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Variant rules and options to create adventures and characters in the MASS EFFECT setting using the Diaspora Role Playing Game.
By M.Gooding (Reaganstorme)
Document Version 2.0.2 MAY 2012
Table of Contents
Introduction The Diaspora Mini-Games Fudge Dice The Ladder The Mass Effect Premise Setting Background Element Zero and the Mass Effect Cluster Creation Mini-Games Changes New System Stat – Order Character Creation Mini-Game Changes Racial Backgrounds Asari Batarians Drell Elcor Geth Hanar Humans Krogan Quarians Salarians Turians Virtural Intelligences and AIs Volus Vorcha Yahg Class Packages New Skills and Stunts Biotics New Skill: Biotic Training New Stunt: Bio Implant Omni-tools New Skill: Tech Training
New Stunt: Military Grade Omni-tool
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8 9 10 11 12 12 13 14 16 17 18 19 20 21 22 22 23 24 25 26 29 31 31 33 34 36 37 38 39 41 42 44 46 46 46 47 49
New T3+ Powered Armour Stunts New T3+ Energy Weapon Ammo New T3+ Energy Weapon Mods New T3+ Powered Armour Mods Sample Advanced Gear Adversaries Cerberus Geth Husks MECHs Mercenary Organisations Rachni Thresher Maws Varren Vorcha Space Combat Mini-Game Changes Spacecraft New T0+ Spacecraft Stunts New T1+ Spacecraft Stunts Sample Mass Effect Spacecraft Platoon Combat Mini-Game Changes Mass Effect Platoons New Platoon Stunts Example Platoons Alliance Marine Platoon A61 Mantis Multirole Gunship Asari Huntress Platoon Geth Platoons M35 ―Mako‖ IFV Salarian STG Platoons Other Platoons and Units Campaigns and Themes Blank Mass Effect Character Sheet Variant Rules Quick Sheets Open Game Licence 1.0a Gear Manufacturer Tables Weapon Manufacturers Bio-Amp Manufacturers Omni Tool Manufacturers Armour Manufacturers
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New Stunt: Combat Excellence Paragon and Renegade Emulation Option 1: Skill Progression Option 2: Status Tracks Sample Characters Garrus Vakarian Kaiden Alenko Dr. Liara T‘Soni Tali'Zorah nar Rayya Urdnot Wrex Personal Combat Mini-Game Changes Weapon Types Equipment New T3+ Energy Weapon Stunts Sample Weapons Spectre Gear Options
it‘s a freeware font called Slider. Murray (Halfjack). Bioware could only put so much into the game. Mass Effect told the story of a group of civilisations about to meet their doom. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds. EonTrinity. battling synthetic intelligences.wikia. gear or mods don‘t quite suit your game.ca/Diaspora/diaspora-srd. PolkaNinja.net members Stevenls.0a (see page 90). 4 . As you can imagine. For those looking for the font I used for the titles and headings. Bioware’s Mass Effect and its sequels. chiefly Brad J. Introduced to Diaspora by friends on RPG. ChopSockey. I hope you find this document useful.html. Special thanks goes out to my playtesters.TTF. I first had to find a system that could do it justice. Also. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. and are used in this document with Fair Use intent. That‘s where VSCA Publishing’s Diaspora comes in. and Stacie_gmrgrl. the player trekked across the game setting exploring uncharted worlds. zircher. Their home page can be found here: http://www. and that you undertake and enjoy the adventures that are waiting for you. but if some of the sample aspects.com/. Travellingdave. Mass Effect 2 and 3. I realised I had found a game system that would suit my needs. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version.com/. James the Dark.Introduction Welcome to the updated version of my first attempt at system hacking. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License. the process of taking an established setting and creating.net. HumAnoydd. What you see here is the culmination of my efforts to blend the two. Barbacobra. and more. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void.vsca. and are not meant to challenge ownership of such ideas. others left as blank slates. Assembling a group of champions. Some text has been taken from the Diaspora System Reference Document. prototype00. fellow RPG. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1. and can be found in their fantastic completeness here: http://masseffect. don‘t be afraid to make up your own versions. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom. Please see the Licence section for further details. Yook. despite the available scope of the setting. and Propagandor for their comments and encouragement.ea. Silent Wayfarer. I acknowledge that Mass EffectTM and all related races. Darth Illithid. rescuing colonists. were fantastic games that begged to be explored. Some things were hinted at. Matthew Gooding (Reaganstorme) May 2012 ACKNOWLEGDEMENTS I would like to thank the creators of Diaspora. which can be found here: http://www. stunts.
While higher numbers are possible. in which a player roll is compared against a referee roll. around which the game is built. If one is looking for appropriate adjectives to describe an action. and two faces blank. These mini-games are: * Cluster Creation * Character Creation * Personal Combat * Space Combat * Platoon Combat All conflicts in Diaspora are resolved using the FATE mechanics as elaborated in Spirit of the Century and available from the System Reference Document for that game. in that the term Fair is replaced by Decent.75 0 1 2 3 4 19/81 23. You add up the +s. it is often the difference between two rolls that might determine the quality of success. 5 .75 10/81 12. The words are only applicable directly when a single character acts. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. Since an apex Skill is at level 5. through the invocation of Aspects. subtract the -s.95 1/81 1.46 16/81 19. yielding a range from -4 to +4. You roll your set of four fudge dice. Aspects. with better chances for extreme results.The DIASPORA Mini-Games Diaspora is a set of mini-games. when all things are considered. Without special dice. THE LADDER +8: Legendary +7: Epic +6: Fantastic +5: Superb +4: Great +3: Good +2: Decent +1: Average +0: Mediocre -1: Poor -2: Terrible In FATE. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. this is functionally the same as rolling 4d3-8. which might be someone else's roll or might be a level imposed by the referee. most numbers in the game. in an opposed roll. are single digits. results of 7 against 5 represent a decent success.24 -3 4/81 4. two faces marked +.35 4/81 4. Each of these use fate dice. A Fudge die is a d6.35 -1 16/81 19. and then you compare against some difficulty level.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. and other elements from the FATE system but they each have other distinctions. 3-4 as blank. you could treat 1-2 as -. and you have a total. Treating the -5 and 5 results as zero keeps the expected range though. you add an appropriate skill.95 -2 10/81 12. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. This yields a particular curve. successes and difficulties are rated by numbers or by the terms on the Ladder. Refer to the provided links if you wish further clarification of any rules based information. So. Our Ladder here is slightly different from the Spirit of the Century Ladder. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. with two faces marked -. and 5-6 as +. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. which yields a result between -4 and +4. available on the Internet.
economy ion engine. but the latest in a long line of intelligent races to unlock the secrets of their use and discover their purpose. behind them when they again leave for millennia. This "mass effect" is used in countless ways. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. Starships still require conventional thrusters (chemical rockets. and that the time to feed has come again. the Reapers provide the building blocks for their next harvest. with a few catches. It is most prominently used to enable faster-than-light space travel. the Reapers wait for the coded signal from their keepers that technology is progressing. ELEMENT ZERO AND THE MASS EFFECT Element Zero ("Eezo") When subjected to an electrical current. By leaving the mass relays. and the usages of their Element Zero based technologies.000 years ago. Very massive ships or very high speeds are prohibitively expensive. allowing them to tap into dark energies to reduce their mass. and the heat debt acquired by interstellar travel. slumbering in hibernation. are not in-fact the creators of the mass relays scattered through the galaxy. dubbed the Protheans. the rare material dubbed element zero. as are limited FTL routes. 6 . The Citadel. Using the energy field created by the mass relays. In the Mass Effect setting. commercial fusion torch. and their focus. The amount of element zero and power required for a drive increases exponentially to the mass being moved and the degree it is being lightened. In fact. An advanced hybrid race of sentient synthetic/organic warships. Navigation is only possible between relays. The last such galactic extinction event happened approximately 50. allowing higher rates of acceleration. They discovered that in the dark spaces between galaxies. In particular. from generating artificial gravity to manufacturing highstrength construction materials. or military antiproton drive) in addition to the FTL drive core. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. In anticipation of intelligent life reaching for the stars. the idea of technological advancement to the point of collapse is here.The MASS EFFECT Premise SETTING BACKGROUND Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect. a ship has no motive power. all currently discovered uses for element zero based effects generate a heat debt that must be managed. With only a core. emits a dark energy field that raises or lowers the mass of all objects within it. This effectively raises the speed of light within the mass effect field. the last great technological society. or "eezo". skilled navigators are able to propel the ships light-years in only a few hours. were the Reapers. These routes are only able to be navigated using space ships with special Element Zero power cores. allowing high speed travel with negligible relativistic time dilation effects.
sturdy construction materials. The stronger the current. either by touching a planet surface or interacting with a planet's geomagnetic field. who have jump started their technological creations and exploit Element Zero and mass effects themselves. mass is decreased. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. The military makes extensive use of mobility enhancing technologies. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. whilst limited FTL is possible.If the field collapses while the ship is moving at faster-than-light speeds. The Geth are a prime example of the doom that is pending with the development of AIs. the world of Mass Effect is on the brink of imminent collapse. and each system can have several planetary systems reachable by ships. it's much more efficient to use the mass relays to navigate the galaxy. With a negative current. In starship drive cores. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. we see the presence of technology everywhere. It also means that most weaponry will be energy weapons. Even colonists have access to advanced tech. So. Some Biotics' talents are not strong enough to be offensively viable. and both are susceptible to combat hacking. this manifests as an occasional static shock when they touch metal or other people. but can produce impressive offensive or defensive effects. For Biotics. In manufacturing. When the table sits down to create the cluster. personal networks are everywhere. mass is increased. and we never see any nontechnical races competing for resources. many Biotics can also create and manipulate their own mass effect fields. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. This still gives us plenty of conflict to game. Ubiquitous Technology In the games. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. the enormous excess energy shed in the form of lethal Cherenkov radiation. With a positive current. 7 . and cybernetic implants. amongst a variety of other effects. as with regular Diaspora T4 societies. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. This requires intensive training. and plenty of scientific secrets still to be discovered. driving the Quarians from their homeworld and taking over. this charge must be grounded at regular intervals. while high mass compaction creates dense. The human Systems Alliance M35 Mako Infantry Fighting Vehicle's small element zero core can reduce the vehicle's mass enough to allow a safe drop from an orbiting spacecraft such as the SSV Normandy. to prevent the electricity discharging into the hull and causing catastrophic damage. High-mass fields create artificial gravity and push space debris away from vessels. the effects are catastrophic. The ship is snapped back to sublight velocity. The least developed of the races is humanity. the slipstreams become the links between the mass relays. low-mass fields permit the creation of evenlyblended alloys. and protect starships in planetary orbit or during space battles. This reflects back to the Cluster generation mini-game quite easily. In space. but all Biotics are sensitive to the presence of mass effect fields. Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. the greater the magnitude of the dark energy mass effect. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. Whilst there are still advances to be made.
validation. revocation and enforcement of many activities. O+1: Progress Typically touted as a fair system for all. and those who commit crime and are caught generally face the appropriate penalties. verification. systems and societies. controlled or illegal narcotics. There's plenty of variance in the levels of Order in societies during the missions in the game. Example – The Zhu‘s Hope colony on the world of Feros O-2: Establishment Research stations and other corporate facilities often require places where they control exactly which rules they choose to follow. O+2: Licensed At this level of order. representing a very minimal structure of a handful of people at most.Cluster Creation Mini-Game Changes NEW SYSTEM STAT: ORDER Due to the universally high level of access to technology. I've picked ORDER. Example – The completely corporate and privatised world of Noveria. tomorrow's gang leaders may die in a hail of blaster fire. the Citadel. especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station. period. Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. What started as measures to protect the public good are beginning to become quite restrictive. where slaves. those in charge are more concerned with their own power than in serving the public interest. the rules and restrictions are beginning to pile up. weapons. Example – The Citadel 8 . to the totally controlled centre of galactic politics. and all manner of other restricted goods are available for sale. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. although there are still those willing and able to rort the system without bringing too much attention to themselves. from the relatively lawless Omega. there are multiple layers of bureaucracy. There is a substantial administration system geared towards the issue. Example – The world of Illium. O-1: Corruption Whilst relatively stable. we need a new stat to represent variances between worlds. or other associate species of the Council. all exploited by those wanting to work around them. Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. so whilst today's criminal ganglords might provide some measure of stability. Example – Any homeworld of the Council races. Life is strictly survival-of-the-fittest. O+0: Stability Those employed to look after the public generally do. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything. licensing and policing of those granted licences are the primary methods of keeping order. At this level of order. Any sufficiently charismatic or forceful individual can set whatever rules they like.
Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. Some of the racial backgrounds described on the following pages should not be taken as options for player characters as they are more suitable for use as antagonists or in social interactions. (Diaspora. and Stunts that would be more common in the race than in humans.Making it Work. including baseline humans. Page 221) There are fifteen racial backgrounds in Mass Effect. There are some suggestions on how to model variances to the Diaspora setting in the SRD. Here's the relevant text from the authors that I used to help create the following racial outlines: Formulating a non-human race (or converting one from another source) may then be framed in terms of general statements that are applicable when measured against a normal human. but are included in this section for completeness. They may suggest some Skills should be higher than others. and Stunts”. These differences form the mechanical description of the race. New Concepts Helpfully found under the heading Non-Human Races in the SRD are the suggested ways of introducing non-human races to the Diaspora format. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid. I‘ve incorporated two of them: new races and special powers. and of those ideas. they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type. Mass Effect also has quite a few variations from the base outlines. “anything should be able to be modelled with an appropriate balance of Skills. 9 . Aspects. After all. Chapter 9 . as the SRD states. or that some should be lower.
As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. Asari have been bartenders and dancers. Politically minded Asari will have good arts. native to the planet Thessia. and as such often have the resolve skill. but taking ranks in Biotic training is optional. and some all of them at somepoint in their life. traders. Asari have had a long time to develop many other skills. and to discover and inhabit the Citadel. and some kind of profession. not all develop their skills. Huntresses fight individually or in pairs. Asari choose to be warriors at a young age. and when focused on building their martial abilites are fearsome huntresses. One-on-one. a huntress is practically unbeatable. develop their stealth and close combat skills as huntresses. and usually have at least one space skill. A very long lived race. The Asari. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight. lack of Biotic talent excludes a young Asari from military service. Asari characters favour a few skills over others. Reflecting their physical attributes. Fortunately. possessing profound tactical insight. Their millennia-long lifespan and unique physiology—allowing them to reproduce with a partner of any gender or species—give them a conservative but convivial attitude toward other races. When they retire. culture/tech. and their education 10 . Asari typically have the Agility skill quite high. Whilst they are natural Biotics. diplomacy. a hunter's eye." The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. Biotics are common enough that some capability is a requirement to be trained as a huntress. diplomats and warriors.Asari from that point is dedicated to sharpening their mind and body for that sole purpose. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. bureaucracy. they possess an alarming proficiency for killing. mercenaries. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. and Biotic talent. depending on the tactics preferred in their town. Asari characters must take the Natural Biotic stunt. there are not many of them. Out of physical combat. As such. are often considered the most powerful and respected sentient species in the known galaxy. and a dancer's grace and alacrity. but often have good charm or intimidation ranks. Asari can be found in all walks of life. and have been at the heart of galactic society ever since. The Asari were instrumental in proposing and founding the Citadel Council.
a region the Batarians were already actively settling. known as the Batarian Hegemony. fuelling the stereotype of the Batarian thug. Rogue Batarian slave rings are feared throughout the galaxy. though in more lawless regions of the galaxy like Omega. Batarians strongly believe that species with less than four eyes are less intelligent. despite the fact that their exile is largely self-imposed. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised. and related skills such as demolitions and tactics. They have a reputation for being shrewd businessmen and merchants. Their government. especially among colonists. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. The Council refused. and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations. The rest of the galaxy views the Batarians as an ignorable problem. Most Batarians at large in the galaxy will therefore be mercenaries or pirates. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. is still hostile to the Systems Alliance. becoming an inward-looking rogue state. who are forbidden to leave Batarian space by their omnipresent and paranoid government. Batarians place an extremely high value on social caste and appearance.Batarians Slavery is an integral part of the Batarian caste system. preferencing vanguard and sentinel packages. and overstepping one's place is frowned upon. Casting aspersions on the monetary worth of a social better is considered a serious insult. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. 11 . they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest". as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. despite being illegal according to Council law. It is not known what the average Batarian thinks about their enforced isolation. and have high combat and intimidation. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves. negotiations with a Batarian are likely to be conducted at gunpoint. When humans began to colonise the Skyllian Verge. It should be noted that these criminals do not represent average citizens. Almost universally despised. as well as the threat of slavery by their own kind. Their shock troopers are known to be Biotically talented. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. but beneath the notice of the powerful Council races. The custom is so deeply ingrained in Batarian culture that they consider the Council's anti-slavery standing to be prejudicial. it is speculated their supreme leadership is autocratic or totalitarian in nature. The indoctrination by their govenment and caste systems. Given the Batarian government's oppressive nature. make Batarian counter-culture rebels almost impossible to find.
The Drell possess eidetic memory. Their Compact with the Hanar allows them to develop many other skills. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. but as being requested to serve is a great honour. The Elcor follow the recommendations of their Elders. an adaptation to a world where they must remember the location of every necessary resource (vegetation. drinkable water and prey migration paths) across vast distances. who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. alertness. ponderous monotone. These are filed away in huge libraries of data discs 12 . making them deliberate and conservative. Since then.Drell Elcor The Drell are a reptile-like race that were rescued from their dying homeworld by the Hanar following first contact between the two. These recalls are so vivid and detailed that some Drell may mistake it for reality. as well as all space and combat skills. such as demolitions. scent. The Elcor are native to the high-gravity world Dekuuna. extremely slight body movements. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact. The Elcor were just making their first forays into space travel when the Asari made contact with them. within a single lifetime. stamina. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. though they still have to share an embassy with the Volus. Amongst themselves. resolve. The Elcor quickly became one of the more prominent species in Citadel space. standing on four muscular legs for increased stability. Elcor speech is heard by most species as a flat. Any Drell may refuse to serve. EVA and repair. had established a regular trade route to the Citadel. This has coloured their psychology. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. This process can be involuntary. Drell have quite a few physical skills due to their harsh development. so many have high ranks in agility. the Elcor discovered the closest mass relay and. few turn down the offer. They are massive creatures. Elcor move slowly. which the Drell fulfill by taking on tasks that the Hanar find difficult. an evolved response to an environment where a fall can be lethal. but primarily ones that involve physical tasks. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. and survival. Since their subtlety can lead to misunderstandings with other species. The memories are so strong that an external stimulus can trigger a powerful memory recall. With their help. such as combat.
the Geth monitored communications and the Extranet. Elcor make better colonists than sailors. The Geth did not repopulate the now barren Quarian worlds. provided one has done a great deal of research. Geth The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. colonists. instead choosing to exist in the computer hubs aboard massive space stations. While they prevented any contact by other races with themselves. to bouncers. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest. The Geth won the resulting war. High brokerage. Elcor warriors don't carry small arms. Little is known about the Geth in the time between the Morning War and the present. lumbering Geth Armatures. recon and repair drones. and trade only in finished goods. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. The Geth continued development of new technology and variations of mobile platforms. Due to their conservative nature. as labourers and tools of war. and reduced the Quarians to a race of nomads. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. their durable hide allows them to shrug off most incoming fire. they should not have combat skills. 13 . to the gigantic. It isn't clear whether these are also AIs — in the same way Geth Armatures are not just tanks but sentient machines capable of learning and problem solving — or simply controlled by the Geth. dubbed the ―Morning War‖ by the Geth. serial killers and actors. They don't need to trade for any resource—they have all they require to supply their own needs. consequently having fewer space related skills. The Elcor economy is small. They adopted an extremely isolationist attitude. The Geth also utilise turrets and drones (rocket. century-long development plans. specifically). These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists. Fortunately. from traders and business operators. the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers. The slow speed and immense size of the Elcor makes them easy targets. assault. Any attempt to embargo their space would be fruitless.and are consulted when needed. The Geth were created sometime around 1900 CE by the Quarians. but extremely well developed. This makes Elcor policies very predictable. only slightly larger than the Alliance's. the Elcor rely on sophisticated VI combat systems. and stamina.to create a Dyson Sphere.any ships that ventured into Geth space were immediately attacked and destroyed. instead relying on equipment stunts if in military roles. pirates. When the Geth became sentient and began to question their masters. Elcor occupy all sorts of positions. which could house every single Geth program. Because their slow. separating their technology base from the rest of the galaxy. and are fond of making thorough. bureaucracy. They obtained an ultimate goal in this time period. They see no point to rushing things. Over time. the Quarians attempted to exterminate them.
Many Drell become unofficial members of the 14 . However the invertebrate. so the Hanar rescued several hundred thousand Drell and brought them to Kahje. although most of their height is in their long tentacles which have three fingers at the base. Their limbs can grip tightly. Several hundred years ago. The majority of the Geth dismissed the offer. and their strong religious beliefs regarding the Protheans. the reality is very different. Geth encountered beyond the Veil will have programs developed equivalent to skills. water-native Hanar cannot support their own weight in normal gravity. in exchange for their assistance. Hanar The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. however. A small percentage of Geth. It should be stressed that practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers. the Hanar made contact with the Drell on their nearby homeworld of Rakhana. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology. the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal. When interacting with mainstream galactic society. Now the Drell serve as a client race of the Hanar. They were allowed to peacefully leave the main Geth network. Hanar are known for their intense politeness when speaking. where they integrated into Hanar society with the remaining Drell dying out. but are not strong enough to lift more than a few hundred grams each. and although to outside observers the relationship can be construed as a form of slavery. have access to Tech Talents. they rely on contra-gravitic levitation packs that use mass effect fields.Approximately three centuries after the Morning War. accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. Drell have integrated with every level of Hanar society. whom they refer to as "the Enkindlers". and vary according to role. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. The Hanar 'stand' slightly taller than a human.
as the Hanar are too cumbersome out of the water to participate in a physical fight. a Hanar will still maintain exquisite poise. Hanar characters will be exceptional by choosing to associate with non-Hanar races. One industry that Hanar seem well suited to is the Entertainment Industry." Famous for it's tagline "Enkindle this" followed by a gunshot. and tend to be poetic." or the impersonal "it. Economic contacts are limited to a handful of trade stations on their borders. Hanar are extremely polite. the trailer also shows another key scene where the Hanar says. frequently appearing in magazines. though they are still capable of strangling someone in favourable conditions. games and movies such as Blasto: The Jellyfish. Due to this self-imposed isolation and the unique physiology of the race. and will remain formal even with those it wishes dead. The soul name is kept for use among close friends and relations.and speak with scrupulous precision and extreme politeness. a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers. almost to a fault. Hanar characters should have no combat skills at all. Instead they refer to themselves as "this one." It is only around those who know their soul name that they would ever consider using the first person. Drell servants usually carry out Hanar assassinations. and some even earn the privilege to learn their masters' soul names. The Hanar have two names. a movie about a Hanar Spectre who has "a gun in every tentacle. possibly as a homage to the Human detective that the Hanar character is based on. and they produce very few goods that are usable by others. For example.which other species need machine assistance to translate (though many Drell apply genetic modification to their eyes in order to perceive higher frequency flashes which allows them to understand the Hanar) -. a "face name" and a "soul name. Most Hanar take offense at improper language. "This one wonders if the criminal scum considers itself fortunate". which occasionally causes clashes with other Citadel races. and must take special courses to unlearn this tendency if they expect to deal with other species. Few standard technologies (designed for bipedal and fingered species) are available in their space. The Hanar communicate using sophisticated patterns of bioluminescence -. Few Hanar are willing to deal with other species.family." That said. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. Even when flustered or angry. so should have some driving Aspects to explain why. their economy is small and isolated from the rest of the galaxy." The face name is used as a general label for use by strangers and acquaintances. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. 15 . As such.
humans have rapidly risen in prominence. they will be able to influence the Council's rulings. With the help of the fledgling Systems Alliance. humans expanded to other systems. Unlike many species in Citadel space. thus introducing humans to the galactic community. the Second Fleet then launched a massive counter-attack. and the mass relay networks shortly thereafter. This makes human genetic material useful in biological experiments. humans have no close allies among the other races. Human ambassadors have been pushing to induct a human into the Spectres. The Council forced the Turians to pay heavy reparations. from the planet Earth. the Council's elite operatives. as the first step to getting a seat. because they have far greater genetic diversity compared to other species with more peaks and valleys.Humans pelled them from Shanxi. Once humanity does get a seat. It has been noted that humans are unusual in the galactic community. The conflict began when the Turians attacked a human fleet attempting to activate a mass relay (illegal under Council law) and then occupied the human colony of Shanxi. which caught the Turians by surprise and ex- 16 . the Alliance became the representative and supranational governing body of humanity. though they are trade partners with the Turians and Asari. begun in 2157. Without alliances or key political positions. as a control. While religions tried to assimilate this discovery into their doctrine. are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. opening any mass relays they could find. which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. protect their own interests and have a say in the governing of Citadel space. humans have had to follow the edicts of the Council without having much influence on their decisions. Led by Admiral Kastanie Drescher. although the repercussions from the First Contact War are still being felt. They independently discovered a Prothean data cache on Mars in 2148. known by humans as the First Contact War. a global rush began to decipher the petabytes of data from the outpost. Since then. Human explorers on Mars uncovered a longruined Prothean observation post. As a consequence of the Alliance's swift and decisive action during the First Contact War. Discovering information on a mass relay orbiting Pluto. with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. The conflict caught the attention of the Citadel Council. explorers managed to open the Charon Relay and discovered it led to Arcturus. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. Humans.
