They were the first to rediscover FTL after the fall of the Protheans and the first to discover and to inhabit The Citadel.

The Asari are marked by being single-gendered and reproducing via parthenogenesis. Despite this they have a mammilian, feminine appearance and something of a reputation as desirable mates and life-partners to other sentient species – due to their peculiar form of ‘mating’.

Asari live for a millenia and are inherently biotic. This is part of their ability to reproduce, influenced by any sapient species. Their patience and natural empathy makes them natural diplomats and they were instrumental in proposing, founding and implementing the Citadel Council.

Asari are blue to purple in skin complexion normally, though some can be teal and environmental factors can lead others to develop all manner of hues. Some have facial markings, which are unique from individual to individual and can be found in many different patterns.

Asari have no hair, head or body, on their heads – instead – they have semi-flexible crests which can move – a little – to supplement their expression and body language. Their cross-species attraction is in part due to sharing traits with so many other sapient species but may also be due to their biotic abilities or neurochemical pheromones.

Asari don’t reproduce sexually per se, rather they find a mate – of any gender or species – and bring their neurological systems into synch with them. The Asari provides both sets of genes to their offspring but alters one half according to the desirable traits they recieve/perceive from their chosen mate.

Non-Asari mates are preferred to increase Asari diversity, ‘pure blood’ is considered to be an insult as Asari/Asari matings are thought undesirable.

Asari pass through three life stages.

  • Maiden: Analagous to an extended puberty, driven by a desire to explore and gather experience.
  • Matron: Around age 350 a desire to settle and raise children.
  • Matriarch: Around age 700, marked by a desire to teach and guide.

Asari Statistics
After purchasing statistics alter Asari stats according to the following:
AGI +1, APP +1, BLD -1, FIT -1, INF +1
All Asari have the potential to develop biotic talent, but not all choose to do so.

Mass Effect Part Five: Krogan

The Krogan are a race of bulky, reptillian humanoids with a passing resemblance to Terran tortoises – though they are anything but slow. Their homeworld, Tuchanka, is a radioactive wasteland due to the Krogan’s history of atomic warfare a full four thousand years ago, but still not overcome.

The Krogan were reduced to a primitive, tribal state until the Salarian’s discovered them during their explorations. The Salarian’s helped lift them back up to – and beyond – their original technical prowess and gave them access to more resources and space to expand. The Krogan repaid this generosity with ferocious warfare on the behalf of the Council races against the Rachni who, otherwise, might have overwhelmed galactic civilisation.

Ironically the Krogan in term became a threat as their adaptation to the harsh environment and constant warfare on Tuchunka had left them with a fast breeding and maturation rate and a bottomless lust for territory and power. The Krogan rebelled and a new, bloody war took place, something that leads to tension between the Krogan and the Turians to this day.

This threat was struck a blow by a genetically engineered disease, the Genophage, which caused near-sterilisation of the Krogan, reducing their successful birth rate to ‘sustainable’ levels. The Krogan are a dying race despite the aim of the Genophage, leaving their homeworld in droves to fight as mercenaries, bandits and pirates to try and earn their place and attract the attention of the more fertile females.

The Krogan are evolved to survive. Despite their aggression and their omnivorous diet – with a particular love for fish – they resemble prey species. Wide set eyes give them good peripheral vision and they are covered with natural armour plating and leathery skin.

Massive shoulder humps store fluids and nutrients against future shortages and the Krogan can survive extended periods without needing food or water. A larger hump is indicative of social standing and a healthy and stocked up Krogan can go a month without the need to eat.

As well as their natural armour the Krogan are highly resistant to poison, radiation and extremes of heat and cold. They can eat and drink things that would harm or even kill other species, rancid, rotton or toxic. Krogan have redundant biology, two hearts, four lungs and four testicles. They also have a whole back-up nervous system, making them all but impossible to paralyse or knock out. Krogan live for centuries and unless they die in battle can live for well over a thousand years.

Krogan stand seven feet tall on average and in their armour can weight a ton or more. Biotic development is rare but honed to a high degree of power when present.

Krogan Clans

Drau, Forsan, Ganar, Gatatog, Hailot, Jorgal, Jurdon, Nakmor, Quash, Raik, Ravanor, Urdnot, Weyrloc.

Krogan Stats

After buying statistics modify them as follows:
AGI -1, BLD +2, CRE -1, FIT +2, INF -1, KNO -1, PER -1

After buying skills modify them as follows:
Notice +1

  • Krogan have a natural armour of 10, before adding any more armour.
  • Krogan regenerate health but cannot regrow scars or missing limbs.
  • Krogan Health tests to be knocked out are unmodified.
  • Krogan are considered to have constant medical aid even when they are not recieving it.
  • With medical aid Krogan heal Flesh Wounds in one day, Deep wounds in one week.