The Turians Ethnicity in Mass Effect's Milky Way | World Anvil
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The Turians

Turian:

 
A militaristic and honorable species the Turians are no pushovers, all Turians are obligated to serve in their military and get combat training to prepare for adulthood meaning even medics and artists are combat specialists.   Ability Score Increase:   A + 2 to your Dexterity and a + 2 to your Constitution.   Age: Turians live slightly longer than humans, about 200 to 250.   Size: Your size is medium   Speed: 30ft.   ~~~~~~~~~~~   Thulium Skin:   You have resistance to radiant Dmg and immunity to disease caused by radiation.   ~~~~~~~~~~~  

Military Doctrine:

  Boot camp begins on the 15th birthday. Soldiers receive a year of training before being assigned to a field unit; officers train for even longer. Most serve until the age of 30, at which they become part of the Reserves. You might be currently enlisted, a lifer, part of the reserves, or have moved on to other pursuits. Either way, your dogged service and commitment to your field unit has made a lasting impact on you. Choose one of the following military doctrines.  

Combat Officer:

  Combat officers are typically infantry who have served long enough to become officers and/or bright, young turians that have an aptitude for leadership. In addition to their military training, they also serve in a variety of administrative roles.   Ability Score Increase:   +2 Charisma   Battlefield Awareness:   You gain proficiency in Perception or Insight skill (your choice).   Leadership:   Whenever a friendly creature you can see makes an attack roll or saving throw, you may use your reaction to issue a special warning or command. The creature can add a d4 to its roll, provided it can hear you.   You can use this trait between short or long rests a number of times equal to your Charisma modifier (minimum once).  

Demolitions:

  Demolitions experts focus on both the combative application of explosive but also can support in construction, mining, and colonization efforts.   Ability Score Increase:   +2 Constitution   Bomb Defusal:   You have advantage on Intelligence (Electronics) checks to disarm mines and other explosive devices.   Esprit de Boom:   Whenever a creature suffers damage from a grenade or mine, you have advantage on the next attack roll you make against the creature until the end of your next turn.  

Engineering Corps:

  The engineering corps is responsible for building and maintaining the majority of the Hierarchy’s infrastructure, including spaceports, schools, water purification plants, and power stations.   Ability Score Increase:   +2 Intelligence +1 Wisdom   Engineering Knowledge:   You gain proficiency in one tool of your choice from the following: Amorsmith’s Workbench, Tailor’s Tools, Tinker’s Tools, or Weaponsmith’s Workbench.   Additionally, you gain proficiency in one skill and expertise in another skill from the following: Electronics, Engineering, Investigation, or Science.  

Field Medics:

  Field medics serve in public health services, including hospitals, rehabilitation centers, alien disease control, and preventative care. Due to their dextro-protein based biology, this corps heavily monitors imported alien perishables to avoid fatal allergenic outbreaks.   Ability Score Increase:   +2 Wisdom   Advanced Medi-gel Application:   Whenever you apply medi-gel to a creature the healing die type is a d20 instead of a d6. You can hold 8 Medi-gel.   Medic's Knowledge:   You gain proficiency with the Medial Kit and Medicine skill.  

Infantry:

  The infantry serve as the civic police and make up the majority of the Turian army. They train as soldiers and focus on the success of the mission, resolving any combative conflict as swiftly as possible.   Ability Score Increase:   +2 Strength +1 Dexterity   Esprit de Corps:   Your military training has taught you to work seamlessly as part of a team. Once per turn, you have advantage on an attack roll against a creature if at least one of your allies is within 2 meters of the creature and the ally isn’t incapacitated.   Weapon Training:   You gain proficiency in one weapon type of your choice.  

Recon:

  The recon teams are divided into three categories. Field recon focuses on mapping terrain and advantageous positioning. Force recon specializes in gaining knowledge about enemy strength and threats. Special Operations recon is tasked with bespoke intelligence missions and are generally deployed behind enemy lines.   Ability Score Increase:   +3 Dexterity   Constant Patrol:   Constantly monitoring battlefields has made you keenly aware of when combat is about to break out. You can add your proficiency bonus to your initiative rolls.   Recon Training:   You gain proficiency in the Perception, Stealth, or Survival skill (your choice).   ~~~~~~~~~~~  

Variant: Non-Hierarchy:

  During the Unification War, Turians began utilizing facial markings to differentiate themselves from members of other colonies, a tradition that exists to this day. However, some Turians choose not to receive these markings; others may have grown up outside of the Hierarchy. Whatever the reason, a barefaced Turian is generally associated with someone who is beguiling or cannot be trusted in Turian society. However, as with any society, an individual’s perception of the “bareface” stereotype might be anywhere from extremely potent to completely indifferent.   Ability Score Increase:   +1 Strength +1 Intelligence   Feat:   You gain one feat of your choice.   Skill Proficiency:   Your choice of skill proficiency.

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