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 KROGAN

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Posts : 66
Experience Points : 192
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Join date : 2018-12-04

Character sheet
Health Points:
KROGAN Left_bar_bleue500/500KROGAN Empty_bar_bleue  (500/500)
Shield Points:
KROGAN Left_bar_bleue100/100KROGAN Empty_bar_bleue  (100/100)
Armor Percentage:
KROGAN Left_bar_bleue5/5KROGAN Empty_bar_bleue  (5/5)

KROGAN Empty
PostSubject: KROGAN   KROGAN EmptyFri Dec 07, 2018 12:26 am

KROGAN


KROGAN II0qYYy


The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately for them, as krogan society became more technologically advanced so did their weaponry.

Four thousand years ago, at the dawn of the krogan nuclear age, battles to claim the small pockets of territory escalated into full scale global war. Weapons of mass destruction were unleashed, transforming Tuchanka into a radioactive wasteland. The krogan were reduced to primitive warring clans struggling to survive a nuclear winter of their own creation, a state that continued until they were discovered by the salarians two thousand years later.

With the help of the salarians, the krogan were “uplifted” into galactic society, and lent their numbers and military prowess to bring an end to the Rachni Wars. Ironically, after the rachni were eradicated, the rapidly-expanding krogan became a threat to the galaxy in turn, starting the Krogan Rebellions and forcing the turians to unleash the genophage. This genetic “infection” dramatically reduced fertility in krogan females, causing a severe drop in births and, ultimately, population, eliminating the krogan numerical advantage.


BIOLOGY

Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the krogan. Unlike most species on the Citadel, krogan eyes are wide-set, giving them a 240-degree vision, greater visual acuity and awareness of approaching predators. Because of their natural environment, where fatalities where high, the krogan could reproduce and mature at an astonishing rate, until the introduction of the genophage.

Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. A bigger shoulder hump is seen as a sign of high status, showing how successful an individual krogan is at hunting. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Consequently their diets can include food and drink which would prove very dangerous to other species – a fact reflected in the krogan liquor of choice, ryncol, which “hits aliens like ground glass”. Younger krogan have yellow or green markings on their hides. These markings darken to brown or tan over time, showing their age.

The most amazing physiological feature of krogan biology is the multiple instances of major organs. These secondary (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. They have, for example, two hearts, four lungs, and most notably four testicles. This reflects in their slang, where they often speak about a “quad” where a human would use the words “balls” or “pair”. Krogan also have a secondary nervous system using a neuroconductive Krogan bleed a yellow or orange fluid when shot, which may be this fluid or actual blood. Having redundant systems makes krogan difficult to kill or incapacitate in normal combat scenarios.

Krogan can live for well over a thousand years. Their second most distinctive feature is their powerful regenerative system that can regenerate bullet injuries in a few seconds if they are left alive. When young, the krogan’s plates are still in development and are originated from dozens of smaller plates that grow on the krogan skill and later combine themselves to form one unified skin-plate.


HISTORY

Roughly 2000 years ago the krogan were a primitive tribal species trapped on a world suffering through a nuclear winter of their own making. They were liberated from this state by the salarians, who “culturally uplifted” the krogan by giving them advanced technology and relocating them to a planet not cursed with lethal levels of radiation, toxins or deadly predators. But the salarian intervention had a particular motive. At the time the Citadel was engaged in a prolonged galactic war with the rachni, a race of intelligent space-faring insects.

The salarians hoped the krogan would join the Citadel forces as soldiers to stand against an otherwise unstoppable foe. The plan worked to perfection: within two generations the rapidly breeding krogan had the numbers to not only drive the advancing rachni back, but the ability to endure the harsh conditions of the rachni worlds. They were able to pursue them to their home worlds, find the rachni queens, and eradicate the entire species.

For a brief period the krogan were hailed as the saviors of the galaxy and were given various planets to colonize, in gratitude for their help. But without the harsh conditions of Tuchanka to keep their numbers in check, the krogan population swelled to unprecedented numbers. Overcrowded and running out of resources, the krogan spread out to forcibly claim other worlds, even those already inhabited by races loyal to the Citadel. When the krogan began settling the asari colony of Lusia, the Citadel Council intervened and ordered them to leave. Overlord Kredak, the krogan ambassador, stormed out of the Chambers, daring the Citadel races to take their worlds back. War broke out soon afterward. The so-called Krogan Rebellions continued for nearly three centuries. The krogan sustained massive casualties, but their incredible birth rate kept their population steadily increasing.

