Blood Pack Trooper Mercenary

Blood Pack Troopers are vorcha who have been forced into service by the Blood Pack and are literally beaten into soldiers by their krogan commanders. They are the most commonly encountered soldiers of the Blood Pack, and considered to be cannon fodder by their fellow krogan.

Blood Pack Troopers Level 6 Minion (Skirmisher)

Medium natural humanoid     XP 63

Initiative +3     Senses Perception +9
Regeneration 5 (if the vorcha takes acid or fire damage, regeneration does not function until the end of its next turn)

HP 1; a missed attack never damages a minion.

AC 20; Fortitude 18, Reflex 18, Will 16

Speed 6

Weapon Bash (standard; at-will) • Weapon

Reach 1; +11 vs. AC; 1d10 + 4 damage.

M-3 Predator or M-23 Katana or M-8 Avenger (standard; at-will) • Weapon

Ranged 12/24 or 3/6 or 21/42; +11 vs. AC; 1d10 + 4 damage.

Fortification (minor; recharge 5,6) •


Gain +3 AC until the end of their next turn.

Alignment Chaotic Evil     Languages Vorcha, Common

Skills Endurance +10, Perception +9

Str 16 (+3) Dex 16 (+3)  Con 15 (+2)  Int 11 (+0) Wis 12 (+1)  Cha 10 (+0)

Equipment M-3 Predator pistol, M-23 Katana shotgun, M-8 Avenger assault rifle, thermal clips (10)


Blood Pack Trooper Tactics

Troopers are generally unpredictable and will react differently and in unexpected (often tactically unsound) ways. They will utilize cover well and will sometimes close in a player no matter what their armament, while a shotgun armed vorcha may keep its distance. They may forgo cover to strafe and fire in a manner similar to salarian Eclipse Troopers, or simply stand in the open and fire.



Blood Pack Warriors

Blood Pack Warriors are the elite troops fielded by the Blood Pack mercenary organization. Warriors are exclusively krogan and act as officers and overseers to the more numerous vorcha. Blood Pack Warriors are rarely encountered without vorcha supporting them. They also accompany Blood Pack commanders.

Blood Pack Warrior Level 6 Soldier

Large natural humanoid                XP 250
Initiative +3     Senses Perception +9
Regeneration 10 (if the krogan takes acid or fire damage, regeneration does not function until the end of its next turn)
HP 71; Bloodied 35
AC 22; Fortitude 18, Reflex 18, Will 16
Speed 8
Beserker Charge (standard; at-will) • Weapon
Reach 1; +13 vs. AC; 1d10 + 4 damage.
M-27 Scimitar Shotgun (standard; at-will) • Weapon
Ranged 3/6; +13 vs. AC; 1d10 + 4 damage.
Carnage (standard; recharge 5,6 ) • Weapon

Ranged 3/6; +11 vs. Ref; 3d8 + 4 damage.
Alignment Chaotic Evil     Languages Krogan, Common

Skills Endurance +10, Perception +9
Str 16 (+3) Dex 16 (+3) Wis 12 (+1) Con 15 (+2) Int 11 (+0) Cha 10 (+0)
Equipment M-27 Scimitar, land warrior armour (+6 AC), thermal clips (10), incendiary rounds (200)

Blood Pack Warrior Tactics
Warriors specialize at close quarters combat, it is vital that they not be allowed to close with the squad as they can quickly kill a player with their shotgun or krogan charge causing massive damage. Warriors can advance very quickly and will constantly fire at a target as they advance. They also periodically fire Carnage blasts.
If enemies seem particularly difficult they load incendiary rounds (load minor).


Powerful and strong reptilian warriors who are hard to kill.

Krogan Species of Mass Effect

Average Height: 7’2″-7’8″
Average Weight: 840-900 lb.
Ability Scores: +2 Strength, +2 Constitution
Size:  Medium
Speed: 6 squares
Vision: Normal
Languages: Krogan, Common.
Skill Bonuses: +2 Perception, +2 Intimidate
Fast Healing:  You have fast healing 5 (if you take acid or fire damage, fast healing does not function until the end of your next turn).
Secondary Systems:  You receive a +5 to saves against daze or stunning effects.
Krogan Charge: You can use krogan charge as an at-will power.

