"Many think less of quarians for traveling in the flotilla, and for creating the geth. They see us as scavengers, little better than thieves". -
Tali'Zorah nar Rayya
Average Height: 5 5-5 8
Average Weight: 140-220 lb.
Ability Scores: +2 Intelligence, +2 Dexterity or +2 Wisdom
Speed: 6 squares
Languages: Basic, Quarian
Skill Bonuses: +2 Gather Information, +2 Hacking
Synthetic Destroyer: Quarians gain a +1 racial bonus to attack
rolls, and a +1 racial bonus to damage rolls against Synthetic
Tech Savant: Quarians receives a +2 racial bonus to each of the
following skills: Computer Use, Repair, and all Knowledge Checks
pertaining to the Geth. In addition, because they live in insular
communities and are considered outcasts, they gain a -2 penalty
to all Charisma based skills (Bluff, Diplomacy and Intimidate).
Weak Immune System: You have two fewer healing surges than
normal. Quarians have a -2 penalty to saving throws against
disease, poison and radiation. It takes two failed death saves to
Immuno-Booster Systems: You can spend a minor action to use
the Second Wind power instead of using a standard action. In
addition, you may use the Second Wind power twice per
Adrenaline Overdose: You can use Adrenaline Overdose as an
Quarian Racial Power
Wounded and under pressure, you activate the systems in your
suit to deliver adrenaline to allow you to focus properly in the
fight, as well as making you light on your feet.
Minor Action Personal
Requirement: You must be bloodied
Effect: Until the end of the encounter, your speed increases by 2,
and you gain a +1 bonus to Fortitude and Reflex.
The quarians are a nomadic species of humanoid aliens known
for their skills with technology and synthetic intelligence. Since
their homeworld Rannoch was conquered, the quarians live
aboard the Migrant Fleet, a huge collection of starships that
travel as a single fleet.
Play a Quarian if you want . . .
To be an outcast of Citadel society and an expert of
To be clever and dexterous or cool under pressure.
To be a member of a race that favors the Engineer and
physical acts of affection are difficult for quarians, even for the
purposes of reproduction. Ships in the Migrant Fleet often contain
Hailing from the world of Rannoch, the quarians were always a
"clean rooms" where quarians can give birth or undergo medical
technologically capable species. They created the geth around
procedures in relative safety, though there are always risks. The
1900 CE to be used as labourers and tools of war. The quarians
most intimate thing quarians can do is link their suit
kept their programming as limited as that of any VI, nothing close
environments. However, doing so guarantees a quarian will get
to an AI, remaining mindful of the Citadel Council's laws against
sick, although they will usually adapt over time.
artificial intelligence. But as the quarians gradually modified the
geth to do more complex tasks, developing a sophisticated neural
Like turians, the quarians are a dextro-protein species of reverse
network, these changes altered the geth to such an extent that
chirality from humans and asari. The food of levo-protein races
they became sentient. One day, a geth unit began asking its
such as humans or asari is at best inedible and at worst poisonous,
overseer questions about the nature of its existence.
most likely triggering a dangerous allergic reaction. Quarians who
want to taste something (other than the refined edible paste
Panicked, the quarian government ordered the immediate
issued to all who leave on their Pilgrimage) can eat specially
termination of all geth in the hopes of preventing a revolution.
purified turian cuisine.
They underestimated, however, the power and sophistication of
the geth's neural network. The geth reacted to defend
themselves, and the resulting confrontation erupted into a planet
wide war. Billions of quarians died, and the survivors were
eventually driven from their homeworld. After being refused aid
by the Citadel Council, the quarians fled the system in what
remained of their fleet. Shortly later, the Council stripped the
quarians of their embassy as punishment for their carelessness.
Ever since, the quarians have drifted from system to system,
searching for resources to sustain the Migrant Fleet and also for a
new world to colonize. They even retain hopes of someday
reclaiming Rannoch from the geth.
Quarians are generally shorter and of slighter build than humans.
Quarians have an endoskeleton, lips, teeth, and two eyes with
eyelids and tear ducts; they also have three thick fingers on both
hands which include a thumb and an index finger, as well as three
toes on each foot. Their lower legs are bowed backwards
significantly, compared to asari or humans. Aside from hands and
legs, their general body shape and sexual dimorphism is similar to
humans. Their ears or ear analogues differ in a noticeable fashion
from those of humans, with references made to "what [passes] for
the quarian version of an ear".