Victory seemed inevitable. In desperation, the Council turned to the recently discovered Turian Hierarchy for aid. The turians unleashed the genophage on the krogan home worlds: a terrifying bio-weapon engineered by the salarians. The genophage caused near total infant mortality in the krogan species, with only 1 birth in every 1000 producing live offspring. No longer able to replenish their numbers, the krogan were forced to accept terms of surrender. For their role in quelling the Krogan Rebellions, the turians were rewarded with a seat on the Citadel Council. The krogan, on the other hand, still suffer from the incurable effects of the genophage.

Over the last millennium krogan numbers have steadily declined, leaving them a scattered and dying people. Some try bizarre treatments for the genophage, including testicle transplants. But, faced with the certainty of their extinction as a species, most krogan have become individualistic and completely self-interested. They typically serve as mercenaries for hire to the highest bidder, though many still resent and despise the Citadel races that condemned them to their tragic fate. Most krogan have not worked toward a cure as they are more interested in combat than science. Unless one is discovered and used, or the krogan change their violent and self-centered ways, the extinction of the krogan seems inevitable.


CULTURE

The harsh krogan homeworld conditioned the krogan psychology for toughness just as it did the body. Krogan have always had a tendency to be selfish, unsympathetic, and blunt. They respect strength and self-reliance and are neither surprised nor offended by treachery. The weak and selfless do not live long. They also have powerful territorial instincts which serves well in combat, but can create problems. When traveling on starships, for example, krogan rarely share quarters.

Most krogan trust and serve no one but themselves. This solitary attitude stems in part from a deep sense of fatalism and futility, a profound social effect of the genophage that caused krogan numbers to dwindle to a relative handful. Not only are they angry that the entire galaxy seems out to get them, the krogan are also generally pessimistic about their race’s chances of survival. The surviving krogan see no point to building for the future; there will be no future. The krogan live with an attitude of “kill, pillage, and be selfish, for tomorrow we die.”

Female krogan rarely leave their home worlds, focusing on breeding in an attempt to keep krogan numbers from declining too quickly. The few remaining fertile females who can carry young to term are treated as prizes of war, to be seized, bartered or fought over. Recently, it has been noted that the females of the krogan species live in clans separate from that of the males. Envoys are sent out from the female clans to determine who amongst the males is worthy to visit the female clans. Due to the effects of the genophage and the lack of fertile females, this happens often and many male krogan sire children from one female.


RELIGION

Krogan do not have strong religious beliefs. The closest they come is to establish ritualistic burial grounds called the Hollows, where the skulls of their ancestors are displayed to remind them of “where we all come from, and where we all go”. The Hollows are as sacred as any krogan place can be, and violence there is forbidden. Several krogan also mention a place called “the Void” which seems to be the krogan version of the afterlife.


CLANS

Krogan are divided into numerous clans. Membership in a clan allows a krogan to own property, join the army and apply to serve under a battlemaster. Young krogan undergo a rite of passage that is overseen by a shaman respective to the clan the krogan wishes to join. Few outsiders have seen the rite of passage take place, even though there are no rules in krogan tradition that state that a non-krogan can’t help with the undertaking of the rite by acting as the participant’s krantt. The rite of passage and all other rites and traditions are preserved by the clan shaman. The shaman must undergo lengthy and torturous rites to assume the position, and is required to give up his name. Because of this level of commitment, the shaman is one of the most respected members of a clan.


GOVERNMENT

After their defeat in the Rebellions, the very concept of krogan leadership was discredited. Where a warlord could once command enough power to bring entire solar systems to heel and become Overlord, these days it is rare for a single leader to have more than a thousand warriors swear allegiance to him.


MILITARY

Traditional krogan tactics were built on attritional mass-unit warfare. Equipped with cheap, rugged gear, troop formations were powerful but inflexible. Command and control was very centralized; soldiers in the field who saw a target contacted their commanders behind the lines to arrange fire support.