Krogan Charge      Krogan Racial Power

Your charge hits with devastating force.
At-Will • Racial
Minor Action Personal
Special:  You must use the charge action in combat before you can use this power.
Effect: When you make a melee basic attack or bull rush during a charge action you add your Strength modifier in bonus damage to the attack.
Level 11:  You add your Strength modifier +2 damage.
Level 21:  You add your Strength modifier +4 damage.

The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately, as krogan society became more technologically advanced so did their weaponry.
Four thousand years ago, at the dawn of the krogan nuclear age, battles to claim the small pockets of territory capable of sustaining life escalated into full scale global war. Weapons of mass destruction were unleashed, transforming Tuchanka into a radioactive wasteland. The krogan were reduced to primitive warring clans struggling to survive a nuclear winter of their own creation, a state that continued until they were discovered by the salarians two thousand years later.

With the help of the salarians, the krogan were “uplifted” into galactic society, and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). Ironically, after the rachni were eradicated, the rapidly-expanding krogan became a threat to the galaxy in turn, starting the Krogan Rebellions and forcing the turians to unleash the genophage. This genetic “infection” dramatically reduced fertility in krogan females, causing a severe drop in births and, ultimately, population, eliminating the krogan numerical advantage.


Play a krogan if you want . . .
• to be tougher and stronger than nearly anyone else.
• to be able to survive in situations that would kill most other characters.
• to be a member of a race that favours the soldier, warlord and vanguard classes.


Physical Qualities


Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the krogan. Unlike most species on the Citadel, krogan eyes are wide-set – on Earth this is distinctive of prey animals, but in this case it gives the krogan 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Prior to the genophage, krogan could reproduce and mature at an astonishing rate.

Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. A bigger shoulder hump is seen as a sign of high status, showing how successful an individual krogan is at hunting. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Consequently their diets can include food and drink which would prove very dangerous to other species—a fact reflected in the krogan liquor of choice, ryncol, which “hits aliens like ground glass”. Younger krogan have yellow or green markings on their hides. These markings darken to brown or tan over time, showing their age.

Krogan typically stand over 7 feet and weigh roughly one ton in armor. Biotic individuals are rare, though those who do possess the talent typically have strong abilities. The most amazing physiological feature of krogan biology is the multiple instances of major organs. These secondary (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. They have, for example, two hearts, four lungs, and most notably four testicles. This reflects in their slang, where they often speak about a “quad” where a human would use the words “balls” or “pair”. Krogan also have a secondary nervous system using a neuroconductive fluid, meaning they are almost impossible to paralyze. Krogan bleed a yellow or orange fluid when shot, which may be this fluid or actual blood.

Having redundant systems makes krogan difficult to kill or incapacitate in normal combat scenarios. Sheer physical hardiness means an individual krogan can expect to live for centuries. Krogan can live for well over a thousand years, as evidenced by Warlord Okeer, a veteran of the Krogan Rebellions who died (of decidedly unnatural causes) well over a thousand years after the Rebellions ended.

Playing a Krogan
Krogan Characteristics: Strong, tough, brutish, fearsome, intimidating, deadly, ruthless, die hard, warlike, aggressive, unstoppable.
Names: Droyas, Gatatog Uvenk, Grunt, Nax, Okeer, Patriarch, Shaman, Skarr, Urdnot Wreav, Urdnot Wrex, Weyrloc, Garvug, Wrill, Krill.
Krogan Adventurers
Three sample krogan adventurers are described below.

Droyas is a krogan soldier who left Tuchanka in search of answers to his existence and the survival of his race.  In combat he is a fearsome enemy – he uses his shotgun and krogan charge to close and then smash foes into the ground.  His allies know him to be a proud and fearless warrior who can cow even the most hardened non-krogan mercenary.

Nax is a krogan warlord who commands his own band of mercenaries on raids on pirates and other scum of the universe.  Nax is thoughtful and calculating in battle, commanding his forces to be as efficient as possible.


Wrex is a krogan vanguard who travels the universe as a bounty hunter.  With his fearsome command of biotic powers, krogan charge and biotic charge he strikes enemies like a lightning bolt, sending them reeling before they even know he’s there.  A shotgun blast usually ends most fights.  Wrex’ allies consider him to be a ruthless yet honourable krogan all the same and trust him to watch their backs.


