Mass Effect: Stardust
“I used to be a scientist. I designed weapons. Now my genius is wasted on frivolous things. Things that don’t explode. My predecessor said no one would understand the true worth of my work. As I pulled my blade from his chest, I knew he was telling the truth.” – Fortack, krogan Lord High Researcher in Matters Scientific for Clan Urdnot
|Wound Threshold||Strain Threshold|
|12 + Brawn||10 + Willpower|
Starting Skill: 1 Rank in choice of Brawl, or Coercion, or Survival
Starting Talent: Durable, or Loom, or Burly
Starting XP Budget: 90 XP
Krogan add two Boost die to Resilience checks to resist or overcome environmental exposure, ingested or injected toxins, and radiation.
Krogan have various redundant organs, and an incredibly fast healing response to traumatic injury. Whenever a krogan would regain 1 or more wounds due to natural rest or long term medical aid, they regain 1 additional wound.
Whenever a krogan would regain 1 or more strain during or after an encounter, or from first aid or immediate medical attention, the krogran regains 1 additional strain.
When a krogan suffers one or more wounds, they deal + 1 damage with all brawl or melee attacks until the end of the encounter. If a krogan is Critically Injured, they instead deal + 2 damage with all brawl or melee attacks until the end of the encounter.
A krogan can voluntarily start a Blood Rage by choosing to suffer 4 strain. If a krogan starts a Blood Rage in this fashion, they may not recuperate strain at the end of the encounter.
It’s always safest to assume a calm Krogan has simply taken a break between rampages.
The krogan evolved in a hostile and vicious environment. Until the invention of gunpowder weapons, “eaten by predators” was still the number one cause of krogan fatalities. Afterwards, it was “death by gunshot”.
When the salarians discovered them, the krogan were a brutal, primitive species struggling to survive a self-inflicted nuclear winter. The salarians culturally uplifted them, teaching them to use and build modern technology so they could serve as soldiers in the Rachni War.
Liberated from the harsh conditions of their homeworld, the quick-breeding krogan experienced an unprecedented population explosion. They began to colonize nearby worlds, even though these worlds were already inhabited. The Krogan Rebellions lasted nearly a century, only ending when the turians unleashed the genophage, a salarian-developed bioweapon that crushed all krogan resistance.
The genophage makes only one in 1,000 pregnancies viable, and today the krogan are a slowly dying breed. Understandably, the krogan harbor a grudge against all other species, especially the turians.
(basic general information about krogan is considered known by non-krogan PCs, but other information (clan names/politics, rites of passage, history of Tuchanka/the krogan, religion, etc) will require a Space: Citadel Knowledge check)
Krogan names are composed of two parts, a clan name followed by a given name. At birth, krogan are identified by their given name only. A clan name is bestowed after krogan complete the rite of passage of the clan they wish to join.
Krogan names tend to be similar to those of orcs in other settings, bearing harsh, abrasive sounds. A female krogan once noted that krogan do not name their infants very well: “… the males get drunk on sovak juice and have belching contests; whatever happens to sound like a word becomes a name”. It is unknown if she was being serious or facetious.
|Male Names||Charr, Droyas, Dagg, Brood, Fortack, Garm, Uvenk, Grunt, Nax, Ratch, Skarr, Wreav|
|Female Names||Eve, Shiagur (naming conventions for females are unknown, but obviously players should use their best judgement; remember that female krogan are cherished and treasured and may receive names more carefully)|
“Well, there was this one time the Turians tried to wipe out our entire race. That was fun.” – Urdnot Wrex