Ironically. The Krogan managed to not only survive on their unforgiving homeworld. and governments alike. Many who have left Tuchanka have found employment as professional mercenaries. including toxins. population. The weak and selfless do not live long. bodyguards. and overabundance of vicious predators. Biotic individuals are rare. In their culture. With the help of the Salarians. after the Rachni were eradicated.Krogan Krogan have always had a tendency to be selfish. They respect strength and self-reliance and are neither surprised nor offended by treachery. and blunt. but due to the overabundance of predators on their home planet. Krogan characters should have the stamina skill in one of the top three tiers. 17 . scarce resources. the animal handler and survival skills nicely complement the Krogan love of combat skills in general The Krogan are a species of large reptilian bipeds native to the planet Tuchanka. close combat and resolve. as Krogan society became more technologically advanced so did their weaponry. and security enforcers for gangsters. As such. unsympathetic. This genetic 'infection' dramatically reduced fertility in Krogan females. the rapidly-expanding Krogan became a threat to the galaxy in turn. eliminating the Krogan numerical advantage. Unfortunately. and they are highly resistant to environmental hazards. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). private armies. though those who do possess the talent typically have strong abilities. Krogan typically have few social graces. causing a severe drop in births and. perhaps excluding intimidation. the Krogan were 'uplifted' into galactic society. starting the Krogan Rebellions and forcing the Turians to unleash the genophage. but actually thrived in the extreme conditions. a world known for its harsh environments. ultimately. scrapes or contusions. "looking out for number one" is simply a matter of course. Their thick hides are virtually impervious to cuts. radiation. and should also invest in brawling. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. and extreme heat and cold.
the Quarians fled in the Migrant Fleet while the Geth took over their systems. As a result. Ever since. resolve. the Quarians live aboard the Migrant Fleet. the Quarians became terrified of possible consequences and tried to destroy their creations. but they also take ranks in repair. and favour MicroG combat or energy weapons. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. 18 .Quarians Quarians are trained extensively before they leave on their pilgrimge. and quickly develop high EVA and medical skills to protect themselves. All Quarian characters should take the Aspect "Life seen through a window". If they travel on a sterile ship of the Migrant Fleet. However. to protect them from disease or infection if they are injured. Their suits can be compartmentalised in the event of a tear or similar breach to prevent the spread of contaminants (similar to a ship sealing off bulkheads in the event of a hull breach). Approximately three hundred years ago the Quarians created the Geth. to serve as an efficient source of manual labor. the Council stripped the Quarians of their embassy. science and survival. when the Geth gradually became sentient. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems. this aspect changes to "No substitute for home cooking" or something similar. The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. The most important fact of Quarian biology is their weak immune system. a species of rudimentary artificial intelligences. all Quarians habitually dress in highly sophisticated enviro-suits. Soon after. Since their homeworld Rannoch was conquered. After being refused aid from the Citadel Council. Most Quarians focus on two space skills. effectively cutting the Quarians out of Citadel politics as a punishment for their actions. a huge collection of starships that travel as a single fleet. some take all six.
a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth. and as such are well suited as traders and mercenaries. The Salarians see information gathering and even spying as a matter of course when dealing with other races. preferring to use cutting-edge technology rather than settle for anything less. medical. talk fast. see the Salarians as manipulators. 19 . other species seem sluggish and dull-witted. They are constantly experimenting and inventing. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. As such they are well respected. Unfortunately. Salarians often have ranks in intellectual skills such as archaeology. and tactics. repair. The Salarians provided the Krogan with advanced technology and a new. This comparatively easy life. the Salarians are warm-blooded amphibians with a hyperactive metabolism. Many Salarians have high alertness informing their decisions. aggressively claiming formerly allied planets as their own. Salarian Characters excel at invention. science. tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). Salarians are known for their observational capability and non-linear thinking. allowed the Krogans the time. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. With this in mind. spearheaded in the field by Special Tasks Groups (STG). and EVA skills to augment their chosen professions. their metabolic speed leaves them with a relatively short lifespan. combined with their exceedingly high birth rate. but some races. Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. This manifests as an aptitude for research and espionage. The peaceful home planet and better technology put less strain on the Krogan as a species. using their brokerage. To Salarians. including a few humans. Salarians think fast. especially the Elcor. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. Also valued are all space based skills. bureaucracy. numbers and energy to spread through Citadel space.Salarians The second species to join the Citadel. demolitions. Though their military is nothing special. and it is generally accepted that they always know more than they are letting on. Salarians over the age of 40 are a rarity. as they did before contact with the Salarians. and move fast. The Salarians also played a significant role in the evolution of the Krogan species.
The Turians then filled the peacekeeping niche left by the oncecooperative Krogan. Turians have a strong inclination toward public service and self-sacrifice. water purification plants. It is rare to find one who puts his needs ahead of the group. and power stations. repair. intimidation. The fire brigades serve the civilian population as well as military facilities. the Turians are the most recent of the Citadel races invited to join the Council. it is an allencompassing public works organisation. offering protection in exchange for their fiscal expertise. All Turians characters should have at least five skills from the combat and space skill sets reflecting time spent in public service. stamina and survival. To compensate. which virtually sterilised the Krogan and sent them into a decline. oratory. Aspects should also be chosen to reflect their loyalty to the team. and eventually gained a Council seat in recognition of their efforts. 20 . They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. Every citizen from age 15 to 30 serves the state in some capacity. The Turians deployed a Salarian-created biological weapon called the genophage. schools. they accepted the mercantile Volus as a client race. from a construction engineer to a sanitation worker. The military police are also the civic police. Turians are noted for their strong sense of public service. so they tend to be poor entrepreneurs. The Turian military is the center of their society. It is not just an armed force. The corps of engineers builds and maintains spaceports. as anything from a soldier to an administrator. The merchant marine ensures that all worlds get needed resources. Also prominent are bureaucracy. Known for their militaristic and disciplined culture.Turians Turians are generally prohibited from taking either assets or brokerage reflecting their racial propensity towards bettering the group rather than lining their own pockets. demolitions.
is a selfaware computing system capable of learning and independent decision making. They are not to be confused with artificial intelligences like the Geth. Manufacturers of the blue box hardware required for the creation of AIs are also similarly restricted. although it is illegal to make VIs based on currently living people.Virtual Intelligence and A. A virtual intelligence (VI) is a sophisticated program designed to make modern computer systems easier to use. speech pattern and appearance based on specific individuals. Some VIs have 'personality imprints'. the L4 iteration. Creation of a conscious AI requires adaptive code. they can still get out of hand).s A VI going ―rogue‖ is akin to software not working correctly—that is in fact the cause. just made with clever programming. use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential. they aren't actually self aware. To gain some measure of control over the creation and study of AI. like AIs. as VIs are only utilised to assist the user and process data (although. however. Without its blue box. The newest biotic implants. This is what gives Rogue VI its definition—had the VI simply not worked. the term "synthetic" is considered the politically correct alternative. Though they appear to be intelligent. with their behaviour parameters. so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user. The Geth serve as a cautionary tale against the dangers of rogue AI. An Artificial Intelligence (AI). expensive education.I. and a specialized quantum computer called a "blue box". A VI is Rogue when it no longer does what it is intended or instructed to do. that an AI is a living. to create a kind of virtual immortality. an AI is no more than data files. when the Geth rebellion put an end to most of their research into synthetic intelligence. Advocacy groups argue. and in Citadel space they are technically illegal. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports. it would be more broken than rogue. however. A lot of armour upgrades use VI enhancements. They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life. only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. 21 . as variations in the quantum hardware and runtime results create unpredictable variations. conscious entity deserving the same rights as organics. Loading these files into a new blue box will create a new personality. a slow. An AI cannot be transmitted across a communication channel or computer network. but not the definition. The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent. react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation.
Volus characters should not have any combat skills above tier four. and their presence is generally seen as a blight. such as Omega. Culture/tech skills are part of the business ethos. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations. they tend not to be very violent. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. However. as do oratory and tactics. as their default form of communication resulting in their communications being primarily non-verbal. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. 22 . as should some profession such as banking. but are also a client race of the Turians. Because they are not physically adept compared to most species. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. The Vorcha are a clan based people who prefer living in communal environments with others of their species to living alone or in the company of alien races. As a result. Brokerage should be in the top three tiers. The rest of galactic civilization regards them as pests and scavengers. trader or accountant. the Volus must wear pressure suits and breathers when dealing with other species. The Vorcha are not themselves a space-faring race. resources. Volus mostly make their influence felt through trade and commerce. Because the Volus are not physically adept. Vorcha society is built around combat. they have never been invited to join the Council. Known for their unique biology and aggressive behavior. They hail from Irune. which is a sore point for many Volus individuals. Volus culture is dominated by trade. Volus must develop EVA skills to keep themselves safe. or even other tribe members.Volus Vorcha The Volus are an associate race on the Citadel with their own embassy. whether it be of land. In fact. "know your customer's need better than they do". They are comfortable with bureaucracy. and they have a long history on the Citadel. but are unlikely to have much in the way of space skills. and only two at most. Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. if at all. although many have found their way off-world as stowaways on ships visiting their homeworld. When a clan population grows too large. work as some of the best financial advisers in Citadel space. and many. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. younger members will depart to start a new clan elsewhere. They are extremely aggressive. The Vorcha who escaped their hostile homeworld did so by hiding on the ships of space faring races that had the misfortune of visiting their planet. Like the Quarians. both singly and in groups. both against rivals of their own species and against any alien who stands in their way. and most have extensive assets to draw upon. the Vorcha use combat. The Volus have a reputation as traders and merchants. and can even seem overly-pacifistic and cowardly to other. more militant species.
The Yahg also possess a muscular. the Yahg possess unrivalled perceptiveness and mental adaptability. Discovered by the Citadel Council in 2125 CE. and two other fingers. Yahg society is built around a pack mentality. 23 . The Yahg are a sentient race of towering humanoids native to the world of Parnack. Consummate predators. the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally. each pair designed to track and predict the movements of prey. Their hands each have three fingers which include a thumb. known for their violent and aggressive nature. the Yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation. a triangular mouth adorned with sharp teeth. large body standing over a Krogan which provides considerable physical strength and agility. two large horns and facial markings on their heads.Yahg The Yahg evolved to fill the niche of apex predator on Parnack. Yahg have four pairs of eyes. A group of Yahg will not cooperate until a single leader has attained dominance through either social maneuvering or brute force. Once the leader is established. making it almost impossible to lie to a Yahg. They have scaly skin ranging from red to brown. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species. as well as three toes on each foot.