Tenacious Singularity Adept Biotic Power Mass Effect


Tenacious Singularity     Adept Attack 15

You create a particularly powerful mass effect singularity.  Its fields reach out and drag enemies towards it.
Daily • Psionic, Psychic, Teleportation, Weapon, Zone
Standard Action Area burst 1 within weapon range
Effect:  The burst creates a zone that lasts until the end of the encounter or until you dismiss it as a minor action.  Until the zone ends, you can make the following attack, using a square within the zone as the origin square.
Opportunity Action Close burst 1
Trigger:  A creature starts its turn within the zone.
Target:  The triggering creature in burst
Attack:  Wisdom vs. Will
Hit:  5 psychic damage and the target is dazed until the start of its next turn.  If the target leaves the zone before the end of its turn, you can use a free action to teleport the target to a square within the zone.



Proud, militaristic and disciplined warriors.

Turian Species of the Mass Effect Universe

Average Height: 5’9″ – 6’3″
Average Weight: 130-170 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size:  Medium
Speed: 6 squares
Vision: Low-light vision
Languages: Turian, one other language.
Skill Bonuses: +2 History, +2 Perception
Radiation Exoskeleton:  Resist 5 necrotic.
Raptor Talons:  You have a natural claw attack that can take the place of unarmed attacks.  You are considered armed.  This claw attack has a proficiency bonus of +2 and does 1d4 slashing damage.  
Turian Storm: You can use turian storm as an encounter power.

Turian Storm      Turian Racial Power

Your hollow bones and predator build let your run quickly to engage the enemy.
Encounter • Racial
Minor Action Personal
Effect: Your speed increases by 2 squares until the end of your next turn.
Level 11:  Your speed increases by 4 squares.
Level 21:  Your speed increases by 6 squares.

Known for their militaristic and disciplined culture, the turians are the most recent of the Citadel races invited to join the Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions. The turians deployed a salarian-created biological weapon called the genophage, which virtually sterilised the krogan and sent them into a decline. The turians then filled the peacekeeping niche left by the once-cooperative krogan, and eventually gained a Council seat in recognition of their efforts.


Originally from the planet Palaven, turians are best known for their military role, particularly their contributions of soldiers and starships to the Citadel Fleet. They are respected for their public service ethic—it was the turians who first proposed creating C-Sec—but are sometimes seen as imperialist or rigid by other races. There is some animosity between turians and humans, largely due to the turian role in the First Contact War. This bitterness is slowly beginning to heal—as shown by the cooperation of the two races on the construction of the SSV Normandy—but many turians still hate humans, and vice versa.


Play a turian if you want . . .
• to be a hero who is an expert sniper and marksman.
• to be a warrior who is disciplined and fearless in battle.
• to play a race that favours the soldier, warlord and infiltrator classes.
Physical Qualities


Turians typically stand over six feet tall, have two long, proportionately thick fingers and an opposable thumb on each hand, each tipped with talons, and a set of mandibles around their mouths. The most distinguishing feature of turians is their metallic carapace, which is a result of their evolution. Turian features are avian, making them resemble humanoid birds or raptors, however unlike most Earth avian creatures, turians are viviparous and give birth to live young.


In 2165, David Anderson claimed that turians reminded him of the evolutionary link between birds and dinosaurs. Turians are also recognisable by their voices, which have a distinctive flanging effect. Males and females do not differ greatly in physical appearance, but female turians lack the crest of horns found in the males of the race. In addition, the lifespan of a turian is comparable to that of a human.

Since the Unification War, turians normally wear elaborate facial tattoos marking their colony of origin, though it is not known which markings distinguish which colony. These tattoos are usually white — particularly on turians with darker carapaces — but can be of various colours. Garrus Vakarian’s markings, for example, are dark blue. As a point of interest, the turian term “barefaced” refers to one who is beguiling or not to be trusted. It is also a slang term for politicians.

Turians exhibit the characteristics of predators rather than those of prey species (compare to krogan biology). Their forward-facing alert eyes give the impression that they possess outstanding eyesight and their teeth and jaws mimic the structures possessed by apex predators such as crocodiles or ancient, carnivorous dinosaurs. Needless to say, their talons on both their feet and hands seem capable of ripping flesh. Their slender bodies also seem to suggest that they are also capable of moving at high speeds.

