Savage Worlds: Mass Effect
I have previously converted both Mass Effect and The Elder Scrolls to Savage Worlds: Deluxe Edition. This represents an attempt to update the Mass Effect conversion to Savage Worlds: Adventure Edition. As I've noted before, I rely heavily on the Mass Effect Wiki. I also have a tendency to not do much straight monster conversion, so there may be some gaps in here that you'd really rather I fill. Feel free to yell at me if there's something you really want to see, but also be prepared for me to shrug and move on.

Advantages: Humans receive one additional Benny each session (similar to, and stacking with, the Luck Edge), and a free Novice Edge for which they meet the requirements.
Disadvantages: Humans are not well-liked in the Galaxy, and have a -2 to Persuasion with most non-humans; while they may be individually personable, their rapid rise to prominence has left many uneasy with them. Additionally, Batarians frankly hate humans, blaming them for many of their race's woes. Humans, for their part, stereotype Batarians as thugs, pirates, and slavers. Humans suffer an additional -2 to Persuasion with Batarians, and both species are prone to shoot first, ask questions later.

Advantages: Salarians are known for their non-linear thinking, beginning with a d6 in Smarts. They also need little sleep; most will take 3-4 hours a night, but they can function on as little as 1 hour for extended periods.
Disadvantages: Salarians have a slight build; even if tall, they are painfully thin by human standards. As such, they are Frail, with a -1 to their Toughness.

Advantages: Turians begin the game with a d4 in both Fighting and Shooting to represent their military training. Turians also receive a +4 to resist radiation, and reduce damage from radiation by 4 points.
Disadvantages: As dextro-amino species, turians cannot eat the flora and fauna of many worlds; they are limited to Turian and Quarian food, for the most part. On Turian vessels, this poses little problem, but lack of rations in the field can put them at a greater risk of starvation.

Advantages: Asari have Mind Reading as a non-biotic power and skill; the Mind Reading skill is based on Spirit, and does not rely on Power Points, but does inflict a level of Fatigue with each use. While asari are natural biotics, and many do possess biotic abilities, not all asari develop the skill; as such, asari who wish to be trained biotics must purchase the Arcane Background, or the Asari Biotic Edge.

Advantages: Krogan are obscenely resistant to environmental hazards, and recover quickly from injuries. They have a skill, Krogan Resilience, which keys off of Vigor, and 15 power points with which to use the powers of Environmental Protection and Healing. Both powers affect only the Krogan; Environmental Protection cannot protect against drowning or vacuum. Power points from Krogan Resilience can only power those two abilities, and return at a rate of 5 per hour of rest.
Krogan also begin at Size +1 (adding +1 to Toughness, and making their Strength maximum d12+1), and have an initial d6 in Vigor (and a maximum of d12+1). Additionally, they have the Berserk edge, and do not take a Wound when they suffer a second Shaken result in combat.
Disadvantages: Krogan are big creatures, and oddly shaped, and find many devices used by other races difficult to manage; they must have explicitly Krogan armors, and some weapons will require adjustment to fit in krogan hands, or they will suffer a -2 penalty to their use. Additionally, Krogan are somewhat alienated from the galaxy at large, and suffer a -2 penalty to Persuasion with non-Krogan, and a -2 to Smarts rolls (which compounds with their Berserk Edge). The existence of the genophage, and their continued subjugation to it, is a sore point for all krogan, functioning as a Major Shamed hindrance.

Advantages: Quarians begin with d6 in Repair, and d6 in Electronics; both have a maximum of d12+1. Additionally, all quarians begin with environmental suits, which are the equivalent of +2 Armor, and have the built-in tech powers of Environmental Protection and Protection (shields), with a 15 point power supply. These suits, and their powers, mitigate their vulnerability to environmental contaminants; quarian armor is built to accommodate their environmental suits. If a quarian loses their environmental suit and survives, they can often acquire one if they can reach the Migrant Fleet.
Disadvantages: Quarians are remarkably dependent upon their environmental suits. Without the suits, or if the suits are breached (see Armor Breaches, below), they have severe allergic reactions to many environmental contaminants, and so have a -4 to resist both disease and poison, and suffer 4 additional points of damage if an attack is based on such. During an armor breach, all attacks which Wound or Shake the character require them to make Vigor checks (at -4) against both Mild Poison and Debilitating disease. Disliked by much of galactic society, viewed as thieves and hated for creating the geth, they likewise receive a -2 to Persuasion with non-quarians. Additionally, as one of the few dextro-amino species, they are unable to consume much of the common food of the galaxy, and thus are limited to Quarian or Turian rations.

