Saw some people posting homebrew races from various sci-fi settings so decided I'd share some of my own.
Only krogan, turians, salarians, quarians and asari finished at the moment. Batarians, Volus and Drell are on the way...
Krogan
RACIAL TRAITS
Ability Adjustments: +4 Str, +2 Con, -2 Int, -2 Cha
Hit Points: 6
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Size and Type: Krogan are Medium humanoids with the krogan subtype.
Extraordinary Recuperation: Krogan regain hit points naturally at twice the normal rate (2 hit points per character level with 8 hours rest or 4 hit points per character level with 24 hours rest).
Tough Skin: Krogan gain a +1 racial bonus to AC. They also receive a +2 racial bonus to saving throws against natural hazards (radiation, poison, extreme cold or heat, etc).
Charger: Krogan gain a +2 racial bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the krogan and its opponent are standing on the ground.
Natural Weapon: Krogan are always considered armed. They can 1d3 lethal damage with unarmed strikes and the attack doesn't count as archaic. Krogan gain a unique weapon specialization with their natural weapon at 3rd level, allowing them to add 1-1/2 x their character level to their damage rolls for their natural weapon (instead of just adding their character level, as usual).
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Turian
RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Con, -2 Cha
Hit Points: 4
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Size and Type: Turians are Medium humanoids with the turian subtype.
Military Service: Turians receive a +2 racial bonus to Piloting checks. In addition, turians start with 1 skill rank in Profession (Soldier).
Marksmen: Turians receive Longarm Proficiency as one of their class weapon proficiencies. If their class already grants this proficiency, they instead receive Weapon Focus (Longarms) at 3rd level.
Disciplined: Turians receive a +1 racial bonus to Will saving throws.
Radiation Resistant: Turians receive a +2 racial bonus to saving throws against radiation and radiation sickness.
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Salarian
RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Int, -2 Str
Hit Points: 4
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Size and Type: Salarians are Medium humanoids with the salarian subtype.
Hyperactive Metabolism: Due to their metabolism, salarians only need 1 hour of rest per day. This does not give them the healing benefits of 8 hours of rest in only one hour, only mitigates the need for 8 hours of sleep. Natural healing still works as normal.
Amphibian: As amphibious creatures, salarians have a swim speed of 20 feet and cannot drown in water.
Intellectual: Salarians receive a +2 racial bonus to Culture, Life Science and Physical Science checks.
Photographic Memory: Once per day, a salarian can roll a single skill check to recall knowledge twice and take the higher result.
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Quarian
RACIAL TRAITS
Ability Adjustments: +2 Int, +2 Cha, -2 Con
Hit Points: 4
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Size and Type: Quarians are Medium humanoids with the quarian subtype.
Master Technicians: Quarians receive a +2 racial bonus to Engineering and Computers checks.
Robotics: Quarians have an intimate understanding of technology and synthetic constructs, and as such, gain a + 1 racial bonus to attack rolls and a +4 racial bonus to AC against creatures with the technological subtype.
Pilgrimage: Quarians are rarely seen outside the Flotilla, and those who are, are normally seen during a right-of-passage called their Pilgrimage, in which they search for a way to aid the Flotilla. As such, adult quarians receive a +2 racial bonus to Diplomacy checks made to gather information.
Weak Immune System: All quarians have incredibly weak immune systems and as a result, must wear environmentally sealed suits when not in strictly sterile environments. These suits count as any form of light or heavy armour with environmental protections. In order to avoid the risk of infection, quarians must have their environmental protections active at all times.
Quarians without suits (or environmental protections active) suffer a -2 penalty to all Fortitude saving throws against poisons and diseases, and are vulnerable to infections. For every hour a quarian is exposed to unsterilized air, they must succeed at a Fortitude saving throw (DC 17) or move down the Physical Disease Track, starting at Weakened. Treating the infection requires a successful DC 15 Medicine check or casting of remove affliction.
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Asari
RACIAL TRAITS
Ability Adjustments: +2 Cha, +2 Wis, -2 Con
Hit Points: 4
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Size and Type: Asari are Medium humanoids with the asari subtype.
Psychic Affinity: Asari receive a +2 racial bonus to caster level checks to overcome spell resistance. In addition, asari receive a +2 racial bonus to Mysticism skill checks.
Sexual Appeal: Asari receive a +2 racial bonus to Diplomacy skill checks.
Mixed Heritage: Asari often use their unique method of reproduction to absorb traits of other species into their offspring. Asari may choose to possess any single special quality of any other species to reflect this, with the exception of ability bonuses. Pure asari - that is, asari born from a union of two asari - gain the Skill Focus feat instead, applied to a skill of their choice.
Mind Meld: Asari have a natural ability to attune their nervous systems to those of other beings, which they evolved for reproductive purposes. In order to perform a mind-meld, the asari must be touching the target. Establishing the mind-meld is a full-round action that provokes attacks of opportunity, and the asari must concentrate in order to maintain it. If the target is unwilling, they can make a Will saving throw against a DC equal to 10 + the asari's level + Wisdom modifier. Once the mind meld has been established, the asari may draw on knowledge present in the target's mind, or implant memories into their mind. A mind meld may only be attempted once per day.