From the moment I learnt of Starfinder, I fell in love. I knew it would also be a great match for playing in my favorite fictional universe, the universe of Mass Effect. This is the first part of a guide I’m putting together for playing Starfinder in the Mass Effect universe. I’ve plans to include a table of iconic weapons, pre-built starships for the major races, guides for reflavouring the Solarian, Mystic and Technomancer as biotic technology, and new rules for interstellar travel in keeping with the use of relays in the Mass Effect trilogy ( haven’t played Andromeda yet, don’t spoil it for me). I may or may not write a guide for the lore of each race in the collection, because the Mass Effect wiki is there for that, and it’s great. If there’s anything else you’d like to see in a guide for Mass Effect in Starfinder, let me know below!
This is my first time homebrewing anything for any game, so advice on improving the balance of these races would be greatly appreciated. I struggled a little for ways to may the weirder races (Elcor, hanar, Volus etc) useful, and so their abilities might be exploitable. If I can’t make them balanced, I’d prefer for them to be weaker as it makes sense for adventurers of those species to be rare.
Without further ado, below stats for playing:
- Turians
- Asari
- Salarians
- Quarians
- Krogan
- Geth platforms
- Elcor
- Volus
- Vorcha
- Hanar
- Drell
- and a note on Batarians
Enjoy, I wish you all safe travels!
Asari
- +2 Wisdom, +2 Charisma, -2 Constitution, 4 HP
- Asari are Medium humanoids with the Asari subtype
- Natural Biotic: Due to the abundance of element zero on the asari homeworld of Thessia, all asari have a natural aptitude for biotics. All asari gain the following spell-like abilities:
- At will: Psychokinetic Hand, Telekinetic Projectile
- Mind Melding: Asari can connect their minds to the minds of another and receive and send messages and images. Once per day, an asari can cast detect thoughts as a spell-like ability. Instead of effecting an area, the spell effects a single target who the asari must be touching. The asari can also choose to converse telepathically with the target while the effect is active. The caster level for this and the biotic abilities is equal to the Asari’s level
- Centuries of Learning: Asari have long life-spans, and learn a great wealth of information over their many years. Asari receive a +2 racial bonus to any 2 skills of their choice.
- Genetic Heritage: Asari have the ability to procreate with any other race, with traits of the ‘father’ race manifesting in their offspring. Asari whose ‘fathers’ are also Asari gain no strengths, causing Asari pairings to be seen negatively in Asari culture
Father Race – Racial Bonus:
Unbreakable Dedication ability
+2 racial bonus to Initiative rolls
+2 racial bonus to Fortitude rolls
+2 racial bonus to Engineering checks
An extra skill rank at odd levels
+2 racial bonus to Bluff checks
+2 racial bonus to checks to recall information
+1 Stamina Point at odd levels, Dairy allergy
+2 racial bonus to Sense Motive checks
+2 racial bonus to Diplomacy checks
+2 racial bonus to Perception checks
Turians
- +2 Strength, +2 Dexterity, -2 Charisma, 6 HP
- Turians are Medium humanoids with the Turian subtype.
- Military Training: All turians serve in the turian military, entering bootcamp at the age of 15, with most serving until the age of 30. Turians receive Longarm proficiency as a bonus feat at first level. If they already are proficient in Long arms at first level, they instead gain any bonus combat feat for which they qualify.
- Turian Biology: Turians have evolved a metallic carapace containing trace amounts of thulium, as a defence against the greater levels of solar radiation that penetrate the weak magnetic field of their homeworld, Palaven. Turians gain a +4 racial bonus to saving throws against radiation effects. They are dextro-amino based lifeforms, and so can only consume dextro-amino acid based foods, available at all settlements where turians or quarians are found. If they consume amino-acid based foods, they must succeed on a DC 20 fortitude save or take 3d6 damage gain the sickened condition for 24 hours due to an allergic reaction
- Unbreakable Dedication: When working as part of a team, turians are remarkable for their dedication and service to their cause and their unit. When within 30 feet of an ally, Turians receive a +2 racial bonus to saving throws against mind-controlling or fear effects.
Salarian
- +2 Intelligence, +2 Dexterity, -2 Strength, 2 HP
- Salarians are Medium humanoids with the salarian subtype
- Photographic Memory: Salarians have photographic memories and rarely forget a fact. Salarians receive a +2 racial bonus to any two Intelligence-based skills
- High-speed metabolism: The high-speed metabolism of Salarians causes them to live much faster than other races, but seem twitchy and impatient to non-Salarians. Salarians only need to spend one hour sleeping to gain the benefit of a full night’s rest, if they spend the rest of the 8 hours performing light activity. They also receive Improved Initiative as a bonus feat at first level
Krogan
- +2 Strength, +2 Constitution, -2 Intelligence, 6 HP
- Krogan are Medium humanoids with the Krogan subtype
- Redundant Organs: Krogans have multiple sets of redundant organs, allowing them to shrug off injuries that would kill others. If an attacker scores a critical hit against a Krogan, the Krogan rolls a d20. On a roll higher than 10, the critical hit becomes a normal hit and the Krogan does not suffer extra damage or effects
- Built for Battle: Krogan are beasts of battle and have adapted to constant battle for survival due to the vicious nature of their homeworld Tuchanka. Krogans gain a +1 racial bonus to AC and a +2 racial bonus to saving throws against fear, poison and paralysis effects.