The turian homeworld, Palaven, has a metal-poor core, generating a weak magnetic field and allowing more solar radiation into the atmosphere. To deal with this, most forms of life on Palaven evolved some form of metallic “exoskeleton” to protect themselves. Their reflective plate-like skin makes turians less susceptible to long-term, low-level radiation exposure, but they do not possess any sort of “natural armor”. A turian’s thick skin does not stop projectiles and directed energy bolts. Turian blood has a dark blue colouration, possibly from the presence of hemocyanin rather than hemoglobin, which would fit with the biology of a metallic exoskeleton.

Although life on Palaven is carbon-based and oxygen-breathing, it is built on dextro-amino acids. This places the turians in a distinct minority on the galactic stage; the quarians are the only other sapient dextro-protein race. The food of humans, asari, or salarians (who evolved in levo-amino acid-based biospheres), will at best pass through turian systems without providing any nutrition. At worst, it will trigger an allergic reaction that can be fatal if not immediately treated. The turian mechanic Lilihierax on Noveria uses the idiom, “if you can polish enough gizzard”. This suggests that the turians have a digestive system similar to birds and reptiles on Earth, some of whom swallow stones to help break down harder foods in the stomach.

Playing a Turian
Turian Characteristics: Proud, warlike, public spirited, disciplined, militaristic, law abiding, keen, fast, skilled.
Names: Tonn Actus, Saren Arterius, Chellick, Nihlus Kryik, Kuril, Lilihierax, Mehrkuri, Illo Nazario, Septimus Oraka, Orinia, Pallin, Lorik Qui’in, Lantar Sidonis, Joram Talid, Garrus Vakarian, Vyrnnus.
Turian Adventurers
Three sample turian adventurers are described below.

Pallin Talid is a turian soldier who begin his career in the military and has fought against pirates and mercenaries.  He travels the galaxy looking for new battles and challenges to test his skills.  Pallin’s companions know him to be loyal and dependable on or off the battlefield.  In combat, Pallin is a master of keeping enemies at bay with the assault rifle or laying waste from a distance as a keen eyed sniper.

Chellick is a turian infiltrator who is a veteran of numerous skirmishes as a turian security officer.  He is skilled with the pistol and the sniper rifle and has seen action in tactical urban warfare.  Chellick travels the galaxy looking for threats to the turian species and specializes in acts of espionage.  His companions know him to be reserved and disciplined – cool under pressure.

Saren is a turian warlord and an officer of the military.  He works to protect turian interests and colonies with his battle frigate – the Palaven Eagle.  The crew knows Saren is a tactical genius in ship or unit combat, leading men to victory against enemy forces with greater numbers.  In person Saren is reserved yet keen – he asks questions to gain insights about everything and everyone that could matter.


Red Sand Addiction                  Level 9 Disease

Non-biotics gain a taste of biotic power, when the power goes they feel empty inside.
Attack: +12 vs. Fortitude
Endurance improve DC 26, maintain DC 22, worsen DC 21 or lower

Condition Track

The target is cured!

Initial Effect You lose a healing surge until the disease is cured.
The target’s teeth and skin take on a red tint.  The target loses 2 Charisma until the disease is cured.  You gain an adept at-will power (up to your level) as a daily power. You can change the power after an extended rest.

Final State Your vision becomes tinted red.  You suffer a -2 to attack rolls.  You gain an adept at-will power (up to your level) as an encounter power. You can change the power after an extended rest.  This power replaces the power from the initial effect.

Special:  Asari and batarians are immune to this disease and do not gain anything from the use of red sand.




Quick thinking, sly and smart amphibians that talk and move fast.

Salarian Species

Average Height: 5’4″ – 6’0″
Average Weight: 130-170 lb.
Ability Scores: +2 Intelligence, +2 Wisdom
Size:  Medium
Speed: 6 squares
Vision: Normal
Languages: Salarian and one other language.
Skill Bonuses: +2 to any two chosen skills that use Intelligence or Wisdom.
Hyperactive Metabolism:  Salarians can take an extended rest that requires only one hour instead of six hours.
Fast Reaction:  +2 to initiative checks.  
Quick Innovator: Once per encounter you can use either keen insight or the logical insight power.

