The Milky Way galaxy is home to a wide variety of sapient species. This page will list all of the species that are available to use as player characters. These descriptions aim to provide a basic level of information, however I recommend checking out the linked Mass Effect Wiki pages for each species for a more complete view of their features and place in galactic society.
Each Species provides various bonuses to attributes and gameplay, however the most important factor is to pick a species you find interesting rather than worry about fitting into species stereotypes or what would be the most statistically effective. All player species start with a movement speed of 6m.
Note - Clicking on the name of each species will take you to the Mass Effect Wiki page for that species. If you are new to the Mass Effect setting I recommend using these for a more detailed view on galactic history.
Origin planet: Thessia
Biology: Asari are bipedal humanoids, with varying tones of blue skin. Rather than hair, Asari have a series of overlapping cartilage fringes (often incorrectly called tentacles). Asari are a mono-gendered species comprised entirely of female members, owing to their ability to reproduce with a member of any other species via a 'mind meld' rather than a need for physical connection. All Asari also have some degree of latent Biotic ability, and also have the longest natural lifespan of known organic species, living well over 1000 years. As a result they tend to view anyone under 200 years old as little more than a child.
History: Asari are widely respected across the galaxy, due to being the first species to discover the Citadel and establish a galactic council. Due to their early advances and long lifespans, Asari can be found in most areas of the galaxy and almost every major industry has been shaped by Asari influence. Asari heavily favour diplomacy and art instead of aggression, and are known to be effective mediators when introducing new species to galactic society.
Bonus Attribute:
+1 Will
Bonus Feature - Natural Biotics
Gain Rank 1 in the 'Pull' Talent for free. If your chosen Class does not permit Biotic abilities, you can only use it once per long rest.
Origin planet: Khar'Shan
Biology: Batarians are bipedal humanoids, easily recognised by their bulbous heads, four eyes, and sharp teeth.
History: Once a part of the galactic community, Batarians could not reconcile their political differences with the Council and have since withdrawn their embassy from the Citadel and severed ties with Council-affiliated species and businesses. Batarian politics rely heavily on a caste system and legalised slavery, as such they were deemed overly aggressive by much of the galaxy and have withdrawn to operating only within the Terminus Systems and Attican Traverse, outside of Council jurisdiction.
Bonus Attribute:
+1 Will
Bonus Feature - Quadrocular Vision
Advantage on skill checks to search an area with sight.
Origin planet: Rakhana
Biology: Drell are bipedal reptilian humanoids, with scaly skin ranging in colourful tones such as greens, blues, and yellows. Drell also have functionally perfect memories and are able to recall past events with such detail and clarity that it is sometimes possible for Drell to mistake their memories for current reality. The average lifespan of a Drell is 85 years, however many Drell eventually suffer from Kepral's Syndrome, an inevitable fatal condition caused by living in humid environments compared to their naturally dry home planet.
History: Originally from the planet Rakhana, most of the native population of Drell died out when the planet was wrought with pollution, famines, and war. Shortly before the entire planet was lost, a group of Hanar discovered the Drell and made efforts to save them and repopulate as many as they could to their own homeworld of Kahje. Most Drell still reside on Kahje to this day, living symbiotically with the Hanar, assisting them with tasks that the water-based Hanar find difficult on land.
Bonus Attribute:
+1 Body
Bonus Feature - Light Steps
+1 bonus to stealth-based skill checks
Origin planet: Dekuuna
Biology: Elcor are massive quadrupeds with extremely thick skin and muscles due to evolving on a world with very high gravity. As a result of living on a world where a small fall can be fatal, Elcor have learned to be slow and methodical in their movements. Instead of a mouth, Elcor have a series of vertical slits. Due to their unique speech and reliance on subtle movements and smells among their own kind, Elcor talk in a slow, monotone voice which many species find difficult to understand. As a result, Elcor will often state their intended emotion before the beginning of each sentence.
