Starfinder: Quarian

Chris Van Deelen

Quarian

Racial Traits

Ability Adjustments: -2 Con, +2 Dex, +2 Int

Hit Points: 4

Size and Type: Medium humanoid with the Quarian subtype

Distrust of the Machine: The Quarians created the Geth, and have lived with that mistake ever since. When they are involved in combat against constructs, robots or any clearly non-organic machine, they gain a +2 to hit against such targets.

Natural born engineers: Due to living in ships their entire lives, Quarians are quite technically adept, and as such gain engineering as a class skill and gain a racial bonus of +2 to any engineering check.

Quick reaction: Living in starships possesses hazards of their own. All manner of hazard can end a life before one even knows they are in danger. As such, Quarians gain a +2 circumstance bonus to any saving throw involving environmental hazards (such as explosive decompression, loss of gravity, avoiding a toxic spill and so forth).

Ultraviolet vision: The Quarian possess darkvision 60 ft.

Weak immune system: Quarians suffer a -2 to any fortitude saves when dealing with disease, toxins or similar infections. To make matters worse, every time a track advances, the track advanced by two spots instead of one. Quarians can use any type of armor, as long as it possesses the ability to be fully sealed against the environment. If they ever remove the armor, they must make a Fort save (DC 20) or begin to lose Constitution. This is temporary, but for every 6 hours outside their suit, they must save or lose 1d3 temporary points of Constitution. Once their constitution reaches zero, they will die, and of course their fortitude saves lessen with each loss. They can regain lost constitution by donning their environmental suits and will regain 1 point every 6 hours.

 

Brief History

Quarians are a humanoid race that, through their own actions, is nomads. They are responsible for the creation of the Geth race, robots that ended up achieving sentience, and fought a civil war against their creators.

The Quarian’s lost.

As a result, the Quarian’s were exiled and now live in the migrant fleet, comprised of second-hand vessels, salvaged ships and anything they can get their hands on and use.

The Quarian’s hail from Hailing from the world of Rannoch, and enjoyed advanced technology, which allowed them to create the Geth. Originally the Geth were designed as laborers and soldiers, and had limited intelligence. However, due to networking the Geth, the robotic servants achieved true self-awareness and intellect.

Fear caused the Quarian’s to fight back, ordering the destruction of all Geth units. The Geth fought back, and billions of Quarian’s lost their lives. The survivors took whatever they could fly and left their homeworld, travelling to the stars. Fearing the Geth would follow and attempt to finish the race off, they were shocked to learn that the Geth let them go, feeling that once they had achieved a certain distance from their former homeworld, they were no long a threat to the new artificial race.

For centuries the Quarians have travelled from system to system, harvesting whatever they could for their fleet of ships, while looking for a new homeworld. They do wish to eventually retake their homeworld from the hands of the Geth.

Physiology

Being shorter and slight of build, Quarians still retain a very distinct similarity to humans, with a few notable exceptions. They have three thick fingers and one thumb on both hands, and three toes on their feet for females, while only two for males. Their legs are backwards, similar to that of canines, although they do not have claws. Their facial features and hair make them appear very human, although their eyes can see into the ultraviolet spectrum, giving them excellent night vision. Also, their blood is red, like that of humans.

Thanks to centuries of living in sterile environments, and the loss of their homeworld, Quarian immune systems underwent a mutation and became very weak. As a result, Quarians wear specialized environmental suits to protect them from disease or infection.

Due to the loss of Rannoch, they lost access to the bacteria that originally helped them maintain their immune systems, and this was crucial to the sickening of their race. If they can ever reclaim their world, it is hoped that this weakness will eventually be reversed.

Unlike many of the other humanoid species, the Quarian cannot eat food others enjoy. At best they find it unpalatable; at worse it is toxic and poisonous to them. The reverse is true as well, other races cannot consume Quarian food.  

On their ships, Quarians have ‘clean rooms’, special locations that are carefully filtered and maintained, where they can remove their environmental suits without fear. Other areas such as operation rooms, places to give birth etc. are likewise specially maintained.

When a Quarian wishes to become intimate, they must bolster their immune systems through drugs and other technological means. The greatest gift a Quarian can bestow upon another is the willingness to take such measures and eventually ‘share’ the environment with another. This means they will eventually contract an illness, but strangely enough, their bodies will adapt overtime and they can be together.

Despite having weak immune systems, Quarians are as strong as regular humans, and they tend to be a little more agile. They also have similar life-spans to humans.

Psychology

Their tragic (although many will argue well deserved) history and current lifestyle have greatly molded their society and psychology. All Quarians main priority is survival – not just the individual but the race as a whole. As such their rules and customs revolve around this goal.

Although very family oriented, they have a strict one child per couple law, as their fleet can only maintain so many lives. If an event ever takes place that causes a dramatic drop in the fleet population, this law can be temporarily lifted, in order to bring the population back to a stable level.

Loyalty, trust and cooperation are highly prized qualities, as each member of the fleet must depend on one another for survival. Quarians are more community-minded than other races, especially the Krogan. They are also quite emotional and tend to wear their emotions openly, even among strangers or other races.

A rite of passage among the Quarians is known as the Pilgrimage. This is where a young Quarian is sent from the fleet in order to interact with other cultures, to experience life outside the migrant fleet and learn to live life, to enjoy it even though it can be difficult. All Quarians who embark on this are not allowed to return until they bring something back the fleet can use – credits, resources, information, or something similar.

Before leaving, the young Quarian is gifted with advice, tech that will help them survive, food stocks, and even cybernetic or biotech to help them survive.

After returning successfully, Quarians do not return to the ship that gave them life – they seek out another ship to join. This ensures genetic diversity and prevents the possibility of inbreeding.  The Quarian presents the captain of the ship they wish to join with whatever they found, and if it is deemed suitable, they are then accepted as part of the crew. If not, they can try another ship, or continue with their pilgrimage until they have found something of note and worth.  

Due to the cramped quarters of their homes, it is not uncommon for multiple families to live in close proximity to one another. They do not value possession for the sake of such – instead they look at items for what value they have in making their environment more livable or comfortable. Small, less useful items are often traded for items that can benefit their family group or fellow crew-members.

Thanks to their history with the Geth, Quarians have a powerful mistrust and dislike for anything that is robotic or artificial in nature.

Because of their need to wear environmental suits, over the centuries this has become part of their culture. Being fitted for their first suit is considered to be a rite of passage as well, and often share similarities such as color and decoration with other members of the ship they were born on. When they return from the pilgrimage, they are encouraged to alter their suits even further, showing individuality as well as taking on colors  and decorations from their new ships.

Quarians treat food and medicines the way other cultures and races treat credit or money. It is a strictly controlled commodity within the fleet, and is carefully monitored and maintained. Other items are neither sold nor purchased, instead are bartered or simply given to those who can use them. Because of this, new pilgrims often find it difficult to understand cash or currency.

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Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology, and the recently released 'Swords of Kos: The Rite'. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.