Since the genophage, the krogan can no longer afford the casualties of the old horde attacks. For that purpose the Battle Masters were created. Alone they are a match for any ten soldiers of another species. To a Battle Master, killing is a science and their tactics now focus on delivering maximum strength and firepower in swift and unstoppable strokes rather than order dozens of krogans to attack. This change of focus from mass-unit warfare to maximal efficiency has increased employment demand in the fields of security and ‘muscle for hire.’

Battle Masters believe in being well-armed and equipped, preferably with a gun for each limb. They are callous and brutal, but methodical and disciplined. They use any means at their disposal to achieve their goals, no matter how reprehensible. Hostage-taking and genocide are acceptable means to ensure a quiet occupation with few krogan casualties.

Krogan Battlemasters are trained in such from young age and are always selected from krogan biotics. They are also leaders of many other krogan soldiers and their tactical knowledge ensures those soldiers are never used as shock troops or cannon-fodder, a sign of evolution in krogan mentality due to the genophage.

Biotics are rare among the krogan, especially since the practice of surgically creating krogan biotics has been discontinued (due to the high mortality rate) and because only 1 in every 100 exposures results in a stable krogan biotic user. Those that exist are viewed with suspicion and fear. Combat drones and other high-tech equipment are likewise in short supply.


RACIAL TRAITS

Homeworld: Tuchanka
Lifespan: 1000+ years
Creature Size: Medium
Movement Speed: 3
Talent: Krogan
Level Up: 150xp


TALENT: KROGAN
Rank1 Krogan Level 1 Krogan in Heart and Body:
The large frame of the krogan gives them a strength advantage over most other races. The krogan are big and strong, and are not afraid to show it. The size of the krogan coupled with the hard hide plate allows them to take more damage then most and continue to fight. While krogan are indeed strong, they are not very agile. They can hustle like any other race, but deleterious movement is wasted on them. "Why waste time dodging when you can just kill them outright". Due to recent events, the krogan are seen as ruthless, brainless thugs. When dealing with the krogan, other races tend to have a weapon close at hand. Krogan are strong, tough and war like. However, they are also generally abrasive and tend not to lean towards academic pursuits, rather, only enough for the latter to get them by on their homeworld as their populations grew and they adapted to constant nuclear war. Their humps, combined with leveraged limbs offers them less dexterity then humans. Krogan starts game with +4 Strength, +4 Constitution, -2 to Dexterity, -2 to Intelligence and -2 to Charisma.

Rank2 Krogan Level 5 Wide-Set Eyes:
Krogan eyes are set farther apart than those of most other species. This grants them a wider field of vision, and also impedes their long-distance depth perception, making them a very difficult target to flank attacks. Krogan at this level receives only half damage from sneak attacks and critical hits.

Rank3 Krogan Level 10 Scales:
Krogan has scales, at this level they become strong enough to grant 5% damage reduction. You receive extra 5% damage reduction per 10 levels in Krogan, to maximum of 15% damage reduction at Krogan level 30. This damage reduction stacks with all other damage reduction sources, and is applied against all types of damage.

Rank4 Krogan Level 15 Naturally Tough:
The most amazing physiological feature of krogan biology is the multiple instances of major organs. This allows Krogan, that if they fall in battle, get back into the combat in next round, with 20% of their max health. This self revive can be used once per battle.

EvolutionA Krogan Regeneration: Krogan can regenerate health at rate of 2.5% per round. This is passive ability and always active. It may also be known as Fast Healing.

EvolutionB Krogan Hardy: Krogan adds half it's character level to the Fortitude save, to resist being poisoned and diseased. Krogan also becomes immune to paralysis.

Rank5 Krogan Level 20 Blood Haze:
Blood Haze makes the Krogan hostile to everyone, be that friend or foe. During Blood Haze GM takes control over the Krogan. Blood Haze is triggered if the Krogan receives a critical hit. Krogan may attempt to resist the rage with will save vs DC20. Blood Haze lasts 3 rounds and gives Krogan +100% damage to with all sources and +1 to movement speed.

EvolutionA Loyalty: The Krogan remains in player control during the Blood Haze. Krogan will still receive all the benefits from the Blood Haze while remaining aware who is friend and foe.

EvolutionB Die Hard: While in the Blood Haze, Krogan cannot die and receives Fast Healing 2.5%. This regeneration stacks with all other sources.

EvolutionC Blood Rage: Blood Haze is extended to 5 rounds and receives additional +100% damage to all sources and +1 to movement speed.
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