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Human




Humans, from the planet Earth, are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. They independently discovered a Prothean data cache on Mars in 2148, and the mass relay networks shortly thereafter.

Humans are generally seen to be very intelligent, abnormally ambitious, highly adaptable, individualistic and thus, unpredictable. They have a powerful desire to advance and improve themselves, and do so with such assertion that the normally staid Council races have been taken aback by their restlessness and relentless curiosity. Their economy, while much smaller than any of the Council races, is very powerful relative to their size, and their military prowess is amongst the greatest in the galaxy, despite the fact that only 3% of humans volunteer for the Alliance military, a far smaller proportion than other races. Their ability to defeat the turians in the First Contact War demonstrated graphically the potential of human military strength and is therefore a subject of concern for many races, who fear the consequences of another human-turian conflict.

The Systems Alliance, which represents a majority of humans, has had an embassy on the Citadel since 2165. Saren’s attack on the Citadel in 2183 resulted in significant political advantage for humans, granting them a full Councilor among other concessions. Some other species dislike their sudden ascendancy compared to their status as relative newcomers on the galactic stage, feeling that humanity is overly expansive in its colonization efforts. It took other species centuries to achieve what humanity has done in decades.

Game Mechanics


Humans don’t favor any particular type of Class.

Humans are new to the galactic stage and need to be constantly making friends and connections lest the other species turn on them. Grant +2 instead of +1 whenever you Aid Another.

Species Move - In the Thick of Things: At the beginning of the session, roll +Will. On a 10+, hold 2. On a 7-9, hold 1. At any time, either you or the GM can spend your hold to have you show up in any scene, with the proper tools and knowledge. On a miss, the GM holds 1, and can spend it to have you already be there, but somehow pinned, caught or trapped.

Alternate Species Move - Will to Power: You are exactly the sort of human that gives your species their current galactic reputation. At the beginning of the session, roll +Will. On a 10+, hold 2. On a 7-9, hold 1. At any time that session, spend your hold 1 for 1 to get an automatic 10+ on act under fire, intimidate, or seize by force.