Advantages: Drell have a +4 to resist heat and flame, and 4 additional points of armor against attacks based on such.. They also have an Eidictic Memory, allowing them to recall any information they have been exposed to; this results in a +1 to attempts to Smarts tests recall information, including many applications of knowledge skills.
Disadvantages: However, their memory can be triggered involuntarily whenever they roll a 1 (on either die) while making a Knowledge or Smarts test, requiring a Spirit roll lest they fall into a fugue state and 4 point penalty to all trait rolls while in the grip of memory. With success, there is only a 2 point penalty. With a raise, there is no penalty. A Bennie may be spent to remove the penalty, as well. Checks against the fugue state may be made every round during combat, or every minute when out of combat, and the fugue will last until either two successes are made, or a success and a raise. Drell likewise have a minor Flaw, Vow, representing their Compact with the Hanar. They are not obligated to serve, though the Vow is still present.

Advantages: Hanar are fully aquatic, and thus cannot drown, move at full speed while swimming. They likewise possess four additional limbs, allowing them to take multiple actions. They also secrete poisons from their limbs, allowing them to paralyze in hand to hand combat. They move by means of levitation packs powered by mass effect fields, giving them the equivalent of Flight.
Disadvantages: As jellyfish, they lack physical strength, so all Strength checks are made a -2. Their Vigor and Agility likewise have a -1 penalty. These penalties apply to Attribute rolls only, not to skills. Their stilted speech and strong religious beliefs also marks them as Outsiders, and so they have a -2 to Persuasion with non-hanar (or drell).

Elcor: Elcor move very slowly, having a base pace of 3 and only a d4-1 running die. Likewise, they are unusually Cautious, possessing that hindrance, compared to most other species. Their speech patterns cause them to be regarded as Outsiders, and so receive a -2 penalty to Persuasion when dealing with other species. They are Big creatures, unable to use a lot of the common technology of the galaxy without suffering a -2 to their trait rolls, and suffer a -2 on all Agility checks, though not on the related skills. Their size can also cause them to suffer targeting problems when aimed at relatively small creatures (like humans, asari, and most other species).
However, they have great strength, beginning with a d8 and able to increase it to d12+4 through normal advancement. They are also quite large, gaining +2 to Size, with the commensurate increase to Toughness, and +2 to Armor. They also have a base d8 in Vigor.

Advantages: Batarians have a rough reputation, and begin with a d4 in Intimidation. While best known for their eyes (which grant low-light vision), their senses are very fine in other respects, resulting in a +2 to all Notice checks.
Disadvantages: That same rough reputation impacts their interactions with the rest of the galaxy, however. Batarians have a -2 to Persuasion with most of the galaxy, and their mutual enmity with humans increases that to a -4 when humans are involved.

Advantages: Vol society is based on negotiation; while they might learn self-defense, they are far more likely to negotiate conflict than initiate violence. As such, all Volus begin with the ability to take 1 free reroll of any Persuasion check. Those able to leave Vol space are extremely well off; they have the equivalent of the Rich edge, and begin with an expensive environmental suit that doubles as armor. The suit provides +8 armor, indefinite life support, +4 vs. environmental hazards, and at least basic shields (with 10 power points for the shields) and omni-tools (with Healing both for the armor and the volus inside, as well as Speak Language, and 10 power points for those power). There is no minimum strength for this armor.
Disadvantages: Compared to most of the galaxy, Volus are Small, with a -1 Size penalty, and a Reduced Pace of 4, with a 1d4 running die.
Additionally, Volus are absolutely dependent upon their environmental suits. A quarian without their environmental suit will get very, very sick. A volus without their environmental suit will explosively decompress. Each round without their environmental suit (or in a breached environmental suit) is equal to a Lethal Poison, as well as a round of Drowning. They must make Vigor rolls every round; failure inflicts a Wound, leaves them Stunned, and they will die in 2d6 + Vigor rounds regardless of how lucky they are. They must repair their suit or reach a Vol-formed space to avoid death.