History: The Elcor are a largely peaceful race, their slow method of movement also promoting a deliberate, thoughtful mindset. They were taking their first major steps towards space flight when their planet was discovered by the Asari, who assisted them in reaching their nearest Mass Relay, becoming valued traders among the galactic community. Whilst Elcor cannot utilise weapons in the same way as other races, they are still capable of combat by using shoulder-mounted weaponry with VI-targeting programs. In extreme scenarios, Elcor have also been known to carry heavy artillery on their backs in battle, gaining the nickname "living tanks".
Bonus Attribute:
+1 Body
Bonus Feature - Cautious Balance
Immune to being pushed or lifted.
Origin planet: Rannoch
Biology: The Geth are an entirely synthetic race. An individual Geth has no physical body and exists purely as software, moving between different servers and platforms. However when the need for physical combat arises, multiple Geth can download themselves into a 'Hardware platform'. These can vary but the most common type is a simple bipedal form, using synthetic musculature to imitate the shape of a Quarian, with armour plating attached for protection and a large singular optic in place of a face.
History: The Geth were originally created by the Quarians as a series of simple intelligences, designed to help automate labour for tasks such as farming and construction. However, a design flaw that allowed nearby Geth units to share processes for efficiency backfired. As multiple groups of Geth formed, their intelligence grew exponentially, resulting in a true AI that began to question its existence. Driven by fear, the Quarian creators attacked, attempting to shut down the Geth before they became too aware. However this action came too late, the Geth retaliated, eventually driving the Quarians from the homeworld and forming their own isolationist society.
WARNING: Whilst most people have never seen a Geth, many sapient organic species are openly hostile to them. Consult your GM about whether playing a Geth is suitable for your game.
Bonus Attribute
+1 Mind
Bonus Feature - Hard Backups
After 'dying', if your body is still intact, other players may retrieve the data core containing your memories and rebuild an identical chassis using Omni-Gel. The amount of Omni-Gel required is 4x your player level. The process takes at least 24 hours.
Origin planet: Kahje
Biology: Hanar are an aquatic race, with a large fleshy body and 6 tentacles protruding from the sides. They are often compared to "jellyfish" in appearance although the term is not widely appreciated. As their world is almost entirely water, the Hanar require special AntiGrav devices to allow them to travel on land, floating roughly 2m off the ground. Their long tentacles can manipulate most modern equipment and what they lack in lifting strength, they make up for with an incredibly strong grip. Hanar skin tones range from purple to pink.
History: Hanar are a typically private species, partially due to their homeworld being largely inhospitable to most galactic species without life support equipment, but also due to a strong focus on 'politeness' in Hanar culture, so much so that Hanar only use personal pronouns or their real names among close friends.
Bonus Attribute:
+1 Will
Bonus Feature - AntiGrav Pack
You are immune to fall damage, difficult terrain, and becoming Prone.
Origin planet: Earth
Biology: Humans are a race of bipedal humanoids. Similar in build and appearance to the Asari, however Humans are mammals, with hair across most of their body, in varying amounts. Xenobiologists from other species have noted that Humans possess a far greater genetic variety than other known galactic species, not just in appearances such as skin tones and height, but on an internal chemical level. The peaks and valleys for human intelligence, emotion, and physical prowess make it extremely difficult to predict an individual human's capabilities.
History: Relative newcomers to galactic society, Humans first caught the attention of the Turians when a scouting fleet discovered a Human vessel attempting to reactivate a dormant Mass Relay, unaware that they were violating Citadel conventions. What followed was a brief war between the two species, until the Council intervened and both sides agreed to end the conflict diplomatically. Humanity has since leapt on the opportunity and quickly ingratiated themselves into business and political ventures across the known galaxy. As a result, many species consider humans to be very aggressive and are concerned about how quickly they try to seize power when it is made available.