Such specialised fields leave little time to develop combat skills. whilst there are only six basic classes in the game. Engineers should have the Tech Training skill in the first or second tier. they should not have more than three combat skills in total and the highest at a tier one lower than their Tech Training skill. or oratory. Whilst still prevented from taking Tech Training. They lack advanced combat training. and should have no ranks in the Biotic Training skill. They should have no ranks in Biotic Training or Tech Training. and their attendant specialisations. and as such. they are by no means the only character concepts allowed. The Biotic specialist. so don‘t worry too much if you have an idea for a character that doesn‘t seem to fit with any of the classes presented below. but should have ranks in demolitions. Sentinels are Biotics with Tech training. They should also consider taking advantage of the Combat Excellence stunt. intimidation. with the highest combat skill at tier four. They lack advanced combat training.CLASS PACKAGES After a bit of tinkering. 24 . They should also take ranks in stamina and resolve. Possessing an unusual combination of skills. if at all. in that to play as a certain class type some skills should be valued over others. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. Receiving more combat training than the Adepts. with resolve and stamina also valuable. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. Soldiers should have at least three or four combat skills. and should have no ranks in the Tech Training skill. and tactics. The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. Receiving more combat training than Engineers. with one of them at tier two and the other at tier three. Adepts should have the Biotic Training skill in the first or second tier. stamina. with the highest combat skill at tier four. They should also take ranks in agility. they should not have more than three combat skills in total and the highest at a tier one lower than their Biotic Training skill. Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three. should have only one combat skill at tier five. Whilst still prevented from taking Biotic Training. such as charm. all ranked relatively highly with one in tier one or two. stealth and tactics. The Tech specialist. Also. I came to the realisation that classes are not all that different from non-human races. The weapon and combat specialist.
are individuals who were exposed to dust-form element zero in utero and. and so on. Usually. or after being Sidetracked. Two new skills are introduced to allow characters to access these abilities. such as humans. the expensive procedure is performed by the military. In extremely rare cases. developed eezo nodules throughout their nervous system. All Biotics are sensitive to mass effect fields. Most.to use their talents to any useful degree. but not all. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. or otherwise went rogue. Biotics of other species. can develop them in puberty through further exposure to element zero. humans who were exposed in utero. or who had defective implants. producing the effects seen as Biotic abilities. or gainfully employed? Biotics All Asari are natural Biotics from birth. stable Biotic talents that are worth training. however if they don't there are still stories that can be told about characters who didn't receive training. However. and the extent of their training are the core concepts we want to integrate. In humans. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. They were also probably raised away from their parents. The events leading to their Moment of Crisis. Finally. This effectively inverts the function of the "Civilian" weapon stunt. such as terminal cancer. there is a risk the eezo will cause medical complications instead. then the character needs a Military Grade weapon stunt to utilize it. and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. In the core rules. or escaped and became mercenaries.usually at puberty . A Biotic has to essentially develop conscious control of their nervous system. and the last with a new skill. and are handled a little more freely here than in the original version of the Diaspora rules. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. This is done using a technique called 'physical mnemonics'. The first one we can do with an appropriate Aspect. Biotics were typically discovered at a very young age. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. there is no real issue with ignoring that particular rule. Once trained.NEW SKILLS AND STUNTS Another of Mass Effect's differences is the presence of Biotic and Tech related powers. Weapons are an important aesthetic from the games. though some left. generate protective barriers or restrain enemies. they aren't always permanent. if a weapon does not have the ―civilian‖ aspect. yet 25 . the quality of their implant. The natural electrical impulses in the body can create mass effect fields from these nodules. and as a result many Biotics develop their powers with military application in mind. and even if Biotic talents manifest themselves. then outfitted with a surgically implanted amplifier in the brain . With Mass Effect being Space Opera in theme. though not all choose to develop their abilities. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. could also have been influenced by their Biotic Powers. the second with a stunt. but each Biotic must first be trained. The medical risk to their body. did not manifest Biotic talents. beating the odds. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. slow process. about one in ten exposures will result in a person with moderate. which is a long. as it suits the genre and play style from the games. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. a Biotic can generate and control dark energy to move objects. entered military service when they reached their Starting Out phase.
Place an appropriate Aspect on the target as you would for a maneuver. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect.New Skill: Biotic Training Mass effect fields are difficult to generate and control without training. It can also attract objects from the environment. These effects all require a successful Biotic Training skill roll to activate. Singularity This gravitational power sucks multiple enemies within a radius to a single area. and place an appropriate Aspect lasting till the characters next turn. Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. Thus. Primary and Advanced. Some examples are listed below. 26 . Primary Biotic Effects Stasis This effect causes an enemy to be temporarily locked in a mass effect field. this effect is mostly used to keep opponents at a distance. or until another Biotic effect is used. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. During character creation. freezing the target in place and making them unable to attack. Place an appropriate Aspect on the target zone as you would for a maneuver. Place an appropriate Aspect on the target as you would for a maneuver. increasing the damage the enemy takes. a player may choose a number of effects equal to their Biotic Training skill level. the Biotic Training skill allows the character to create various effects. Lift Using Lift will cause enemies to float helplessly in the air. This effect lasts 3 turns. Barrier Using this effect creates a barrier against the skin to protect against energy weapon attacks. Powers are available at two levels. making them more vulnerable to attack. Advanced powers usually combine effects and require much more skill and fine control to manifest. and last until the next turn only unless otherwise specified. an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects. by either launching them away or knocking them over. Shift an enemy one zone on a successful activation. Enemies in Stasis also become impervious to damage. Warp This effect lowers the armour on a target. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. and so on. or until another Biotic effect is used. This effect lasts 2 turns. such as crates or pieces of furniture. as well as dealing damage over time. leaving them floating helplessly and vulnerable to attack. rendering them helpless when they land. When activated. In game terms. This effect conserves the momentum of its target. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field. If the same target is Warped for two consecutive turns. When activated. so a charging enemy will rush over the characters heads. modified by their BioAmp Implant stunt. Throw / Pull In combat. and so on.
the target becomes immune to further domination attempts. and the benefits of the Barrier Effect to themselves if they have it. they take a full turn move as per the standard rules (Diaspora page 102). the character can spend 1 FP to gain a bonus to their defense against attacks from other organics. Reave Prerequisites: Warp Effect. If the target is no longer valid. but only on a successful result against their defense. the character loses all benefits and must start again. That target is unable to act next turn and loses the applied aspect at the end of that turn. Charge Prerequisites: one of either Barrier or Throw Effects. and applied to each separate border/barrier. At the end of the move. move or reduce any barrier ratings for their current turn in preparation for their attack. place manouvers. 27 . attuning themselves to their declared target. the character must not attack. whilst also giving a temporary defensive bonus when the power is used against unprotected organics. with the exception that they may ignore any border pass costs equal to 1.Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. Higher pass costs must be eroded with shifts as normal. place manouvers. There must be multiple enemies present to activate this talent. Next turn. but on an organic target instead. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception. the player makes an attack against the target. the character is unable to act for one turn. which does not count toward the next use of this Effect. rank 3. When the character attacks an unprotected organic. The character applies the effects of the Throw Effect to the target if they have it. move or reduce any barrier ratings for their current turn in preparation for their attack. After the attack.2 = +1 to defense. rank 5 = +3 to defense). less one from this Effect. This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1. the character must not attack. as well as Close Combat present in the skill pyramid. as well as Medicine present in the skill pyramid. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. Place a "Dominated" free tag on the target until the player's next turn. Next turn. as well as Resolve present in the skill pyramid. Dominate Prerequisites: Stasis Effect. the character may make a Close Combat check. or +2 against armoured or synthetic targets. After the attack. To use this Effect. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. with a bonus of +4 against unarmoured biological targets. To use this Effect. place an "Immobilised and Helpless" aspect on the target.4 = +2 to defense. The following round. and if the target is still alive.
When Slam resolves. The Shockwave is present until the start of the next turn. etc). The character uses Slam like they would use their Biotic Lift ability. New Option: Biotic Combos As an additional option. and the originating character may not use another Biotic Effect until after the end of the next turn. If the character has 3 or more ranks in the Science skill. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. The character rolls their Biotic Training skill with a +2 bonus for having one of the required Effects (Lift or Singularity) and a +4 bonus for having both. any character that gets a Superb (+5) or better result on their Biotic Training skill check may spend a FATE point to apply a "Residual Biotic Charge" aspect on either the target or the zone the target is in for the usual bonuses. The player must decide which scope the aspect belongs to at the time they place the aspect. the character must not use their free move this turn. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. This ability is unable to be used in consecutive turns. they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. The following effects are applied to all valid targets along that line. and benefits from Science present in the skill pyramid. placing an appropriate aspect on a target. However. as well as Tactics present in the skill pyramid. equal to the number of shifts generated. they may pay 1 FP to immediately resolve the following effect. 28 . unsecured objects (explosive barrels. and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. leaving it on the table for the remainder of the turn. NPC's. equal to (Tactics Rank -1) zones in length from their position. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2. The character applies the effects of the Lift Effect to all unshielded targets if they have it. the target loses all momentum becoming stationary as the ability takes effect. including airborne targets close to the ground.Shockwave Prerequisites: one of either Lift or Singularity Effects. which otherwise resolves after all other characters have acted. If the character has 3 or more ranks in science. The target rolls to defend only. To use this Effect. and any shifts are dealt to armour first. To use this Effect. Targets with the Shielding armour stunt that are hit are unable to move next turn. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects. the character must not use their free move this turn. All targets take damage if the check exceeded their defense rating. instead of the ground. unlike Lift. The character draws a straight line across the map. which can only be tagged by other Biotic skill checks.
The character may not take the Biotic Training skill at any level. others are strong but unstable. Natural Biotic (Asari only) As the only known species that are all natural Biotics. and can reduce this damage by taking Consequences like normal. Krogan characters with Bio-Amps are called Battlemasters. The effective rating of the Biotic Training skill varies each time the character begins combat. also determining 29 . Their implants are almost universally equivalent to current L4 Bio-Amps.New Stunt: Bio-Amp Implant Unless your character is an Asari. but haven‘t been created for at least 300 years as the surgery is deemed too risky to the borderline extinction level of the current population. while a few are powerful and stable. Asari have no need to augment their innate abilities with a Bio-amp. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. but assume any drawbacks associated as well if implanted. the character begins to take one composure or health track damage for every successful activation. L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. If raised above 5. because the L1s were implanted after puberty. also determining the number of Biotic effects the character can manifest. Players choose which track they will apply the damage to each time. the character is unable to manifest any Biotic Effects this scene. but suffer discomfort from their implants. this is the effective rating of the skill for the remainder of the scene. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts. Asari are only restricted by training to the number of Biotic Effects they can produce. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. but without the associated drawback aspect. Geth are unable to be Biotics. being a Biotic is an acquired ability. The purpose of this implant was not to develop combat powers. cumulatively. If reduced to zero or below. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. some L2s are hardly stronger than an L1. If reduced to zero or below. L2 Implant The results of this implant vary wildly. but must still invest in the Natural Biotic stunt below. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. New Bio-Amp Implant Stunts the number of Biotic effects the character can manifest. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. this is the effective rating of the skill for the remainder of the scene. Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3. but to save the life of the character. the character is unable to manifest any Biotic Effects this scene.
Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI". Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities. 30 . implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago. Krogan Battlemaster Implants Whilst the implant surgery to create Battlemasters is currently deemed too risky due to the fragile nature of the current Krogan population levels. with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years. although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. if they could ever be convinced to do so. this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. stable implant. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. They spend those years in increasing levels of pain. There are no officially acknowledged side effects. with many Battlemasters still alive today. and force police or military personnel to kill them to stop the devastating rampage. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. Also restricted to a maximum rating of the Biotic Training skill to 3. There is no restriction to the maximum rating of the Biotic Training skill. They would make good candidates for L1 implants. L3-R Implant Short for 'L3-retrofit'.L3 Implant A good. Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies. before eventually going insane with the agony.
This allows for field repairs and modifications to most standard items. it can also be used to augment another character's Computer (space) check. They're either elite military. Apex: a character who has invested this much time and effort to raise their skill to this level has almost limitless options when they use them. After a successful attack in this manner. bypass security alarms. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. Versatile and reliable. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character. such as hacking. Decryption Used to unlock sealed doors. no codes are safe from their access. preventing them from firing for one turn. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. Multiple Redundancy: use your Tech Training to grant a +1 bonus to an ally on their Computer skill check during the damage control phase of space combat. MG Omni-tools can be used to disable a free tag gained on any of their equipment of any ally in the same zone as you. most common energy weapons. reusable industrial plastics. or repair. and light alloys. and must cool down until the end of their next turn. as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). and access secure systems. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. ceramics. It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. Primary Tech Talents Damping This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. Systems crash at the blink of their eye. They are handheld devices that combine a computer microframe.Omni-tools Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. unless otherwise stated below. Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill. sensor analysis pack. from a distance. or the target of elite Special Forces themselves. Energy Drain Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. and even enemy weapons malfunction on command. The fabrication module can rapidly assemble small three-dimensional objects from common. 31 . decryption. including weapons and armour. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. and minifacturing fabricator. Due to the highly technical nature of most devices. an omni-tool can be used to analyse and adjust the functionality of most standard equipment. Electronics New Skill: Tech Training Anyone can play games or watch news clips on their omni-tool. and even starship systems. as well as the reuse of salvaged equipment. the target's weapon is too hot from the sudden draining to be used immediately. and can be used to disrupt Biotics. Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy.
