Although they resemble a mammal-reptile cross, the vorcha have no terrestrial analogue. They are humaniod in form, but vorcha have "clusters" of non-defferentiated neoblast cells, like those of Earth's planarian worms. Damaged vorcha cells mature into specialized structures to alleviate injury or stress. Transformationns include thicker skin following injury, lung adaptation for barely-breathable atmospheres, and stronger cardio-skeletal muscle under high gravity. Skull capacity and brain size do not change, and vorcha rarely make more than one somatic overhual.

Vorcha assault each frequently, causing their young to gain strength, intelligence, and resilience. As a result, vorcha see inflicting and receiving pain as normal communication. Few vorcha study professions, in part because their average life expectancy is only 20 years. Because vorcha can eat and breathe nearly anything, they can live almost anywhere, but racism prevents them from integrating into most societies that dismiss them as vermin. They have few employment options beyond krogan mercenary bands.

Attribute ModsEdit

No Attribute mod. Instead, a vorcha character gets additional Attribute Points during character creation (+2 Novice, +4 Veteran, +6 Elite). Attribute dice cost half the number of Advancement Points as other races.

Nets +/- 0.

Required TraitsEdit


  • Fast Healer (d6)
Vorcha heal abnormally fast while their cells specialize into whatever is needed.
  • Hardy Constitution (d6)
Gained after a week in a hostile environment (d2 every 2 days up to d6); not technically a starting Trait, but a player may pick a specific type of environment that the character is already resistant to before the game begins.


  • Short-Lived (d8)
A typical vorcha lifespan is roughly 20 years.
  • Out for Blood (d8)
Vorcha communicate primarily through violence. As such, if words just aren't cutting it, teeth, guns, clubs, and whatever else is handy will.