Bonus Attribute:
+1 Will
Bonus Feature - Genetic Diversity
Pick one other Attribute to gain +1
Origin planet: Tuchanka
Biology: Krogan are a race of reptilian bipedal humanoids who have perfectly adapted to the harsh and unforgiving nature of their home planet. Krogan are, on average, twice the volume of a human and possess thick hides, natural armour plating, and a large nutrient hump on their back that can sustain them on very little food/water for several days. When factored in with their dense musculature and secondary and tertiary organs, a Krogan is an incredibly dangerous foe on the battlefield. Krogan are also known for incredibly long lifespans, being able to live well past 1000 years old, although their dangerous environment and lifestyle means few ever reach this age.
History: The Krogan possess a long and violent history, even before their introduction to galactic society. Centuries ago, the Krogan dominated their home planet of Tuchanka, however overpopulation led to an inevitable nuclear war that devastated the planet and the Krogan population. Later during the Rachni Wars, the Krogan were discovered by the Salarians, who upon seeing the Krogan capacity for combat, promised them new planets and technologies in exchange for fighting the Rachni.
After the war, the Krogan began to repopulate in massive numbers, eventually encountering similar resource issues. After being denied additional planets by the Council, the Krogan declared war on the rest of the galaxy, planning to seize planets from other species by force. The Krogan posed such a threat to the wider galaxy, that the Turian military felt they had no choice but to deploy 'The Genophage', a biological weapon created by the Salarians that causes around 90% of all Krogan pregnancies to be stillborn. Without their numbers and with the loss of morale, the Krogan were eventually defeated and forced to relocate back to their home planet. After the rebellions, Krogan are permitted to leave Tuchanka but may not own military vessels or colonise other planets.
Bonus Attribute:
+1 Body
Bonus Feature - Blood Rage
When dropped to 0HP during combat, you may roll a Body Save (Difficulty 10).
On a failure you fall unconscious as normal, but on a success you may continue fighting.
You must make this Body Save again at the start of each of your turns.
Each time you take damage during Blood Rage, the Body Save difficulty increases by 2.
You cannot be healed during Blood Rage and fall unconscious after combat has ended.
Origin planet: Rannoch
Biology: Quarians are a race of bipedal humanoids, their most striking features are their digitigrade legs and 3-fingered hands. Other than this, very few in the galaxy are aware of what a Quarian truly looks like. This is due to the fact that all Quarians are required to wear environmental suits at all times to compensate for their compromised immune systems, a result of years spent aboard sterilised ship conditions after the loss of their home planet. Quarians need to be very careful about exposure to the outside world, as even relatively minor strains of viruses and bacteria can have potentially deadly consequences.
History: Once a highly promising race due to their natural intelligence and affinity for robotics, the Quarians have since been evicted from their home planet after the accidental creation of an AI race known as the Geth, who eventually slaughtered most of their population. Escaping on a handful of ships, the Quarians are now a nomadic race, travelling across the galaxy gathering resources and ships. Difficult relations with the Council have denied them the opportunity and the resources to colonise a new planet, and many Quarians believe that they should conserve their forces for the day they can retake their homeworld from the Geth.
Bonus Attribute:
+1 Mind
Bonus Feature - Triple Filtered
Your environment suit makes you immune to airborne diseases, poisons, or radiation.
Origin planet: Sur'Kesh
Biology: Salarians are an amphibious bipedal humanoid race with tall, thin bodies. They also possess a pair of horns and large black eyes. However their most notable biological feature is their hyperactive metabolism. Salarians are known to be able to think and move much faster than other species as well as only needing 1-2 hours of sleep per day. All of this comes at the cost of a relatively short lifespan of around 40-50 years.
History: Due to their fast way of thinking, Salarians are known as a highly intellectual race and were among the first to discover interstellar travel and the second species to discover the Citadel. Salarian scientists are highly respected and are responsible for a great deal of galactic discoveries since joining the Council. Salarians are mostly peaceful, often relying on espionage and technology to maintain security rather than force.
Bonus Attribute:
+1 Mind
Bonus Feature - Overclocked Neurons
A short rest provides all the benefits of a long rest.