First Aid Used in this way. granting a cumulative penalty to alertness checks. Medicine The advanced scanners in a MG Omnitool allow a character with ranks in medicine to substitute their ranks in tech training to the skill roll instead. and also can also be attempted against lone targets. as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvantage). The character must have at least one rank in the medicine skill to use this talent. Overload Artificial or synthetic lifeforms attacked with this talent can be shut down for one round by overloading their power systems. Place a "targeting malfunction" free tag on the target until the player's next turn. The following round. this talent allows the user to reduce the effectiveness of enemy scanners. There must be multiple enemies present to activate this talent. or other appropriate point in play. as well as their linked Primary talent. the MG Omni-tool lets you disable a free tag gained from the Health stress track of any ally in the same zone as you. This effect lasts 2 turns when activated. NonLethal. the Combat Drone is unavailable until the next refresh phase. Combat Drone Prerequisites: Hacking Talent. Through superior technique or inspired creativity. This talent may be taken multiple times. causing a -2 penalty to alertness checks. Advanced Tech Talents All advanced Tech Talents require the Computer (space) skill to be present in the pyramid. The character must have at least one rank in the repair skill to use this talent. during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields.Have-aThing (Combat Drone) Stunt. Penetration 2. Hacking Artificial or synthetic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their targeting systems. Place a "system rebooting" free tag on the target until the player's next turn. Transfer Aspect: ―Combat Hover Drone‖ Neural Shock Biological lifeforms attacked with this talent can be paralysed for one round by disrupting their central nervous systems. your Hacks to disrupt an artificial or synthetic life form‘s targeting systems are able to be repeated against the same target. Repair The diagnostic tools in a MG Omni-tool allow a character with ranks in repair to substitute their ranks in tech training to the skill roll instead. Jamming Broadcasting a signal that mimics the properties of solar interference. The character must have at least one rank in the medicine skill to use this talent. the target becomes immune to further overload attempts. Advanced Hacking Prerequisite Talent: Hacking. Harm 2. Have-a-Thing: Combat Drone Range: 0/1. the target becomes immune to further hacking attempts. By investing in this talent and the linked Stunt. 32 . The following round. Place a "disoriented and confused" free tag on the target until the player's next turn. Once destroyed.
the user's Omni-Tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius. and unshielded targets must resist 3 shifts of Composure damage. all targets within. mercenaries. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. Incinerate Prerequisite Talent: Energy Drain. Illegal to have without being a current. You may also chose to pay a Fate Point to impair all attempts to attack or target you by -1 per level of the Jamming Talent you possess whilst Jamming is active. boosting the user's shields by +3 until deactivated. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated. On a success. the highest capabilities come from having and training with military grade omni-tools. Tactical Cloak Prerequisite Talent: Jamming. absorbed by armour as usual. excluding the user. New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common. or removed by ablation. New Option: Tech Combos As an additional option. the weapon detonates. The player must decide which scope the aspect belongs to at the time they place the aspect. This talent is unable to be used in successive turns. This talent is unable to be used in successive turns on the same enemy. Your base Jamming duration is extended by one additional turn. any character that gets a Superb (+5) or better result on their Tech Training skill check may spend a FATE point to apply a "Residual Static Charge" aspect on either the target or the zone the target is in for the usual bonuses. and make a Tech Talent roll against a difficulty of 2. Tech Armour Prerequisites: Hacking Talent. Tech talents can only be used with such an omni-tool due to their specialised nature. and when neutralised through any means except voluntary deactivation. place a ―Frozen and Immobilized‖ aspect on the zone for one turn. that zone must make a Stamina check against the number of shifts you rolled. many MG Omni-tools find their way onto the black market and into the hands of criminals. All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. Attacks made against the character reduce the bonus by 1 for every shift. Advanced Overload Prerequisite Talent: Overload. You may also pay a Fate Point once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. Your expert understanding of artificial and synthetic life form program structures and firewalls allows you to repeatedly attempt to shut down targets you have previously Overloaded.Cryo Blast Prerequisite Talent: Neural Shock. causing Health stress equal to the number of shifts. or else immediately end their turn. On a success. When activated. Armour with Shields Stunt. or passing through. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1. causes a detonation that disrupts the zone the character is in. and others. which can only be tagged by other Tech Training skill checks. Target the zone you are in. or one adjacent zone. serving member of a military organisation or affiliate. 33 . Until the aspect expires.
but must meet all other prerequisites and possess an appropriate weapon to use them. With one round of focus. 34 . although there are limitations on what is required to take it. this stunt allows the player to double the Harm rating of one of their weapons for one turn. the weapon immediately activates the free ―Overheated‖ tag. Once per scene. that is without doing any other action. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. Once per scene. Tactics skill present in the pyramid. The character must meet all requirements to use this stunt. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. the player doubles the Harm rating of the weapon for their next turn. Primary Combat Excellence Abilities Military Grade Assassination (Combat Excellence) Long term training with Sniper Rifle Energy Weapons has enabled the character to replicate the effects of the Weapon Modification ―Double Tap‖. a character with this stunt whose ―Shields are Down!‖ aspect has been compelled gains a +4 bonus to armour defense if they activate their Recharge Booster aspect "Taking Cover!" in addition to the bonus granted by that aspect. Military Grade Carnage (Combat Excellence) Extensive training with Energy Weapons has given the character the ability to duplicate the effects of the Weapon Modification ―Double Tap‖. many hours of experience under heavy fire. Once the shot is taken. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. and no ranks in either Biotic Training or Tech Training skills. The character must not do anything for that turn except shoot.New Stunt: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt. Military Grade Immunity (CombatExcellence) Representing many. the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle. and regain their balance and protection. It then immediately activates the free ―Overheated‖ tag on the weapon. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill.
Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. armour with the Shields stunt. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. Once per scene. or replace normal rounds for a variant ammunition type. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. huge bonus through overcharging. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. The character resumes their Taken Out status and the consequence is removed when any of the following conditions are met: no FP are spent to keep the character active. You may continue to pay a FP each round until the end of the scene to continue this effect. The finely tuned senses of the user seem to slow down time around them. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. or the end of the scene occurs. As a full round action. 35 . you may pay a Fate Point to activate this ability and gain a +3 to your next roll. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. Until the ―Overheated‖ aspect is tagged. when it then activates the ―Shields are Down!‖ tag on the armour. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. the character takes enough stress to be Taken Out again. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. Fortification reinforces armour when struck. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. You may remove any current variant ammunition for normal rounds. Assign an aspect to the temporary consequence as usual. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. providing a brief. You may spend a Fate Point to confer a +4 bonus to the armour rating granted by your shields until the end of your next turn. This consequence is additional to any that the character already possesses. allowing them to rejoin the scene. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. you may change out the ammunition used by your weapon. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. granting them more time to refine their actions. You may not use this ability in consecutive turns. You may pay an additional FP next round to keep the returned character active in the scene but you no longer incur the consequence penalty. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. and may be at any rating. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. As a combat action.
He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. the Turian manages destroy the smuggler's base whilst saving the informant in the process. Sent to recover an important member of the finance ministry. If they do so. His first assignment is to find the location of a smuggler base from an inside source in the cartel. Now. and Intimidate with Renegade choices. John's Turian Spectre now has Intimidate 3. before successfully charming the information out of her. John's character has the opportunity to sway his superior's actions when he discovers that they are planning to renege on the deal he brokered with the hostage takers. He intimidates his way into the club where he is to meet her. the new rank of the intimidation skill. After an exciting session of combat. Arts 2 and Charm 1. Swapping with his Arts skill again. During the next refresh. the player should record the number of times they use them. the same number of times as the number of ranks his character has in the skill. once he promoted it. Here are some examples: John is playing a Turian Spectre candidate character with rank 2 Intimidation and rank 1 Charm. Later in the same session. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. John now has the option to promote the Charm skill up the pyramid. and they must be used more than the other.PARAGON AND RENEGADE EMULATION In the Mass Effect games. Charm is linked with Paragon actions. John's Turian has been accepted into the ranks of Spectre agents. the character now has Intimidation 3. Mass Effect keeps track of the Paragon and Renegade points on separate scales. If he wants to promote the skill further. as he used it more times than he used Intimidate and more times than he currently has ranks in it. During play. the one they should move is the one they used the most out of charm and intimidate. characters should take both the charm and intimidation skills at tier five at character creation. they must count their usages for both skills from this point. then he'd have to successfully use it three times. 36 . he must start counting again. John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. If they used either skill the number of times that they have ranks in it. John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice. he must use intimidate at least three times or charm twice. John's character forces them to keep the deal. Charm 2. In this option. Even though he used charm twice last session. and Arts 1. To promote either skill further. therefore. A few sessions later. players are tracked with respect to how they treat other characters in social situations. being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. Swapping with his rank 3 Arts skill. Option 1: Skill Progression To emulate the progression of the character's path towards Paragon and Renegade. when the player has the option to promote a skill up the skill pyramid. By threatening to follow through himself if they break the deal with another successful intimidation check. then in the refresh phase. A good action will not make up for an evil one.
You may reduce one Status track to 5 boxes instead of the normal 6. allowing you to generate Status Consequences sooner than others. one Moderate (+2). The track must be raised to full again before more Consequences can be generated. beating your opponent in an opposed roll by three or more shifts generates Spin. one Minor (+1). When a character that has a full Status track gets more Spin. and are 6 boxes in length. Composure and Wealth stress tracks. the effect on you is that you can leverage your status more effectively than others. When a track is full. You may only take this stunt once. representing the preceding reputation of the character. and one Severe (+4). Give the Consequence a descriptive Aspect appropriate to the situation and reduce the number of hits on the full Status tack by the chosen consequence rating. Whenever a character would generate spin outside of a direct combat situation. Cult of Personality Others spread words of your deeds and misdeeds far and wide. Perhaps it is something in your voice. that Spin cannot be used to raise a Status Track. In the event that the roll generates Spin when a Status Consequence was tagged. Status Consequences are recorded separately from consequences generated on normal stress tracks. Additionally. Increase the Paragon track for good or positive actions that benefit others. and do not count against the maximum number of consequences allowed for stress taken on the original Health. NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect. or the way your gaze seems to have a particular intensity. The Consequence may be tagged by the player for the rated bonus outside of combat. self-interest or gossip. 37 . for good or ill. Status Consequences are rated 2/3/4 instead of 1/2/4. New Status Stress Track Stunts: Heightened Reputation There is something about your personality that leads others to judge you by your actions differently from those around you. Whether it‘s due to admiration or fear. and the Renegade track for conduct that is selfish or callous. It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. but may still be spent as normal instead. one for tracking Paragon status. Both tracks start empty at character creation. the other for Renegade status. Lasting Reputation Events that you are a part of are particularly memorable for those involved. Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. the player can begin to generate Status Consequences for that track. You are able to bank an extra Minor (+1) consequence in addition to the existing three you can bank. players may take one of the following stunts during character creation. they may choose to spend that +1 Spin bonus to add one to an appropriate Status track.Option 2: Status Stress Tracks This style of play adds two new Status Stress tracks to each PC character. Status consequences are removed from the character once tagged by the player. In Diaspora. the player can choose to generate one Status Consequence. an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. This option uses the generation of Spin to increase your Status tracks.
Commander Shepard and the crew of the SSV Normandy. and that he had a very by-the-book father. culminating in a disasterous situation. Under extreme time pressure. before being recruited by Commander Shepard after deciding that he needed to quit C-Sec to continue without all the restrictions and regulations the official position forced on him. • "Military Training" • "Father knows best" Phase Three . described as a hot head who still thinks he can change the world and should 38 . • "Idealistic and Hot Headed" • "The one that got away" Phase Four ." We'll take these for our aspects.Sidetracked Assigned to investigate the claims by the human Systems Alliance of the destruction of one of their colonies by a rogue Turian Spectre agent named Saren. but does have a lead he needs more time to follow. He displays exceptional weapon skills.On Your Own Released from his obligations to others. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. and being a former C-Sec Investigator. Garrus later left the military and followed in his father's footsteps by joining C-Sec himself.SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. including his decision to accept his father's wishes in not taking Spectre training. aka CSec. discussions with his new friend. Using the Choosing Aspects Phase One . and new Spectre. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman. One of a thousand potential candidates for the Citadel's elite Spectre training. as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing. Garrus is told to drop the investigation. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce.Growing Up Not a lot is known of Garrus' past from the game. He attends the ship's landing craft as an engineer. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. shown to be able to headshot an enemy under difficult conditions. have more respect for the law. Garrus frequently got into heated arguments with his superiors over his methods. Palaven. • "More to life than C-Sec" • "Finish the job once started" Phase Five . and is at home on starships having useful gunnery skills. Garrus is now free to do things his way.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. and were already as good as dead. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs. • "Palaven was hot" • "Do it right or don't do it at all" Phase Two . However. Garrus' father intervened to prevent him going. Denied. Due to his military training. He does refer to the world of his birth. and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. Garrus is forced to admit that he has no proof. This fresh perspective frequently contrasts against things his father demanded of him. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. also becoming an Investigator. Garrus meets the humans assigned to the case.Moment of Crisis Passionate about his job. as being hot. he has strong Tech Training skills.