Keen Insight      Salarian Racial Power

Your past and current observations yield a new piece of information.
Encounter • Racial
Minor Action Personal
Effect: When you make a Wisdom based skill check you can make a re-roll and take the better result.

Logical Insight      Salarian Racial Power

Your analysis results in a new discovery or solution that no one else has thought of.
Encounter • Racial
Minor Action Personal
Effect: When you make an Intelligence based skill check you can make a re-roll and take the better result.



The second species to join the Citadel, the salarians are warm-blooded amphibians native to the planet Sur’Kesh. Salarians possess a hyperactive metabolism; they think fast, talk fast, and move fast. To salarians, other species seem sluggish and dull-witted, especially the elcor. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; salarians over the age of 40 are a rarity.


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 than they are letting on.


Play a salarian if you want . . .
• to play a hero who is great at building or modifying weapons, armour and equipment.
• to play a hero who is a master of spying, hacking and secret stealing.
• to be a member of a race that favours the sentinel, infiltrator and engineer classes.
Physical Qualities

The salarians are a bipedal race of amphibians, with tall, elongated bodies suited for their high metabolism. Their heads are long and thin, and have a pair of horns protruding from the top of their skulls. Salarian skin varies in color, but is mostly a shade of blue or grey. However, this does not apply to all salarians, as some are brightly colored, ranging from light red to green.

Salarian eyes are large, oval and have thin membranes in place of eyelids. Salarians blink upwards, rather than downwards as humans do. The pupils are a wide slit, oriented horizontally, and iris colours – while normally not visible – include green, purple and brown.

Salarians are noted for their high speed metabolism, which allows them to function on just one hour of sleep a day. Their minds and bodies work faster than most sapient races, making them seem restless or hyperactive. The drawback of this active metabolism is a short lifespan of around 40 human years.

The salarians are amphibian haplo-diploid egg-layers; unfertilized eggs produce males and fertilized eggs produce females. Once a year, a salarian female will lay a clutch of dozens of eggs. Social rules prevent all but a fraction from being fertilized. As a result, 90% of the species is male.

Salarians have photographic memories and rarely forget a fact. They also possess a form of psychological ‘imprinting’, tending to defer to those they knew in their youth. Salarian hatching is a solemn ritual in which the clan Dalatrass (matriarch) isolates herself with the eggs. The young salarians psychologically imprint on her and tend to defer to her wishes.

During the hatching of daughters, the Dalatrasses of the mother and father’s clans are present at the imprinting. This ensures the offspring have equal loyalty to both, ensuring the desired dynastic and political unity.

Salarian sex drive and reproduction appear to differ from that of humans, with Mordin Solus claiming that it is not hormone-based. They are, however, attracted to the asari, and one salarian notes that “even humans find the Consort irresistible.”

Salarians have more cartilage in their skeletons than many other Citadel species, such as humans.

Playing a Salarian
Salarian Characteristics: Patient, capable, out-of-the-box thinker, clever, quick-witted, fast reflexes, smart, intelligent, genius.
Names: Anoleis, Chorban, Ish, Jaroth, Kirrahe, Ledra, Maelon, Mordin, Morlan, Palon, Rentola, Saleon, Schells, Tazzik.
Salarian Adventurers
Three sample salarian adventurers are described below.

Rentola is a salarian infiltrator who was trained in the Special Tasks Groups (STG).  Rentola is serious about his work – he travels the galaxy looking for threats to peace and the salarian species, sending back encrypted information at dead drops to his government.  He also works with other adventurers to help complete missions and keep his skills sharp.  Rentola’s friends know him to be capable and sometimes too smart for his own good.

Maelon is a salarian engineer who has always held a fascination with all things electronic.  His friends come to him for help with modifying weapons, armours, shields and equipment.  Maelon is an expert at building and developing new technologies that can help his team win the day.  In combat, Maelon often hangs back to support his allies with omni tech based programs and creations or to launch wide area attacks to disperse foes.

