Vorcha

“WE SHUT DOWN MACHINES; BREAK FANS! EVERYONE CHOKE AND DIE!” – cunning vorcha saboteur

Basic Characteristics

Brawn Agility Intellect Cunning Willpower Presence Biotics
2 3 1 2 1 2 0
Wound Threshold Strain Threshold
12 + Brawn 10 + Willpower

Starting Skill: 1 Rank in Resilience
Starting Talent: 1 of Blooded, or Enduring, or Frenzied Attack
Starting XP Budget: 80 XP

Traits
Battle Frenzy:
Within the harsh environment of Heshtok the vorcha have evolved to enter combat at a moment’s notice; when injured, they receive a shot of adrenaline so intense that they may enter a Battle Frenzy, a state in which raw savagery overrides hesitation.

When suffering 2 or more wounds, a vorcha can choose to suffer 2 strain to enter a Battle Frenzy, dealing + 1 damage with all brawl or melee attacks, and adding + 1 damage per black (Dark Side) Force die pip when using Biotics until the end of the encounter. A vorcha in a Battle Frenzy may not recuperate strain at the end of the encounter.

Non-differentiated:
Vorcha evolve and adapt to pain and suffering on an individual level, healing from wounds in hours and even regenerating lost limbs in a manner of months; “what doesn’t kill you only makes you stronger” was obviously a human phrase coined in prophetic foresight of their encounters with vorcha.

Whenever a vorcha would recover 1 or more wounds due to natural rest or recuperation, they recover 1 additional wound. Vorcha do not recover additional wounds when receiving first aid or medical treatment from a character, or when using medigel.

A vorcha brought to 0 HP gains 1 XP when they fully recover from the ordeal, though repeated trauma of the same kind grants exponentially smaller gains to the vorcha.

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Vorcha have a propensity for growling, yelling, and grammatically-weak sentence structure.

CODEC
Although they resemble a mammal-reptile cross, the vorcha have no terrestrial analogue. They are humanoid in form, but vorcha have “clusters” of non-differentiated neoblast cells, like those of Earth’s planarian worms. Damaged vorcha cells mature into specialized structures to alleviate injury or stress. Transformations include thicker skin following injury, lung adaptation for barely-breathable atmospheres, and stronger cardio-skeletal muscle under high gravity. Skull capacity and brain size do not change, and vorcha rarely make more than one somatic overhaul.

Vorcha assault each other frequently, causing their young to gain strength, intelligence, and resilience. As a result, vorcha see inflicting and receiving pain as normal communication. Few vorcha study professions, in part because their average life expectancy is only 20 years. Because vorcha can eat and breathe nearly anything, they can live almost anywhere, but racism prevents them from integrating into most societies that dismiss them as vermin. They have few employment options beyond krogan mercenary bands.

Further information (basic general information about vorcha is considered known by non-vorcha PCs, but other information (their physiology, ) will require a Space: Terminus Knowledge check)

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“They’re just like the varren, only they can use guns and don’t crap on the floor as often.” – a krogan scout’s opinion of the Blood Pack’s most valued troops

Vorcha

Mass Effect: Stardust The_Social_Moth The_Social_Moth