Stealth • Rank 1: Culture/Tech(Turian Hierarchy. Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. Repair. Eventually the Turian went too far and broke a young girl's arm for reaching for a glass of water instead of using her Biotic talents to do it. By taking the Tech Training skill. no matter the cost. He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training.Racial Background and Class Package options as guides. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. Conatix hired an ex-military Turian. Medicine. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . Tracks • Health: OOO • Composure: OOO O • Wealth: OOO Kaidan Alenko Initial Concept Kaidan Alenko is a human Systems Alliance Biotic sentinel with a stable L2 implant. Tech Training • Rank 3: Agility.Growing Up The son of a serving Alliance military man. so I stuck close to them. Intimidation. The fourth is another mild Consequence. and head of the SSV Normandy's Marine detail. unleashing a full Biotic charge. breaking the trainer's neck. Resolve(track). Conatix quietly shut down the program and had the records sealed. Brawling(combat).Moment of Crisis Realising their mistakes. Decryption. we now have to choose some Tech Talents as part of the stunts. Electronics. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. Tactics • Rank 2: Gunnery(space). • Resilient: The player may use four Consequences instead of three. The Turian used aggressive and provocative tactics. This represents Garrus' commitment to finish a job once started. and Kaidan's retorts singled him out for punishing lessons. Kaidan and his friend drifted apart. he aghast 39 . a veteran of the First Contact war between humans and Turians.Starting Out Attempting to accelerate the training. Engineering(space). and First Aid Tech Talents. scarred from his childhood training. • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . Overload. Kaidan immediately jumped to the rescue of his closest friend and lost it. The Citadel). other skills as befit a military background. conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. Vehicle Garrus has a combination of five combat and space skills like most Turians. Choosing Aspects Phase One . • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. and the guts to do things his way. I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space). with Damping.
Receiving several commendations for his actions. we now need to pick his Biotic Effects and Tech Talents. Kaidan has extraordinary staying power for a human. Stasis. Tactics • Rank 1: Culture/Tech(Systems Alliance. and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level. Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up. Stealth • Rank 3: Alertness. Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. be in control" • "There's got to be another way" Phase Four . Computer(space). I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training. Using the Racial Background and Class Package options as guides. • MG Tech Training: Always searching for ways to keep his squad alive. Kaidan explored alternatives to using his Biotic powers. before deciding to return to the Alliance and join the military. and she fearful that he would lose control again. Keeping his squads alive through alternatives to open firefights. Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO 40 . By having both Biotic Training and Tech Training skills. from a Geth attack that killed his best friend. Kaiden focused on other ways of being useful without necessarily using his Biotic powers. and Throw. Stamina(track).On Your Own After being saved by his new First officer.Ooh Rah!" • "Implant Migraines" Phase Five . sought ways of completing missions without raising alarm. Lift. He knows Barrier. Refusing the risky surgery to upgrade his L2 implant. • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects. Electronics. he attempted to figure out what to do with his life. he also has the skills to function on the ship he serves on. Commander Shepard. • "Alliance Marines . and learnt how to keep his squad alive through the tough missions.Sidetracked Serving in the human Systems Alliance military. Tech Training • Rank 2: Agility. and has trained to use a military grade Omnitool to keep his squad alive. and First Aid. Kaiden has added the Medicine Talent to his Tech Training options. • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks.at what he was capable of. Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's Spectres. Communications(space). EVA. as he is familiar with Decryption. Turian Hierarchy). • "Be cautious. Energy Weaons(combat). Dropping off the radar awhile. He trained extensively with Omni-tools. and give him an edge if he is to pay back the Geth for his friend's death. Demolitions. Medicine Forced to his limits and beyond. Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. as his father did before him. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further.
With all this unexpected time spent with the team. however.Moment of Crisis Spending much of her time alone on strange and often dangerous planets. slavers and other dregs of the galaxy. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. one Commander Shepard.Growing Up Daughter of prominent politician Matriarch Benezia. Liara began studying what little was known about the last great space-faring race before the Asari. Liara has honed her natural Biotic abilities to protect herself from pirates. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . Liara earned her Doctorate and has become the foremost authority on Prothean ruins. she has very little practical knowledge about them to go on. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. since genetic traits and cultural insight is gained from mating outside their species. but look at that over there!" Choosing Skills A pre-eminent Archaeologist. and then rescued from the newly rampant Geth. Think!" • "What does this button do?" Phase Four .Starting Out Liara does not relish her role as Benezia's daughter and has shied away from her mother's life as an important figure in galactic affairs. Deciding to avoid the issue altogether. Liara. She begins to calm down when she realises that her expertise. she is initially jealous that her decades of research seem to have been for nothing. a great insult among contemporary Asari. and her ability to meld using Biotics. are the only way to help Shepard to interpret the vision. and joins the squad to help in the upcoming battles. the Protheans.On Your Own Peeling back the mystery. so it's considered wasteful for Asari to reproduce together. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy.Dr Liara T'Soni Initial Concept Dr Liara T'Soni is an Asari scientist obsessed with the past about to be shocked into the present to protect the future. Liara also has exceptional Biotic abilities and other technical skills. They frown upon intra-species conception. but evidence is anecdotal. Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. Science Choosing Aspects Phase One . Liara has no idea who her father is. The results of such unions are occasionally referred to as "purebloods". 41 . an ancient Prothean defence that she triggered by accident. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers.Sidetracked She is discovered. by the first human Spectre. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. due to the almost entire lack of actual ruins to investigate. Using the Racial Background and Class Package options as guides. and relishes the time spent getting to know each other. Liara suspects that "he" was another Asari. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure. Liara begins to feel the pull of attraction towards her new commander. Raised alone by her mother. • "My Mother the politician" • "Feared Pureblood shame" Phase Two . I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training. • "Escape the present" • "Obsessive about Protheans" Phase Three . • "Think. which in the current cultural times is considered taboo.
• Rank 3: Agility, Communications(space), Survival • Rank 2: Charm, Computer(space), Navigation(Space), Tech Training • Rank 1: Assets, Bureaucracy,Culture/Tech(Asari Republics, Protheans), Medicine, Stealth Spending several decades looking for the faintest traces of a civilisation that vanished more than 50,000 years ago, Liara has developed skills to help her obsession, and to protect herself from those who think her an easy target just because she's alone. Choosing Stunts • Natural Biotic: Liara has spent considerable time on her Biotic abilities, and knows the Biotic Talents Throw, Lift, Warp, and Singularity. • Versatile Biotic: By spending one combat turn doing nothing else, Liara is able to swap out one Biotic Talent she hasn't used this scene for one of those listed here: Barrier, Stasis. • Military Grade Omni-tool: taken from slavers who thought they could handle her, Liara has added its capabilities to her own, learning First Aid and Electronics. Tracks • Health: OOO • Composure: OOO • Wealth: OOO O
Tali'Zorah nar Rayya
Initial Concept Tali'Zorah nar Rayya is a young Quarian engineer out in the galaxy on her Pilgimage, searching for a suitable gift to return to the Migrant Fleet.
Choosing Aspects Phase One - Growing Up Growing up on the Migrant Fleet, Tali learnt the history of her people, living the shame of a people outcast from their own worlds and removed from galactic politics due to their own hubris. A mechanical genius, Tali spent hours learning, tinkering, and playing with engines, computers and anything else that fascinated her. Life on the Rayya, with all her shipmates also her family, whilst cramped and noisy was a happy time for the young girl. • "Mechanical Genius" • "Never trust an AI" Phase Two - Starting Out As the daughter of the head of the Admiralty Board, the highest authority in the flotilla, hopes were high for a young Quarian about to embark on her pilgrimage. A rite of passage for all Quarians, the pilgrimage serves a few important services to the flotilla. Foremost is to keep the fleet in contact with the rest of the galaxy, with Quarian young adults exploring and discovering important information and technical discoveries that would be of use to the entirely shipbound population left behind. Secondly, it provides an outlet for the energy of youth, giving them space to grow and learn from their own mistakes without risking their precious ships, whilst also reducing the number of people the taxed shipboard environment systems must support. • "Family Expectations"
• "Wanting to be valued" Phase Three - Moment of Crisis Curious, Tali's pilgrimage drove her to track down the Geth after hearing reports of their return from beyond the Perseus Veil. Isolating and disabling one, she retrieved its core memory module and discovered an audio file revealing the identity of the one who instigated the Geth attacks on Eden Prime. Fleeing to the Citadel, she attempted to sell the file in exchange for a hiding place before being ambushed by agents of the one behind the Geth attacks. Rescued by Commander Shepard, who has been trying to track down the information she was trying to sell, Tali gratefully plays the audio file in exchange for joining the Commander's team and stopping the Geth. • "Rage Against The Machines" • "Once Burned, Twice Shy" Phase Four - Sidetracked Taken aboard the SSV Normandy, Tali is amazed at the superior performance that the joint efforts of Human/Turian engineering have managed to get out of a ship so small. Spending her time aboard ship with Engineer Adams discussing technical specifications and performance curves, she quickly becomes unnerved by how quiet the ship is compared to the Flotilla ships. She comments that to a Quarian, a quiet ship means a dead engine or worse, a malfunctioning air filter and that it's like half the crew is missing. As the true extent of the mission she has joined is revealed, Tali shows a strong sense of duty, stating "Our Pilgrimage proves we are willing to give of ourselves for the greater good. What does it say about me if I turn my back on this?". • "Talkative when nervous" • "The Greater Good" Phase Five - On Your Own Integrated into the team of experts that Commander Shepard has been assembling, Tali never-the-less feels very young and inexperienced and hopes that she can prove herself worthy of such an important task. Returning to the flotilla to hide is no option when the entire fate of the galaxy is hanging by a thread, so the Geth must be stopped at all costs. • "Must Prove Myself" • "Stop the Geth" Choosing Skills Tali has a lot of technical skills, and has been trained in skills useful to her whilst on her
Pilgrimage. Using the Racial Background and Class Package options as guides, I picked her skills as follows: • Rank 5: Engineering(space) • Rank 4: Computer(space), Tech Training • Rank 3: EVA, Pilot(space), Repair • Rank 2: Close Combat(combat), Energy Weapons(combat), Resolve(track), Stealth • Rank 1: Art, Demolitions, Culture/Tech (Quarian Migrant Fleet, Geth), Science, Survival As suits her mechanical aptitude, all of her top six skills are engineering or space related. Whilst in the game she never needs to use her boot knife, it stands to reason that she probably knows how to use it. The rest of her skills reinforce her technical focus, and her love of art lets her appreciate the beauty in all things, especially music and brand new tech. Choosing Stunts • MG Omni-tool: Playing with spaceship engines and other systems almost from birth, Tali was given a Military Grade Omni-tool to take her skills to the next level. She knows Damping, Decryption, Electronics, and Energy Drain. • Quarian Machinist: Her Quarian background has given her special insight into Artificial Intelligences, granting her the Hacking Tech Talent. • Integral Equipment - Pressure Suit: Like all Quarians away from the Migrant Fleet, Tali possesses a pressure suit to protect her immune system and consequently has onboard equipment to help breathe. She may always act as though she has a pressure suit on, though does not gain the armour effects. Tracks • Health: OOO • Composure: OOO O • Wealth: OOO
Initial Concept: Urdnot Wrex is a Krogan mercenary, a feared Battlemaster who blends Biotic powers with devastating firepower.
