Actions

Work Header

Fallout: Mass Effect AU/Crossover

Summary:

An alternate universe/AU that reimagines the characters from the Fallout franchise in the Mass Effect universe.

Chapter 1: The Player Character

Notes:

(See the end of the chapter for notes.)

Chapter Text

Player Character Headcanons

Character creation follows the ME universe’s class systems and the Fallout universe’s SPECIAL and skill system (except the Energy Weapons skill is omitted in favor of a Biotics skill). There are five playable races: human, turian, asari, drell, and quarian. Each race has a perk unique to them. The Tag system is replaced by bonuses unique to the player character’s race and background. The player can choose either genders for each race with the exception of the asari, who are a mono-gendered species.

Human

Perk: Wildcard: Humans are the latest to join the galactic community, but their unpredictable nature makes up for their lack of experience. Distribute 3 more SPECIAL points at the cost of -5 on all skills.

  • Human Survivor - Born in Mindoir, you spent your childhood hiding from your parents to avoid your chores. You narrowly escape being taken by Batarian slavers thanks to your intense desire to stay alive, surviving long enough to be rescued by the Alliance. (+10 Survival, +5 Sneak, +5 Medicine.)
  • Human Rogue - Spending your childhood in the megacities of Earth, you got embroiled with gangs and the criminal underworld. You learned how to get into places where you shouldn’t be, and to fight back against the authorities with your fists. (+10 Lockpick, +5 Sneak, +5 Unarmed.) 

Turian

Perk: Turian Discipline: Serving in the turian military instilled some discipline in you, especially with your firearms. Your aim is 50% more accurate, and you find more thermal clips than usual.

  • Turian Major - After completing your conscription in the turian military, you chose to continue serving and rose to the rank of major. Your sense of duty and loyalty brings people together into a single, cohesive unit. (+10 Speech, +5 Guns, +5 Explosives.)
  • Turian Mercenary - Shortly after completing mandatory service in the turian military, you’ve decided to become a soldier of fortune. Your time spent as a mercenary made you proficient with explosives and firearms. (+10 Explosives, +5 Guns, +5 Speech.)

Asari

Perk: Innate Biotic: Being an asari means you are naturally a biotic from birth. Gain +10 in the Biotics skill, and 10% more damage when using your biotics.

  • Asari Scholar - A graduate from a prestigious university in Thessia, you decided to leave your homeworld to further quench your thirst for knowledge. Your inquisitive and diplomatic nature helps you advance your goals. (+10 Science, +5 Speech, +5 Barter.)
  • Asari Commando - You have shown great biotic potential and have chosen to be trained for combat as a maiden, making you a formidable warrior. (+10 Biotics, +5 Guns, +5 Sneak.)

Drell

Perk: Fine-tuned Physique: Drell have naturally dense muscle tissue, granting them agility and a wiry strength. However, they are susceptible to humidity. Gain +2 Strength and +2 Agility at the cost of -3 Endurance in wet environments.

  • Drell Assassin - Born in Kahje, you were handpicked by the hanar to serve them through the Compact, which is considered a great honor. Gifted in stealth-based combat, you still retain your training after you’ve decided to seek your own adventure. (+10 Unarmed, +5 Guns, +5 Sneak.)
  • Drell Drala’fa - You were born in the dying world of Rakhana as the unseen. Ships only come during pilgrimage season, and one day, without hesitation, you stowed away to escape from your previous life with nothing but your sharp survival instincts. (+10 Sneak, +5 Survival, +5 Lockpick.)

Quarian

Perk: Resourcefulness. As nomadic scavengers, it is almost second nature for quarians to make use of everything they can get ahold of. Repairing objects restore 20% more item health, and gain a +50% chance for containers to spawn rarer items.

  • Quarian Mechanist - Machines are your expertise. You’ve devoted your time studying them, repairing them, and stripping them for parts you can sell. (+10 Repair, +5 Science, +5 Barter.)
  • Quarian Scientist - In the Flotilla, you devoted your time in intellectual pursuits to help improve the community’s living conditions, such as aiding with creating herbal supplements and studying hydroponics. (+10 Medicine, +5 Science, +5 Repair.)

Notes:

Hey there! It’s almost November, which means N7 day is coming up! I’m a huge fan of both the Fallout franchise and the Mass Effect trilogy, and I’ve been marinating on the idea of blending Fallout’s SPECIAL and skill system with Mass Effect’s classes and ability to choose a background for years, but never had the motivation or creativity until now. I needed a palate cleanser from Absolution and my LW/Charon comic too, so I decided to finally write it. I doubt that I’m the first one to think of such a thing, but as always, I want to try my hand at such concepts. This is mostly just for fun but I’m open to suggestions!

I plan to write ME counterparts for the companions from 3, NV and 4. Stay tuned for more!