- Low Light Vision: Krogans can see in dim light as if it were normal light
Quarians
- +2 Intelligence, +2 Dexterity, -2 Constitution, 4 HP
- Quarians are Medium humanoids with the Quarian subtype
- Machine Masters: All quarians are part of the upkeep of the Quarian flotilla and so must be trained in the ways of machines. Quarians receive a +2 racial bonus to Engineering, Computers and Physical science checks.
- Tinker: As a move action, a quarian can remove the penalties associated with the broken condition from a single piece of equipment until the start of his next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed).
- Suit dependency: Due to a severely weakened immune system, quarians must at all times wear specially adapted suits in order to avoid severe illness. When purchasing or crafting armour, you can pay for it to be adapted for quarians use for an extra 15% of the suits cost. Found human armour can also be adapted for the same cost by a person capable of crafting such armour. This functions as having the filtered rebreather armour upgrade installed, but does not occupy an upgrade slot. This armour then only functions for quarians. A quarian without an environmental suit in a non-sterile environment must a DC 20 Fortitude saving throw for every three hours spent without the suit, rounded up, taking 1 point of Constitution damage for every failed saving throw.
- Dextro-amino acid based: Quarians are dextro-amino based lifeforms, and so can only consume dextro-amino acid based foods, available at all settlements where turians or quarians are found. If they consume levo-amino acid based foods, they must succeed on a DC 20 fortitude save or take 3d6 damage gain the sickened condition for 24 hours due to an allergic reaction
- Low Light Vision: Quarians are used to seeing in the dimly lit corridors of the Flotilla. Quarians can see in dim light as if it were normal light.
Geth
- +2 Intelligence, +2 Constitution, -2 Charisma, 6 HP
- Geth are Medium humanoids with the Geth subtype
- Constructed Platforms: Geth adventurers are constructed platforms hosting up to several thousand Geth AIs working as a collective. Their synthetic tissues and complex mental processes cause them to be compatible with healing methods designed for biological beings. For effects targeting creatures by type, geth count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, geth do not breathe, eat, drink or suffer the normal environmental effects of being in a vacuum.
- Collective intelligence: Geth platforms make decisions through the voting of all connected AIs, with intelligence increasing as more AIs become involved. When taking 10 or taking 20 on an Intelligence or Wisdom-based skill check, Geth gain a +2 racial bonus to the check, to a maximum of +10 for every other Geth platform within 30 feet.
- Digital Vision: Geth have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only.
- Flat Effect: Geth find emotions confusing and display very little emotion themselves. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
Volus
- +2 Charisma, +2 Wisdom, -2 Dexterity, 2 HP
- The Volus are Small humanoids with the Volus subtype
- Mercantile Prowess: The volus are renowned for their exceptional skills at trade. They receive a +2 racial bonus to Diplomacy, Bluff and Sense Motive checks. These bonuses increase to +4 for checks related to trade and money when not using their bargaining power ability.
- Bargaining power: When purchasing items and goods from merchants for full price, a Volus can choose to make a Diplomacy check with a DC of 15 + 2 x the item’s level to receive a discount of a percentage equal to 5 x half the volus’ Charisma bonus rounded down. This check can only be made once on a merchant and only for one item.
- Clumsy: A volus receives a -2 penalty to Acrobatics checks.
- Suit dependency: Due to hailing from a high pressure, high gravity ammonia-based planet, the volus must at all times wear specially adapted suits in non-ammonia-based atmospheres. When purchasing or crafting armour, you can pay for it to be adapted for volus use for an extra 15% of the suits cost. This functions as having the filtered rebreather armour upgrade installed, but does not occupy an upgrade slot. This armour then only functions for the volus. A volus without an environmental suit in a non-ammonia environment must a DC 20 Fortitude saving throw for every minute spent without the suit, rounded up, taking 1 point of Constitution damage for every failed saving throw.
Drell
- +2 Dexterity, +2 Wisdom, -2 Charisma, 4 HP
- The Drell are Medium humanoids with the Drell subtype
- Eidetic Memory: Drell possess eidetic memory which allows them to trigger a powerful, vivid memory recall. Once per day, a drell can take 20 on any skill check to recall information, even when you don’t have access to a computer terminal or other means of research.
- Desert Adapted: Drell can move through non-magical difficult terrain in deserts, hills and mountains at their normal speed.
- Enhanced vision: The Drell have adapted their sight in order to communicate with the hanar be seeing light outside the normal visible spectrum. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only.
