Race

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Asari
Characteristic Mods: Willpower/Fellowship (+5 or +10)
Starting skills: 2-3 from lores, charm, barter, Trade

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Asari Huntress
Characteristic Mods: BS/Agility (+5 or +10)
Starting Skills: 2-3 from acrobatics, Climb, Contortionist, Dodge, Drive, Shadowing, Swim, Pilot
Starting Talent areas: +1 to Combat

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Asari Scientist
Characteristic Mods: Intelligence/Willpower (+5 or +10)
Starting skills: 1-2 from lores, tech use, medicae, Logic
Starting Talent areas: +1 to Biotics

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Batarian
Characteristic Mods: Fellowship/Perception (+5 or +10)
Starting Skills: 2-3 from lores, intimidate, barter, Trade

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Batarian Pirate
Characteristic Mods: BS/WS (+5 or +10)
Starting Skills: 1-2 from Dodge, Drive, Pilot, Interrogate
Starting Talent areas: +1 to Combat

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Batarian Spy
Characteristic Mods: Int/Agility (+5 or +10)
Starting Skills: 1-2 from lores, tech use, concealment, silent move, security, Logic
Starting Talent areas: +1 to Tech

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Drell
Characteristic Mods: Strength/(Intelligence or BS or Agility) (+5 or +10)
Starting skills: 2-3 from lores, acrobatics, barter, inquiry, awareness, Trade
Starting Talents: Drell Eidetic Memory

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Drell Assassin
Characteristic Mods: WS or BS/Agility (+5 or +10)
Starting Skills: 1-2 from Dodge, acrobatics, climb, Swim, awareness
Starting Talent areas: +1 to Combat

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Drell Adventurer
Characteristic Mods: Int/Fellowship (+5 or +10)
Starting Skills: 1-2 from Fellowship, Intimidate, Tech Use, Bater, Trade, Drive, Pilot
Starting Talent areas: +1 to Tech

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Human
Characteristic Mods: Any two (+5 or +10)
Starting Skills: 2-3 from any

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Human Soldier
Characteristic Mods: BS/Fellowship (+5 or +10)
Starting Skills: 1-2 from Awareness, Command, Dodge, Drive, Pilot
Starting Talent Areas: +1 to Combat

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Human Technician
Characteristic Mods: Intelligence/Agility (+5 or +10)
Starting Skills: 1-2 from Awareness, Chem-Use, Demolition, Drive, Lores, Medicae, Pilot, Tech-Use
Starting Talent Areas: +1 to Tech

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Human Biotic
Characteristic Mods: Willpower/Perception (+5 or +10)
Starting Skills: 1-2 from Awareness, Logic
Starting Talent areas: +1 to Biotics

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Krogan
Characteristic mods: Strength/Toughness/WS (+5 or +10), -5 Fellowship
Starting Skills: 2-3 from Swim, Climb, Intimidate, Awareness, Survival, Carouse, Trade
Starting Traits: Size (Hulking), Resistance (Heat, Cold, Fear, Poison, Paralysis)

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Krogan Berserker
Characteristic Mods: Strength/WS (+5 or +10)
Starting Skills: 1-2 from Dodge, Awareness, Intimidate
Starting Talents: Frenzy
Starting Talent areas: +1 to Combat

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Krogan Battlemaster
Characteristic Mods: Willpower/Toughness (+5 or +10)
Starting Skills: 1-2 from Command, Awareness, Lores (pertaining to war)
Starting Talent areas: +1 to Biotics

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Quarian
Characteristic Mods: Agility/Intelligence/Perception (+5 or +10, -5/-10 to Toughness
Starting Skills: 2-3 from Awareness, Barter, Drive, Evaluate, Logic, Lores, Navigation, Search, Tech Use, Trade
Starting Traits: Weakness (Poison, disease), Dextro-Amino

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Quarian Marine
Characteristic Mods: BS/Agility (+5 or +10)
Starting Skills: 1-2 from Awareness, Dodge, Drive, Pilot
Starting Talent Areas: +1 to Combat

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Quarian Machinist
Characteristic Mods: Intelligence/Agility (+5 or +10)
Starting Skills: 2-3 from Barter, Chem-Use, Demolition, Drive, Evaluate, Inquiry, Logic, Navigation, Pilot, Security
Starting Talent Areas: +1 to Tech

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Salarian
Characteristic Mods: Intelligence/Perception (+5 or +10)
Starting Skills: 2-3 from Awareness, Barter, Blather, Chem Use, Concealment, Deceive, Evaluate, Inquiry, Logic, Lores, Tech-Use, Trade
Starting Traits: Salarian Metabolism

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Salarian Operative
Characteristic Mods: BS/Agility (+5 or +10)
Starting Skills: 2-3 from Awareness, Concealment, Disguise, Dodge, Demolitions, Drive, Inquiry, Interrogation, Lip Reading, Scrutiny, Search, Shadowing, Silent Move, Pilot,
Tracking
Starting Talent Areas: +1 to Combat

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Salarian Doctor
Characteristic Mods: Intelligence/Perception (+5 or +10)
Starting Skills: 2-3 from Awareness, Barter, Chem-Use, Drive, Evaluate, Logic, Medicae, Navigation, Pilot, Lores, Tech-Use
Starting Talent Areas: +1 to Tech

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Turian
Characteristic Mods: BS/Agility (+5 or +10)
Starting Skills: 2-3 from Awareness, Dodge, Drive, Medicae, Navigation, Pilot, Trade
Starting Traits: dextro-Amino, Resistance (Fear)

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Turian Legionary
Characteristic Mods: BS/Toughness (+5 or +10)
Starting Skills: 2-3 from Awareness, Command, Climb, Dodge, Drive, Swim
Starting Talent Areas: +1 to Combat

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Turian Agent
Characteristic Mods: Perception/Intelligence (+5 or +10)
Starting Skills: 1-2 from Awareness, Climb, Concealment, Deceive, Demolitionist, Evaluate, Inquiry, Interrogation, Intimidate, Scrutiny, Search, Silent Move, Tech-Use
Starting Talent Areas: +1 to Tech

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