Wrex managed to escape the ambush, but not before sinking his knife deep into Jarrod's chest. • "Instinct for Traps" • "Last Krogan Standing" Phase Three - Moment of Crisis Realising the proud warrior culture that once valued courage, strength, and honour – values embodied by the Krogan Monument – had now been reduced to glorifying pointless violence, Wrex turned his back on the rest of the Krogan and left. Over the past three centuries, he has served no master but himself; working as a bodyguard, mercenary, soldier of fortune, and bounty hunter. Tales of his exploits have even made it as far as the Quarian Flotilla. Despite his brutish appearance, Wrex rarely loses his temper. The mere threat of his anger is usually enough to get what he wants. When his fury is unleashed, however, it is a truly terrifying sight. He doesn't speak often, but when he does his words are direct and often shockingly blunt — that tends to get people to listen. • "Been There. Done That. " • "Words Win Battles Too." Phase Four - Sidetracked Hired to kill a human male named Fist on the Citadel, Wrex initially teams up with Commander Shepard to get closer to his target, as Shepard is also looking for him to lead him to his true target. Once Wrex and Shepard deal with Fist, Wrex appreciates Shepard‘s professionalism. Sensing some deeper aspects to Shepard's case, Wrex decides to offer his services full time, feeling that a storm's coming, and Shepard and his target are right in the middle of it. • "Consummate Professional" • "Taste for Adventure" Phase Five - On Your Own Now part of Shepard's crew on a mission to save the galaxy, Wrex is interested in the team of specialists he's assembled, especially the other Biotics. As a Battlemaster, Wrex was deemed suitable for the surgery necessary for the program, so is respectful of their abilities. Keen to test himself against the biggest threat to the galaxy since the Rachni Wars, Wrex feels that there is no challenge he can't beat, and feels that given time there is even some hope for his people. • "Biotic Battlemaster" • "Hope For The Future"
Choosing Aspects Phase One - Growing Up Born into Clan Urdnot, Wrex quickly gained fame for his prowess in battle. He became a leader of one of the smaller Urdnot tribes while still a youth – the youngest Krogan to be granted the honour in a thousand years. After the Krogan Rebellions ended, most remaining Krogan tribes wanted to continue fighting, and most vocal of those was Wrex's father, Warlord Jarrod. Wrex had different ideas. He believed that the Krogan didn't have the numbers to go to war, and even if they did the genophage ensured they couldn't replenish their numbers quickly enough. Instead of battle, he led his tribe to focus on breeding, for at least one generation, and called for other tribes to follow. • "Born Battle Champion" • "Lead by Example" Phase Two - Starting Out Gradually, other Krogan tribes began to come around to Wrex's ideas. This angered the Warlord Jarrod, who decided to arrange a Crush (a meeting on neutral ground) with all of the tribes. Wrex, sensing it was a trap, reluctantly agreed. Wrex and his best warriors met with Jarrod's group in the Krogan ancestral burial grounds called the Hollows, a holy place among the Krogan where violence is forbidden. When it became clear to Jarrod that Wrex wouldn't agree with him, he signalled his men. They leapt from their hiding places and ambushed Wrex's warriors, cutting them down.
Energy Weapons • Rank 2 Skills: Intimidation. Survival. but better Biotic skills. Mercenary Groups). Using the Racial Background and Class Package options as guides. Culture/Tech (Krogans. Throw. He has the words to diffuse a situation. Stasis. Animal Handling. Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. This emulates the Krogan biological redundancy.Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. adding +2 penetration to Brawling attacks. I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training. • Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. and Warp effects. it grants Wrex the Barrier. Tactics • Rank 1 Skills: Agility. or incite one. This applies to Consequences mitigating hits to any track. Close Combat. Oratory Wrex has excellent combat skills. Equivilent to a current L4 generation BioAmp without the VI interface. and the four quads to see it through. Profession (Mercenary) • Rank 3 Skills: Brawling. Resolve(track). The blood of a thousand battles runs through his two hearts and four lungs. • Military Grade Brawling: used to represent a lifetime of mercenary work. Alertness. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO 45 . and +1 to Brawling rolls in defense.
Time for some fun with equipment. pistols should have a range of 0/2. SMGs often have similar ranges to pistols (0/2). I began by deciding at what level to set for the purposes of equipment design. naming conventions should be considered. EQUIPMENT In creating the gear below. Double Tap. "Overheated" tag must be free to use this stunt. we have a pretty good idea of the expected differences between different types of weapons. Both Barrels/Double Tap Transfer Aspect. Penalty reduced from -2 to -1. 46 . Cost -1bp. generally have low accuracy and damage per shot. Sniper Rifles The ultimate long range weapon. Advanced Optics2 Transfer Aspect. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. which then clears at the end of the players next turn. They should have the Dispersed Fire and High Capacity stunts. and Advanced Optics stunts. Limited Range2 Transfer Aspect. They benefit from both the Double Tap and Advanced Optics stunts. Sub-Machine Guns Designed for rapid fire.Personal Combat Mini-Game Changes WEAPON TYPES To aid narration. shotguns should have a range of 0/2 and take the Limited Range stunt. Cost 1bp. They benefit from the Dispersed Fire. New T3+ Energy Weapon Stunts The following stunts may be taken on any energy weapon unless noted below. and a low penetration of 1 or 2. doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. assault rifles should have a range of 1/3. and keep some consistency as the table creates their own weapons. Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. Double Tap and High Recoil stunts are all appropriate. Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical. and that all weapons should take the Thermal Clip stunt. this weapon is unable to be used for ranges other than those specified. Cost -1bp. I decided to have all weapon and armour gear at T3 across the board. Shotguns The ultimate close range weapon. but the Both Barrels and Dispersed Fire stunts should be considered. and cannot both be placed on the same weapon. Here‘s a brief set of guidelines to help you design your own. Pistols Designed for use over short to middle distances. it is not recommended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts. After all. offset by their clip size and rate of fire. Cost 1bp. They should not have much penetration power. sniper rifles should not have a minimum range below 3. and the Advanced Optics. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. A high penetration is valuable. Assault Rifles Awkward at close range.
Manufacturer: Haliat Armoury Equipment: Equalizer class Sniper Rifle Stats: Range: 3/5 Harm: 4 Penetration: 3 Aspects: High Recoil (can only be fired every other round unless the firer is prone. 47 . this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. This shotgun has been rigged to take an extra shot for massive damage at the expense of immediately requiring cool down time. Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. and is available extensively. applying its offensive roll to each target in a zone.Sample Weapons Manufacturer: Hahne-Kedar Equipment: Kessler class Pistol Stats: Range: 0/2 Harm: 3 Penetration: 1 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Civilian (Makes the weapon available to those without the Military-grade Stunt for energy weapons) Cost: 3 This is your basic mass effect driven pistol. this is a basic assault rifle. Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Stats: Range: 0/2 Harm: 4 (8 when using Both Barrels) Penetration: 0 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Dispersed Fire (weapon can fire as an Area of Effect weapon. Manufacturer: Elanus Risk Control Equipment: Banshee class Assault Rifle Stats: Range: 1/3 Harm: 4 Penetration: 2 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Cost: 4 Standard issue to Turian military personnel.
but may be retrieved from defeated Geth.Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. Sample Weapon Manufacturers Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. Instead. but for gaming purposes there is little need to differentiate one manufacturer from another due to the variability of weapons able to be created with the Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Skunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 energy weapon creation rules on page 233 of the Diaspora rulebook. 48 . Note 2: See the Spectre Gear Options section on page 49. use them to provide inspiration for colourful aspects such as ―Never been let down by an Armax‖ or ―As cool as Devlon Industries gear‖ and so on. but rarely differs substantially from other weapons of the same type. This weaponry is always in demand for research purposes.
Basic Spectre Bio-Amps augment one Effect numerical value. and Master Spectre weapons are built with a +2bp bonus. or extending the effect by one additional turn. Some examples are below: 49 . but any nonauthorised users will be tracked down by other Spectre agents for item retrieval. an additional -1 penalty to enemy skill checks. so there is no Spectre rated armour available for purchase. For example: A character that knows the BarrierBiotic Effect with a HMBA Basic Bio-Amp has two choices. they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. Alternatively. Creation Basic Spectre weapons should be created with a +1bp bonus. Advanced Spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free. Advanced Spectre Bio-Amps augment two Effect variables. This may be a further +1 increase to a skill bonus. Costs Basic Spectre gear costs 5. Basic Spectre Omni-tools augment one Talent numerical value. Spectres may authorise squadmates to purchase and use such gear. and cannot be changed afterward. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects. for use solely by the Citadel Council‘s elite Spectre units. Duration based effects must cool down between uses by one turn per increase. There are no Spectre armour manufacturers. an additional -1 penalty to the armour defense rating of an enemy. Advanced Spectre gear costs 6. They cannot choose to increase both the armour bonus and extend the duration of effect unless they buy a HMBA Advanced or HMBA Master Spectre BioAmp. or an extension by one additional turn of an effect. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres. to the effective armour of the character for the purposes of the defense roll against energy weapons. They can choose to add 3 Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased. and Master Spectre Bio-Amps augment three Effect variables. lasting 3 turns or until another Biotic effect is used. Advanced Spectre Omni-tools augment two Talent variables. lasting 4 turns or until another Biotic effect is used. This may be a further +1 bonus to the effective armour defense rating of the character. and Master Spectre Omni-tools augment three Talent variables.Spectre Gear Options High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. one additional zone able to be reached by a talent. and Master Spectre gear costs 7.
The character must now wait two turns after using this Talent before being able to use it again. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. 50 . infiltrating manufacturers warehouses. there are other ways of obtaining these items. or to assist in narration. and the place of law and order in the galaxy. Sample Bio-Amp Manufacturers Manufacturer Aldrin Labs Armali Council Armax Arsenal Kassa Fabrication Serrice Council Sirta Foundation Spectre Gear1 Spectre Gear1 Spectre Gear1 Bio-Amp Solaris Amp Prodigy Gemini Polaris Savant Unity Amp HMBA Basic HMBA Adv HMBA Master Note 1: See the Spectre Gear Options section above. Alternatively. Use the lists below to inspire aspects. instead of the standard +1 bonus. and all lead to potentially interesting stories of obligation and debt. and corruption are all viable tactics for underhanded characters to use. there are plenty of corporations out there to choose from. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. Whilst such advanced gear would seem to favour characters with a high assets skill rank. blackmail. Sample Omni-tool Manufacturers Manufacturer Aldrin Labs Ariake Technologies Armali Council Kassa Fabrication Serrice Council Sirta Foundation Elkoss Combine Spectre Gear1 Spectre Gear1 Spectre Gear1 Manufacturer Bluewire Tool Logic Arrest Tool Nexus Polaris Savant Chameleon Tool Cipher Tool HMOT Basic HMOT Adv HMOT Master Note 1: See the Spectre Gear Options section above. Bribery. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. being hunted. Both of these Talents now require one turn of cool-down between uses of the same Talent. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased.A character that knows the Decryption Tech Talent with a HMOT Basic Omnitool can provide a +2 on computer skill checks during the damage control phase of space combat. Characters that knows both the Hacking and Overload Tech Talents with a HMOT Advanced Omni-tool can place a "targeting malfunction" free tag on a target for its next two turns instead of the usual one turn. and cannot be changed afterward. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets. and not augment any other known Talent. character histories. theft.
Cost 1bp. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. Booster Power Pack Transfer Aspect. Requires the "Shields" stunt also. armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. ―Out of Juice‖ taggable aspect) Servos (removes agility penalty) Sensors (Alertness checks at +1) Shields Recharge Booster Cost: 4 An example of Turian standard light military armour. this stunt provides more energy to run any systems that draw their power from the armour. "Taking Cover!" is cleared when the character moves. using a mass effect field to protect the wearer. the benefit of this stunt is also negated.New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite. If available. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn. but cannot be spent on the same turn that "Shields are Down!" has been tagged. Cost -1bp. Provides a +2 bonus to agility checks. 51 . confers the taggable aspect "Taking Cover!". Recharge Booster Transfer Aspect. Transfer Aspect. Cost 1bp. Shields require spending a fate point to recharge. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged. Shields Sample Armour Manufacturer: Devlon Industries Equipment: Explorer line of Armour Stats: Defense: 5 Stamina Mod: +2 Agility Mod: 0 Aspects: Powered Armour (Stamina checks +2. but until they do.
and is here purely for reference and inspiration for aspects or plots. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. whereas others like the Serrice Council produce solely for one race. Manufacturer1. Elcor. will manufacture for all races. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖. and Hanar all produce their own armour. use this table as inspiration to describe or inspire character aspects. For gaming purposes there is little need to differentiate one manufacturer from another due to the variability of armour able to be created with the armour creation rules on page 235 of the Diaspora rulebook. like Devlon Industries. and are not available to other races. Some. Note 3: The Krogan armour manufactured by the Geth are not available to player characters.2 Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation Sample Armour Manufacturers Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes Note 1: Volus.Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. Instead. 52 .