Jirrahe is a salarian sentinel who uses both tech and biotic based powers to turn the tide of battle in his allies favour.  He can take on enemies at the frontline with his tech armour protection or hang back and sling powerful tech based attacks that weaken foes.  In battle Jirrahe’s insights into enemy weaknesses and strengths makes the fight that much easier.



Elegant, diplomatic aliens who wield powerful biotic energies.

Asari Species

Average Height: 5’5″ – 6’1″
Average Weight: 130-180 lb.
Ability Scores: +2 Dexterity or Charisma, +2 Intelligence or Wisdom
Size:  Medium
Speed: 6 squares
Vision: Low-light
Languages:  Common, Asari
Skill Bonuses: +2 Science, +2 History
Asari Education:  You gain training in one additional skill selected from the standard skill list.
Speed of Thought:  When you use your second wind, you can shift 3 squares as a free action.
Guarded Mind:  You have a +2 racial bonus to saving throws against effect that daze, dominate or stun.
Trance:  Rather than sleep, asari enter a meditative state known as trance.  You need to spend 4 hours in this state to gain the same benefits other races get from taking a 6-hour extended rest.  While in a trance you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Biotic Shield:  You have the biotic shield power.

Biotic Shield     Asari Racial Power

You surround yourself with a psionic barrier when confronted with an attack.
Encounter • Racial, Psionic
Immediate Interrupt Personal
Trigger: You are hit by an attack.
Effect: You gain a +2 bonus to all defences until the end of your next turn.

The asari, native to the planet Thessia, are often considered the most powerful and respected sentient species in the known galaxy. This is partly due to the fact the asari were the first race after the Protheans to achieve interstellar flight, and to discover and inhabit the Citadel.

A mono-gender race—distinctly feminine in appearance—the asari are known for their elegance, diplomacy, and biotic talent. Their millennia-long lifespan and unique physiology—allowing them to reproduce with a partner of any gender or species—give them a conservative but convivial attitude toward other races. The asari were instrumental in proposing and founding the Citadel Council, and have been at the heart of galactic society ever since.

Play an asari if you want . . .
• to be graceful and intelligent
• to avoid attacks and stay a step ahead of foes
• to be a member of a race that favours adept, vanguard and sentinel

Physical Qualities
A typical asari individual has a blue to purple complexion; the gas giant Sharblu was named after a famous asari soprano with a distinctive skin tone that resembled the planet’s atmosphere. Some asari can also have a teal complexion, but this seems to be a rarity. Some asari, such as Matriarch Lidanya, Matriarch Benezia, Liara T’Soni, and Tela Vasir have facial markings, which are unique color patterns that vary for every asari. Some of these facial markings are associated with eyebrows by humans, but the asari do not think of the markings as such themselves. In the place of head hair, asari possess wavy folds of sculpted skin; aside from this and their skin tone, aesthetically the asari are the closest alien species to humans.


There is some conflicting information regarding the gender of the asari. Though they resemble females, at least to humans, asari are non-gender specific, with no concept of gender differences. Liara says her species is “mono-gendered—male and female have no real meaning for us,” and, if asked, says that she is “not precisely a woman”. However, in the Codex it is stated that the asari are an all-female race. The Galactic Codex: Essentials Edition 2183 says that “while asari have only one gender, they are not asexual like single-celled life—all asari are sexually female”, and according to Liara they also have maternal instincts. They are innately different from humans for asari can mate with other species.

Asari have a robust cellular regenerative system. While they do not heal faster than other species, asari are known to reach 1000 years of age.

Although asari have one gender, they are not asexual. An asari provides two copies of her own genes to her offspring, which—regardless of the species or sex of the ‘father’—is always an asari. The second set is altered in a unique process called melding, also known as the joining.

During melding, an asari consciously attunes her nervous system to her partner’s, sending and receiving electrical impulses directly through the skin. A common phrase used before melding is “embrace eternity,” presumably to help focus the partner’s mind. Effectively, the asari and her partner briefly become one unified nervous system. This unique means of reproduction is the reason asari are all talented biotics. Their evolved ability to consciously control nerve impulses is very similar to biotic training. The partner can be another asari, or an alien of any gender. However, since the asari began encountering other sentient species, non-asari mates have become preferred for the diversity they provide. This reproductive process can lead to some confusion among non-asari, who might expect offspring with “mixed” genes. However, the offspring is always 100% asari as no DNA is taken from the partner, but is rather used as a “map” to randomize the genes of the offspring.