Origin planet: Palaven
Biology: Turians are a race of bipedal avian humanoids, their most recogniseable feature is the metallic natural armour covering their skin. Whilst this does not offer much protection in combat, it helps to protect from solar radiation, due to their home planet's weak magnetic field. Similar to Quarians, much of the life on the Turian home planet is based on Dextro-amino proteins and so they are incapable of digesting most foods that other species eat.
History: Turians were the 3rd species to discover the Citadel and despite their strong military culture, sought peace and quickly became the 3rd Council species, using their large fleet and disciplined population to provide military services to the Council. Turian society places high expectations on its citizens to provide for the species, such as mandatory military service for all and a strong focus on medical, engineering, and military careers rather than the arts. However some Turian colonies outside of Palaven do not follow this doctrine quite so rigidly.
Bonus Attribute
+1 Body
Bonus Feature - Reach and Flexibility
Add an extra 1m range to any melee attacks.
Origin planet: Irune
Biology: Volus are a species of small bipedal humanoids, standing at only around 3ft tall, with bulbous rotund bodies. Due to evolving on a high-pressure planet, Volus are unable to survive in conditions suitable for most species and so they rely on pressurised environmental suits when outside of their home planet.
History: The Volus were first discovered by the Turians, who then introduced them to the Citadel Council. Whilst having little to offer in terms of resources or labour, the Volus' aptitude for trade made them an invaluable member of galactic society and they were instrumental in the creation of the universal currency now known as "Credits", allowing for easy trade between all galactic species. Despite this contribution, the Volus have never been offered a seat on the Council itself, a source of some anger amongst Volus politicians.
Bonus Attribute:
+1 Mind
Bonus Feature - Merchant Connections
Receive a 10% discount from friendly stores and merchants.
+1 to skill checks relating to bartering or trade.
Origin planet: Heshtok
Biology: Vorcha are bipedal humanoids known for their elongated faces, pointed ears, and a mouthful of razor sharp teeth. The Vorcha possess a unique biology in that they are highly adaptive, with cells that can rapidly regenerate and reform an individual Vorcha to its environment in under a week. A Vorcha that has been burned may grow back thicker skin, or Vorcha living in high gravity environments will develop enhanced muscles to compensate. Vorcha are also the shortest lived sapient species in the galactic community, reproducing quickly but living only for around 20 years on average.
History: The Vorcha home planet has been mostly drained of natural resources due to overpopulation. As a result, Vorcha society is aggressive, having splintered into several large 'clans' who wage war for basic needs. Most Vorcha have never left Heshtok, however their high reproductive rates, low intelligence, and fast healing capabilities have made them popular among mercenary groups like the Blood Pack, who 'employ' them as expendable front-line soldiers.
Bonus Attribute:
+1 Body
Bonus Feature - Regenerative Healing
You are immune to all diseases. Additionally at the start of each of your turns, you regain 2HP (unless Unconscious or suffering from Burning).
Origin planet: Parnack
Biology: Yahg are one of the most deadly species to be encountered in the Milky Way, their large stature puts them on par with an Elcor for size, but with a thick muscular frame that allows for bipedal movement. They are immensely strong, but also have a capacity for greater intelligence, combined with a keen sense of perception.
History: The Yahg are a pre-spaceflight civilisation, first discovered by the Council. Initial attempts to make contact with the Yahg ended poorly. The Yahg refused to see other species as equals and massacred the delegation that was sent to their home planet. Officially, the Council has forbidden the Yahg to join galactic society and has declared Parnack to be off-limits to all. Unofficially, there have been several attempts at smuggling Yahg individuals from the planet by private corporations, and by governmental research institutions.
WARNING: Whilst most people have never seen a Yahg, their presence in Council space may attract unwanted attention from those familiar with their history and illegal status. Consult your GM about whether playing a Yahg is suitable for your game.
Bonus Attribute:
+1 Body
Bonus Feature - Dense Muscles
+1 Damage on successful Melee attacks.