Mass Effect: Stardust
“Come on, you know how the Asari work. Infiltration and sabotage.” – Matriarch Aethyta
|Wound Threshold||Strain Threshold|
|10 + Brawn||12 + Willpower|
Starting Skill: 1 Rank in choice of Charm, Coordination, or Negotiation
Starting Talent: 1 of Intense Focus, or Plausible Deniability, or Natural Charmer, or 1 of Father Species (see Monogendered Trait)
Starting XP Budget: 90 XP
Asari are able to enter a “meld” with another sentient organic being in which they are able to experience an empathic, and almost telepathic, union. When melded, both can share emotions, thoughts, and at the deepest levels of communion, even sights, sounds and direct memories with each other. Some asari doctors have gone so far as using the meld to assist patients with certain forms of mental trauma or amnesia. This union is generally safe to both parties and only requires both parties be within the Engaged Range band of each other, though it can become more intimate (such as when mating).
When an asari chooses a mate, they utilize the meld to pass on personality traits to their offspring, as well as modifying the offspring’s genetic code in ways that are unclear to the galaxy at large, and even the asari themselves.
While melding can provide a deep and fundamental communion between those involved, it can also be draining and tiring, and may cause strain to those involved at the GM’s discretion.
Entering a meld cannot be done with an unwilling creature.
The asari are a parthenogenic female species. While asari can exchange genetic material among themselves, they do not require such to have offspring, but must engage in a meld with another sentient organic to trigger gestation.
While asari still mate with asari, such an act carries a strong stigma among their own race, being considered wasteful. Those born from union of two asari are sometimes refered to among their own kind as “purebloods”, a great insult among contemporary asari. Worse, such pureblood asari have a much greater chance of being born with a rare genetic defect which almost universally kills the partner of a meld; such asari are called Ardat-Yakshi, and are almost completely unknown outside of asari culture, by intent. Because of this, many asari seek out mates of other species with unique and interesting personality traits which they can pass on to their young.
As such, Asari characters may choose an alternate starting talent from any other species except Human. If the non-asari parent is human, the character may choose an alternate starting skill. Pureblood asari can only choose from the talents available to asari.
All Asari are born with the ability to use biotics without the need for an implant. They begin play with a Biotics Rating of 1. Asari still need an implant if they wish to use Biotic Amps.
The asari, native to the planet Thessia, are often considered the most powerful and respected sentient species in the galaxy, and are known for their elegance, diplomacy, and biotic aptitude. This is partly due to the fact that the asari were among the earliest races to achieve interstellar flight after the Protheans, and the first to discover and settle the Citadel.
A mono-gender race, the asari are distinctly feminine in appearance and possess maternal instincts. Their unique physiology, expressed in a millennia-long lifespan and the ability to reproduce with a partner of any gender or species, gives them a conservative yet convivial attitude toward other races. Favoring compromise and cooperation over conflict, the asari were instrumental in proposing and founding the Citadel Council and have been at the heart of galactic society ever since.
(basic general information about asari is considered known by non-asari PCs, but other information (justicars, Ardat-Yakshi, racial history, culture, etc) will require a Space: Citadel Knowledge skill check)