Playing a Quarian
The most important fact of quarian biology is their weak immune
system, compounded by centuries of living in sterile
The quarians' top priority is the survival and sustainability of the
environments. As a result, all quarians by necessity dress in highly
Migrant Fleet. Most of their laws and customs revolve around this
sophisticated enviro-suits, to protect them from disease or
goal. It is illegal for couples to have more than one child, so that
infection if they are injured. Their suits can be compartmentalized
the fleet can maintain zero population growth (if the population
in the event of a tear or similar breach to prevent the spread of
begins to shrink, this rule is temporarily lifted, and incentives may
contaminants (similar to a ship sealing off bulkheads in the event
be provided to encourage multiple births). Families are thus very
of a hull breach).
small and close-knit. Because every quarian depends on his or her
Quarian immune systems have always been relatively weak, as
crewmates to survive, they are much more community-minded
pathogenic microbes were comparatively rare in their
than individualistic species like the krogan. Loyalty, trust, and
homeworld's biosphere. Furthermore, what few viruses and other
cooperation are highly prized qualities.
microbes were native to their homeworld were often at least
partly beneficial to them. After living aboard the Migrant Fleet for
Quarians enjoy storytelling as a means of escape from their often
generations, the quarians' immune systems have atrophied
trying lives aboard the fleet, and are known to hold dancers in
further still due to the years in the sterile environment of the
Migrant Fleet. As such, quarians are given various vaccinations
and immunizations to help ward off disease. However, they prefer
Young quarians are required to undertake a Pilgrimage outside the
the safety of their suits even in clean enviroments and are
fleet in order to pass into full adulthood. The Pilgrimage is an
reluctant to remove them without a good reason.
opportunity for quarians to experience the world outside the
Migrant Fleet, interact with other cultures, and learn to appreciate
A quarian who wishes to remove their suit must take antibiotics,
life among their own people. Their departure is a major event; the
immuno-boosters, herbal supplements, or the like in order to do
whole crew assembles to see them off, and they are given many
so safely, and even then there are inherent risks. As a result,
gifts to aid them on their journey, along with immunity-boosting
injections and advice on surviving on the outside. The young
show surprising compassion towards them and are far more likely
quarian cannot return to the flotilla until they have found
than other species to treat them as living beings.
something of value to bring back - whether information, money,
or supplies. When they return, they do not go back to their birth
Quarians refer to commanding officers of any ships, quarian or
ship, but instead select a new ship to join; this helps maintain
non-quarian, as captain, regardless of rank. Their reasoning is that
genetic diversity by preventing intermarriage between close
the CO's decisions always carry great weight on his/her own ship.
relatives. The quarian presents their gift to the captain of the new
ship to prove they will not be a burden on the crew. Although the
The quarians used to practice a form of ancestor worship. This
gift may be rejected if it is subpar, this is very rare, as most
involved taking a personality imprint from the individual and
captains are eager to welcome a new shipmate on board. Having a
developing it into an interface similar to a VI. The quarians began
large crew is a prestigious thing, as it means the captain has the
experimenting with making these imprints more and more
financial and material means to provide for many people.
sophisticated, hopefully leading to the wisdom of their ancestors
being preserved in an imprint that could be truly intelligent.
Conditions aboard most quarian ships are extremely cramped. It is
However, the geth destroyed the quarians' ancestor databanks
not uncommon for all family members to share the same small
when they rebelled. Some quarians saw their subsequent exile as
living space, which in turn is in close proximity to many other
punishment for their hubris, but most accept that the geth
families' quarters. These spaces are often uncomfortable and ill-
rebellion was a mistake, not a punishment.
designed for living in, having been re-appropriated from other
functions such as storage. Families decorate their individual
However, respect for their ancestors is still prevalent in quarian
dwellings with colorful quilts, which serve to muffle sound and
society. Admiral Shala'Raan vas Tonbay opens an Admiralty Board
also to make the environment cozier. Quarians place low value on
proceeding offering thanks to their ancestors, who saved them
personal possessions, instead evaluating objects by their
from the geth by founding the Migrant Fleet.
usefulness and bartering them for other items once they are no
longer needed. Every ship has a designated trading deck where
those looking to barter can gather to do business.
Names: Quarian names are composed of four parts--the
quarian's given name and clan name separated by an apostrophe,
the title ('nar' means 'child of', referring to their birth ship, while
'vas', adopted after the quarian has completed their Pilgrimage
and joined a ship, means 'crew of') and the name of their vessel.
Two sample quarian adventurers are described below.
Quarians wear their environmental suits at all times, partly in case
of a hull breach and partly in response to the lack of personal
space aboard the flotilla. Because their suits make it hard to
identify individuals on sight, quarians have developed the habit of
exchanging names whenever they meet.
Over time, the environmental suits themselves have gained
symbolic and cultural significance. and being fitted with their first
suit is considered a rite of passage. After returning to the fleet
after their pilgrimage, they may alter their suit to reflect their new
status as adults. Linking suit environments is seen as as the
ultimate gesture of trust and affection.
Due to their history with the geth, quarians are reluctant to place
complete trust in virtual or artificial intelligences, but they also