| Species |Previous | Next |


The volus are an associate race on the Citadel with their own embassy, but are also a client race of the turians. They hail from Irune, which possesses a high-pressure greenhouse atmosphere able to support an ammonia-based biochemistry. As a result, the volus must wear pressure suits and breathers when dealing with other species.

Because they are not physically adept compared to most species, volus mostly make their influence felt through trade and commerce, and they have a long history on the Citadel. However, they have never been invited to join the Council, which is a sore point for many volus individuals.

Volus culture is dominated by trade, whether it be of land, resources, or even other tribe members. The volus have a reputation as traders and merchants, and many, such as Barla Von, work as some of the best financial advisers in Citadel space. Due to the volus not being physically adept, they tend not to be violent, and can even seem overly-pacifistic and cowardly to other, more militant species. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council.

Volus have two names but no family names. According to volus sensibilities you cannot own a person, so using a family name would essentially be laying claim to their offspring. Possibly because of their tribal origins, volus tend to refer to members of other races by their source world rather than species name (i.e. “Earth-clan” instead of “human”).

Game Mechanics

Volus may not take a Combat Class.
Volus are consummate traders and merchants. Get +1 when Reading a Person.

Species Move - Acquisitive Eye: When you see, hear about, or otherwise come to know of a thing you want, roll +Sharp. On a hit, you can ask the GM questions. On a 10+, ask 3. On a 7-9, ask 2:
  • How can I make this mine?
  • Who will stand in my way?
  • Who will try to take it from me once it’s mine?
  • What is this truly worth?

On a miss, your speech and body language betray your interest in the thing to anyone who’s paying attention.

Alternate Species Move - Mercantile Culture: Your culture is built on trade, negotiation, and credit. Spend 1 fewer Resources on all purchases and all uses of the Barter peripheral moves, to a minimum of 1-Resources.