“This one doesn’t have time for your solid waste excretions!” – Blasto, Blasto the Jellyfish Stings"

Basic Characteristics

Brawn Agility Intellect Cunning Willpower Presence Biotics
1 2 3 2 2 2 0
Wound Threshold Strain Threshold
8 + Brawn 12 + Willpower

Starting Skill: 1 Rank in choice of any one Intellect or Presence skill
Starting Talent: 1 of Dodge, or Pressure Point, or Researcher, or Indistinguishable
Starting XP Budget: 100 XP

Hanar who make a successful Brawl check against an enemy may spend 2 Advantage to immediately grapple them. A grappled opponent is immobilized until they can escape, and the difficulty of Brawl checks to escape a grapple with a hanar are upgraded. As an Action, a hanar may choose to do 3 + Brawn damage to a grappled foe without rolling a combat check.

Poison Secretion:
A Hanar can suffer 2 Strain to inflict poison with his next Brawl check. This deals damage as the synthetic standard-strength neurotoxin. A Hanar can choose to instead suffer 4 Strain to treat the attack as if it were two doses of poison. Damage must exceed the target’s Soak value for the poison to have an effect.

Water Adaptation:
Hanar are incapable of moving or supporting their bodies outside of water without mechanical or mass effect assistance, and are rendered immobilized and disoriented without such. Hanar who undertake a life off of Kahje or their colony worlds have special implants that generate mass effect fields to allow them to move in normal atmosphere and gravity, effectively flying at a comparatively leisurely pace.

Hanar require an extra Maneuver to move between Medium and Long, or Long and Extreme Range bands when using their mass effect implants in normal atmosphere and gravity conditions.

Temporary mass effect belts can provide similar support in emergencies, as can special mechanized suits, though both are rarely seen outside hanar space.

Even when supported and protected by such fields, hanar suffer 2 Setback die to all skill checks in hot or arid environments. If wearing a Hanar Mechanical Suit, the Setback dice are ignored, though other limitations may be imposed.

In water (or similar safe liquid environments), hanar are agile swimmers and gain a Boost die to any Agility or Chase checks.

Hanar must spend no less than 4 hours every 24 in a liquid environment similar to the conditions of their homeworld’s oceans. For every day missed, a hanar’s Strain Threshold decreases by three. For every day of submersion missed, the hanar must spend at least 2 hours submersed to regain their normal Strain Threshold.


“Me and a buddy were hired to take out this one guy… Turns out it was a trap. We got jumped by a hit squad. Two batarians, a krogan, and a hanar. Damn jellyfish nearly choked me to death. Had to wear a neck brace for weeks to cover that up. Never underestimated a hanar since.” – Zaeed Massani, mercenary


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