An asari’s melding ability extends to a mental connection as well, which Liara describes as being the true union between an asari and her partner. It allows the asari to explore her partner’s genetic heritage and pass desirable traits on to any offspring. During mating an asari and her partner share memories, thoughts, and feelings. It is also possible for an asari to meld with another for the sole purpose of transferring thoughts, without reproduction. This technique is used by both Liara and Shiala, with varying success; Liara finds the ordeal extremely intense and debilitating.

Asari pass through three climacteric life stages, marked by biochemical and physiological changes:
  • The Maiden stage begins at birth and is marked by the drive to explore and experience. Most young asari are curious and restless.

  • The Matron stage of life begins around the age of 350, though it can be triggered earlier if the individual melds frequently. This period is marked by a desire to settle in one area and raise children.

  • The Matriarch stage begins around 700 years of age, or later if the individual melds rarely. Matriarchs become active in their community as sages and councilors, dispensing wisdom from centuries of experience. Their knowledge and guidance may be one reason why Matriarchs are rarely seen outside asari space.

However, it should be noted that, each stage can be started whenever an asari feels that she has reached the correct level of maturity. While each stage of life is marked by strong biological tendencies, individuals do make unexpected life choices. For example, there are Maidens who stay close to home rather than explore, Matrons who would rather work than build a family, and Matriarchs who have no interest in community affairs.

Playing an Asari
Asari Characteristics: Aesthetic, free, graceful, insightful, intellectual, logical, thoughtful, otherworldly, patient, perceptive.

Names:  Benezia, Lidanya, Liara, Tela, Wasea, Althea, Meriel, Shiala, Therastra, Vela.

Asari Adventurers
Three sample asari adventurers are described below.


Meriel is an asari adept.  Her biotic powers are focused around telekinetic fury however she is the calm eye of the storm.  To her friends, she is the peaceful counsellor who stands out with her alien beauty.  In the evenings, she is often found meditating.  She often considers her friends to be impatient and impulsive however she loves them still.


Wasea is an asari warlord who once served as the security chief for a powerful matriarch on Thessia.  After she was fired over an argument with the matriarch she left the asari homeworld and vowed to get revenge.  She sees herself heading a fleet of galactic warships to destroy the matriarch and take over her position.


Tela is an asari vanguard and commando.  Using her biotic powers in combat makes her a fearsome warrior and her service is pledged to a wise matriarch on Thessia.  She favours the path of the destroyer and when she is raised to anger her fury can be terrible.  Otherwise Tela is quite a calm asari with a taste in fine art and music, which is much in contrast to her destructive powers.





Massive aliens that stand on four legs, move slowly, are highly durable and possess great strength.

Elcor Species

Average Height: 7’8″ –  8’9″
Average Weight:  540-750 lbs
Ability Scores: +2 Strength, +2 Constitution
Size:  Large
Speed: 5 squares
Vision: Normal
Languages:  Elcor, either Common or Asari
Skill Bonuses:  +2 Endurance, +2 Nature
Quadraped:  Elcor stand on four legs making them hard to beat with combat maneuvers.  Elcor receive a +5 racial defence bonus against attacks that push, pull, slide or grab.
Toughened Hide:  You have the toughened hide power.
Unstoppable Strength:  Elcor’s great strength mean that combat maneuvers they execute are particularly effective.  Elcor receive a +5 racial bonus to bull rush or charge enemies and powers that push, pull or slide using Strength.   Elcor however cannot use any effects that grab enemies.

Toughened Hide     Elcor Racial Power

Your foe’s attacks bounce off your tough hide.
Encounter • Racial
Minor Action Personal
Effect: You gain resist 5 to all damage until the end of your next turn.
Level 11:  Resist 10 to all damage.
Level 21:  Resist 15 to all damage.

Play an elcor if you want . . .
• to be tougher and stronger than nearly any other race.
• to execute combat maneuvers with ease
• to be a member of a race that favours the soldier.