- Toxic skin: The skin of drell excretes a mild venom that causes mild hallucinations in other species. If a non-drell humanoid orally consumes the harvested toxin of a drell, they must make a fortitude saving throw with a DC of 15 + the drell’s level or gain the fascinated condition for the next 10 minutes. If the drell makes an unarmed strike against a non-drell humanoid, the drell can choose to force the humanoid to make a fortitude saving throw against the same DC, gaining the flat-footed condition until their next turn if they fail. Once a target has attempted the saving throw, they are then immune to the drell’s toxin for 24 hours.
Vorcha
- +2 Constitution, + Dexterity, -2 Intelligence, 6 HP
- Vorcha are Medium humanoids with the Vorcha subtype
- Regenerative abilities: The vorcha are known for a rather unique biology that differentiates them from other known species and which carries with it a striking set of advantages and disadvantages. They have clusters of non-differentiated cells, similar to those found on the planarian worm of Earth. These cells allow the vorcha limited regenerative abilities. When spending a Resolve point to regain Stamina points, they need only wait one minute instead of the usual 10. Vorcha are immune to disease
- Adaptive biology: Vorcha physiology adapts to hardships it faces. When finishing an 8 hour rest, a vorcha can choose any energy type it has suffered damage from in the past 24 hours. It then gains resistance 5 to that energy type for the next 24 hours. Also, after spending a week in an environment of unusual gravity, atmosphere or pressure not natural to them, they do not suffer any negative effects from that type of environment for the next month.
Elcor
- +4 Strength, +2 Wisdom, -2 Charisma, -2 Dexterity, 6 HP
- Elcor are large humanoids with the Elcor subtype
- Slow: Elcor have a base land speed of 20 feet. This cannot be reduced by armour penalties or being encumbered
Unarmed combat: Elcor have four legs but no arms, meaning they require specially adapted weapons in order to contribute to combat. An elcor can be fitted with a long arm or heavy weapon mounted on their back containing a special VI allowing them to aim it. This allows the elcor to use their Intelligence bonus instead of their dexterity bonus for attack rolls and damage rolls. This VI costs an extra 15% of the weapon’s cost and can only be used by elcor.
- Unusual communication: Elcor communicate through the use of senses much more sensitive and wide-ranging than other species, meaning they perceive much more than other species while seeming monotonous and expressionless to others. Elcor gain a +2 racial bonus to Perception and Sense Motive checks, while Sense Motive checks against them receive a -2 penalty.
- High Gravity Nature: Elcor come from a high-gravity planet, and suffer no penalties due to high-gravity environments.
Hanar
- +2 Intelligence, +2 Wisdom, -2 Dexterity, 2 HP
- Hanar are Medium humanoids with the Hanar subtype
- Floating: The invertebrate, water-native hanar cannot support their own weight in normal gravity. When interacting with mainstream galactic society, they rely on contra-gravitic levitation packs that use mass effect fields. Hanar fly supernaturally at a speed of 30 feet with average maneuverability, but their base speed is only 5 feet.
- Big stupid jellyfish: Hanar have several tentacles, up to six of which can be used for manipulating objects at once. However, each tentacle is weak, and so items of one bulk or more require 2 tentacles per bulk of the item in order to a handle the item. Items of light or negligible bulk require only one tentacle.
- Exceptionally polite: Hanar receive a +2 racial bonus to Diplomacy and Bluff skill checks.
Batarians
- Batarians are similar biologically to humans, and so use the human stat block, expect they have the subtype of Batarian.
Vital Statistics
Race:
Avg Weight: 100-250 lbs
Avg Height: 5-7 ft
Age of Maturity: 80 years
Maximum Age: 800+4d100 years
Avg Weight: 100-300 lbs
Avg Height: 5-7 ft
Age of Maturity: ???
Maximum Age: ???
Avg Weight: 100-200 lbs
Avg Height: 5-7 ft
Age of Maturity: 15 years
Maximum Age: 60+ 2d20 years
Avg Weight: 300-700 lbs
Avg Height: 6-9 ft
Age of Maturity: ???
Maximum Age: ???
Avg Weight: 250-500 lbs
Avg Height: 5-9 ft
Age of Maturity: 0 years
Maximum Age: ???
Avg Weight: 100-300 lbs
Avg Height: 5-7 ft
Age of Maturity: 18 years
Maximum Age: 80 + 3d20 years
Avg Weight: 350-500 lbs
Avg Height: 6-8 ft
Age of Maturity: ???
Maximum Age: 800+4d100 years
Avg Weight: 100-250 lbs
Avg Height: 5-6 ft
Age of Maturity: 18 years
Maximum Age: 80 + 3d20 years
Avg Weight: 50-250 lbs
Avg Height: 5-6 ft
Age of Maturity: 1 year
Maximum Age: 30 + 1d20 years
Avg Weight: 150-350 lbs
Avg Height: 6-8 ft
Age of Maturity: 15 year
Maximum Age: 80 + 3d20 years
Avg Weight: ???
Avg Height: 2-4 ft
Age of Maturity: ???
Maximum Age: ???
Avg Weight: 100-250 lbs
Avg Height: 4-6 ft
Age of Maturity: 2 years
Maximum Age: 10 + 1d20 years
Original Link – Continuation of discussion