Physical Qualities
Elcor evolved on a high-gravity world, making them slow, but incredibly strong. Their large, heavy bodies are incapable of moving quickly, but they possess a rather imposing stature and immense strength, as well as thick, tough skin. They move using all four limbs to support and balance their massive bodies. Given their method of communication, they likely have highly-attuned olfactory senses.

Elcor speech is heard by most species as a flat, ponderous monotone. Among themselves, scent, extremely slight body movements, and subvocalized infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. Since their subtlety can lead to misunderstandings with other species, the elcor prefix all their dialog with non-elcor with an emotive statement to clarify their tone.

Playing a [Race Name]
Elcor Characteristics: Deliberate, conservative, strong, ponderous, monotone, flat, imposing.

Names:  Calyn, Harrot, Petozi, Xeltan, Orran, Ekuna, Thuna, Wanuro, Dekuuna, Morlyn.

Elcor Adventurers
Three sample elcor adventurers are described below.

Calyn is an elcor soldier who specializes in the use of shoulder and body mounted heavy weapons.  Using his omni-tool neural link and customized controls he can fire as fast as any biped with fingers.  His heavy weapons make most combat encounters a breeze.  Outside of combat, Calyn is a mechanic who repairs star fighters and assault vehicles for the team.

Orran is a rare elcor vanguard who focuses on close combat supremacy and biotic charge.  Thanks to his elcor strength and endurance enemies rarely survive the initial charge attack.  Outside of combat, Orran is hard to read however he makes for an imposing bodyguard to his employers.

Wanuro is an elcor sentinel whose knowledge of both technology and biotics sets him a world apart from his brethren.  His incredible elcor endurance give him an edge when it comes down to weakening enemies in combat, weathering their attacks while team mates have an easy time of taking them out.  Outside of combat, Wanuro is a doctor and healer who tends to the wounded.




Reptilian aliens who are stealthy, attractive and have photographic memory.


Average Height: 5’6″ – 5’9″
Average Weight: 150-185 lb.
Ability Scores: +2 Dexterity or Strength, +2 Charisma or Wisdom
Size:  Medium
Speed: 6 squares
Vision: Normal
Languages:  Common, choice of one other (usually Hanar).
Skill Bonuses:  +2 Stealth, +2 Bluff
Nimble Guard:  You gain a +2 racial bonus to AC against opportunity attacks.
Fearless:  You gain a +5 racial bonus to saving throws against fear.  
Eidetic Memory:   You can use the eidetic memory as an encounter power.
Eidetic Memory     Drell Racial Power

Your photographic memory makes overcoming new yet similar challenges easier.
Encounter • Racial
Immediate Interrupt Personal
Effect:  Whenever you have to make a knowledge related check (i.e. identifying a monster, recalling a piece of lore, etc.) you may roll again and choose the highest roll for the check.

The drell are a reptile-like race that were rescued from their dying homeworld by the hanar following first contact between the two. Since then, the drell have remained loyal to the hanar for their camaraderie and have fit comfortably into galactic civilization.

Play a drell if you want . . .
• to be a stealthy hero or assassin
• to be good at sweet talking or bluffing your way through encounters
• to be a member of a race that favours infiltrator, soldier and vanguard.

Physical Qualities
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.

Playing a Drell
Drell Characteristics: Attractive, dedicated, devoted, fearless, loyal, religious, stealthy, poetic, spiritual.

Male Names: Thane, Feron, Kolyat, Heron.

Female Names: Irikah 

Drell Adventurers
Three sample drell adventurers are described below.

Feron is a skilled infiltrator who works freelance for anyone who can pay his price.  He specializes in ferreting out secrets, hacking computer systems and bluffing his way through tough situations.  To his friends he’s as loyal as they come however and there isn’t anything he wouldn’t do to help them out.

Kolyat is soldier working for the Illuminated Primacy of the hanar.  Since his hanar employers saved his race, Kolyat works to honour the Compact, providing his body as a tool to protect the hanar race.  He has fought in numerous battles to protect hanar interests and their religious devotion.  To friends, Kolyat is a dedicated and religious warrior who can be trusted to get the job done.

Heron is a vanguard who developed his biotic powers while in the womb of his mother.  His family gave him to the hanar as part of the Compact and his training was paid for so that he could serve the Primacy.  A master of biotics that control the battlefield, Heron is more than a match for adepts of other races.