They are similar in construction to hollow point rounds. and provide +2 shifts if tagged by another player who successfully hits. there's plenty of opportunity for customisation. Chemical Rounds Designed to detonate on impact. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn. • +1 Harm to targets with a 0 armour defense rating.) • if used in two successive rounds. these rounds are particularly effective against living targets. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. • -1 Harm. this could mean back in the attacking character's zone. High Explosive Rounds Designed to shred flesh and other organic matter. Popular with pirates. removes the Thermal Clip stunt. places a free taggable aspect "Massive Fireball!" around the target.a mass of super-cooled subatomic particles .New T3+ Energy Weapon Ammunition The variety of adversaries in the Mass Effect setting can be dealt with more easily by ensuring that you are using the appropriate ammunition. • on an unsuccessful attack.capable of snap-freezing impacted objects. high explosive rounds have one major drawback: a massive increase in weapon overheating. criminals and mercenaries. All variant ammunition costs 3 to purchase. Successful hits confer the free taggable aspect "Toxic Shock" to the target. +2 Pen to targets with an uncompelled Shields stunt. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. • If installed on a weapon with a maximum range not exceeding 2. these rounds are coated with a highly toxic compound. these rounds are particularly effective against synthetic targets. Armour Piercing Rounds Specifically designed to puncture metal. Ammunition must be purchased separately from weapons. • Harm of the weapon is reduced to 0. • -1 Penetration to targets with an armour defense rating greater than or equal to 2. 1dF zones away (yes. 53 . activates the weapon's "Overheated" tag and extends it for one additional round. With nine different ammo types. Cryo Rounds New Variant Ammunition: Anti-Personnel Rounds Cooling lasers collapse ammunition into small Bose-Einstein condensate . • causes 2 additional shifts on a successful hit. and can only be installed or removed from the weapon during the refresh phase of the game.
the actual damage done to the target is typically less than what's done by a standard round. a weapon's Harm and Penetration are as per listed normally for the weapon. It would have its base stats against any other target. This makes them perfect for shotguns. Phasic Rounds Instead of projectiles. • extends the "Overheated" tag for one additional turn after being compelled. as due to their Dispersed Fire stunt. then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour. if Cryo Rounds were installed into the sample Assault rifle listed on page 31 (Range 1/3. usually one that occurs between scenes. • +1 Harm to targets with one or both Biotic Training and Tech Training skills. • -2 Harm. or disappears after a short rest. inducing low levels of radiation sickness in targets. This consequence can be removed by a character with the First Aid Tech Talent. +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt. causes +1 shift to all subsequent successful attacks against target until player's next turn. For situations not discussed in the details of the Ammunition stunts. Low Recoil. Thermal Clip). or with a tagged Shield aspect "Shields are Down!" These rounds are stamped with a minuscule amount of radioactive material. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. Sledgehammer Rounds These rounds hit with incredible force. • on a successful hit. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. For example. which is greater than maximum of 2 zones required for the ability to take effect. This sickness makes it more difficult for Biotic or Tech abilities to be deployed.Incendiary Rounds Radioactive Rounds Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance. 54 . • on a successful hit. Harm 4. However. knocks the target over and confers the free taggable aspect "Knocked prone". knocking opponents completely off their feet. a hit will place the tag on all targeted enemies. Penetration 2. upgraded weapons release charged particle bolts that can bypass kinetic barrier shields.
Weapons can only accept two Weapon Mods at any time. the player rolls 1dF. Users already prone still receive the free taggable aspect. Combat Scanners increase the chance of detecting enemies. • +1 to Alertness when operated by an individual in powered armour. This allows it to be compelled again before the player's next turn. This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. Stacks with Alertness bonus from Powered Armour "Sensors" aspect. • Replaces "Low Recoil" aspect with "High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). this mod ceases to provide its bonuses and penalties. • +2 to Penetration.New T3+ Energy Weapon Modifications Sometimes. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. Kinetic Coil Frictionless Materials give rounds more power at impact. variant ammunition isn't enough to give you an edge over your enemies. If "High Recoil" is already present. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". When you want to get that edge back. • Cost of this mod is 4. They are more expensive to obtain than other weapon mods. If weapon and armour are separated. and cannot be applied to weapons with the "Civilian" aspect. and can be installed or removed from the weapon during the refresh phase of the game. that's when you need to go and upgrade your guns. this mod cannot be applied. • +2 to Harm. High Caliber Barrel New Weapon Mods Combat Scanner Designed to interface with the Sensor packages installed on powered armour. • After every turn in which the weapon is fired. • -1 to Agility checks. For example. and must be installed on higher quality weapons. it instead clears at the end of the players current turn. Frictionless Materials Increases the damage of the weapon at a cost of increased recoil. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. This comes at a cost of decreasing the agility bonus as the Combat Sensor draws off some of the power intended to run the armour servos. Weapon Mods must be purchased separately from weapons. • -1 to Harm. Agility checks now at -3 if no "Servo" stunt on armour. if it would normally clear at the beginning of their next turn. • +4 to Penetration. 55 . All weapon mods cost 3 to purchase.
redirecting the energy of incoming projectiles away from the body. the player rolls 1dF.Kinetic Stabiliser New T3+ Powered Armour Modifications With all those lethal variant ammunition and weapon mods out there. If "Low Recoil" is already present. • +2 bonus to Defense rating of Armour. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat. • +1 to Harm. resistance to weapons force and resistance to Biotic and tech attacks. and which may be compelled for all sorts of scene effects. element zero microcores and firewall technology to give the wearer brute strength. • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. • Armour gains the "Very Heavy" aspect. Rail Extension New Armour Mods Modifies the length of the barrel to increase damage. Scram Rail Ablative coating is designed to chip away when impacted. Armour Plating This prototype upgrade greatly increases damage. • -1 to Harm. until the bonus is reduced to a minimum of +0 for the remainder of the scene. and each armour can be modified to take a maximum of two Armour Mods. such as Cryo Rounds or the Improved Heat Sink weapon mod. Recoil Damper Ablative Coating Reduces kickback to improve accuracy at the cost of decreased power. Hardened ceramic plates can be applied to body armour suits. Comes at a cost of reduced power. but causes a greater chance of weapon overheating. negating the benefits of the "Lightweight" aspect. • -1 to Harm. • After every turn in which the weapon is fired. increasing their effectiveness. Advanced VI functionality reduces weapon kickback to improve accuracy. • . it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive. • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. it now becomes more difficult to move due to its awkwardness. All mods require the aspect "Powered Armour" to be installed. All Armour Mods cost 3 to purchase unless otherwise stated. On anything other than a +1 result the weapon automatically activates the "Overheated" tag from Thermal Clip aspect immediately and it does not clear until the end of the player's next turn. 56 . Combat Exoskeleton This prototype armour upgrade combines mechanical augmentation. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect. this mod cannot be applied. These mods may only be installed or removed from the armour during the refresh phase of the game. • +4 bonus to Defense rating of armour. • +3 to Harm.1 to Agility checks. • Replaces "High Recoil" aspect with "Low Recoil" aspect.
and counts as two Armour mods. Energised Plating Mechanical augmentation increases the brute strength of the wearer. • The armour disables the first free tag gained from the Health stress track of the wearer as a combat action (this prevents an opponent using the Consequence to your disadvantage). • -2 to Agility checks as the mod draws power from the system intended for the servos. Hardened Weave A prototype armour with a complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the Defense bonus and remove the agility penalty. this armour provides maximum protection for the user. Energized Weave Microprocessors wired into a combat suit can monitor vital functions and release small. and counts as two Armour mods. • This armour costs 4 to purchase. it provides maximum protection for the user. and counts as two Armour mods. Designed for heavy combat use. • This armour costs 4 to purchase. • -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the bonus against A complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks. First Aid Interface A prototype upgrade designed specifically for heavy combat use. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2. localised doses of medi-gel to accelerate the healing process.Biotic Effects and Tech Talents. • Grants a +2 bonus to Close Combat checks. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. • -2 to Agility checks as the mod draws power from the system intended for the servos. • This armour costs 4 to purchase. • -2 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. Exoskeleton • +4 bonus to Defense rating of armour. and also remove the Defense and agility penalties. 57 . allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. • +6 bonus to Defense rating of armour.
Shield Battery A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. maximising healing and minimising recovery times for the user. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. • This armour costs 4 to purchase. • Chemical rounds are unable to confer the "Toxic Shock" aspect. Medical Interface This mod draws on the user's stamina to boost their agility. Medical Exoskeleton Specialised microprocessors wired into a combat suit monitor vital functions and release small.Kinetic Buffer (this prevents an opponent using the Consequence to your disadvantage). The greater the capacitor storage. the more potent the barrier. and counts as two Armour mods. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions To generate kinetic barriers. Kinetic Exoskeleton This prototype armour upgrade combines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. • The armour disables the first free tag gained from the Health stress track of the wearer as a combat action (this prevents an opponent using the Consequence to your disadvantage). and counts as two Armour mods. • +1 to Agility checks. • Any time the "Shields are Down!" tag is activated. causing a -1 to Agility checks. Requires the Shield aspect on the armour to be installed. • Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. • +3 to Defense rating of armour. • Any time the "Shields are Down!" tag is activated. • +2 Shield bonus to Defense rating of armour. • This very bulky armour mod decreases the power available to run other systems. • This bulky armour mod decreases the power available to run other systems. combat suits rely on capacitors to store energy from a generator. the shield bonus from this mod is also negated. • +1 to agility checks. • +2 Shield bonus to the Defense rating of the armour. • -1 to Stamina checks (this does not confer any changes to the Health stress track). causing a -2 to Agility checks. • This armour costs 4 to purchase. 58 . • Confers the free taggable aspect "Software Crash" which may be compelled to prevent any movement for this round as the armour must be manually rebooted. Requires the Shield aspect on the armour to be installed. This interface also provides resistance to toxic attacks. localised doses of medigel to accelerate the healing process. the shield bonus from this mod is also negated.
Relying primarily on her Tech Training. Costs: Pistol 4. though they count as two mods instead of just one. Although it has reduced stopping power. gases.) • Harm: 3 (2 against shielded armour) • Penetration: 1 (3 against shielded armour) • Low Recoil (weapon can be fired without penalty in low gravity) Purchased from one of the citadel markets. Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. • -1 to Harm. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. May not be compelled two turns in a row. • +1 to Biotic Training and Tech Training skill checks. Kinetic Stabiliser 3 Final Weapon Stats: • Range: 0/2 (Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. removes the Thermal Clip stunt. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. • Chemical rounds are unable to confer the "Toxic Shock" aspect. and become unreliable when dramatically necessary. The prototype armour mods provide some of the better bonuses.Stimulant Pack Advanced Gear All weapon and armour gear starts at T3 across the board. Tali'Zorah's Pistol Manufacturer: Devlon Industries Equipment: Stinger class Pistol Base Stats: • Range: 0/2 • Harm: 4 • Penetration: 1 Aspects: • Low Recoil • Thermal Clip Cryo Rounds: • -1 Harm. Cryo Rounds 3. and causes a -2 penalty to Agility checks. • If installed on a weapon with a maximum range not exceeding 2. • This mod confers the free taggable aspect "Overstimulated and Distracted" that may be compelled to remove the bonus to Biotic Training and Tech Training skill checks. and that penetrating those shields is paramount. Here's a look at some of the possibilities. +2 Penetration to targets with an uncompelled Shields stunt. She also added the ammunition mod at the same time so that the weapon will never overheat. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes. and a host of other toxins. Tali knows that the Geth nearly always have shielded systems. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. 59 . Toxic Seals Sample Advanced Gear Specially-sealed body armour provides increased protection against radiation. Tali needs a weapon that she can rely upon if the battle gets too close.
Frictionless Materials 4. a Krogan Battlemaster running in at a charge is terrifying beyond belief. No movement required to activate.Garrus Vakarian's Sniper Rifle Manufacturer: Elanus Risk Control Equipment: Hammer class Sniper Rifle Base Stats: • Range: 3/5 • Harm: 4 • Penetration: 3 Aspects: • High Recoil • Thermal Clip • Advanced Optics Armour Piercing Rounds: • +1 Harm and +1 Penetration to synthetic targets such as the Geth. Frictionless Materials: • +2 to Penetration. Rail Extension 3. Rail Extension: • +1 to Harm. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. the awkwardness of his modified rifle should never become a deciding factor. +2 bonus on armour defense the turn after "Taking Cover!". • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. and clears"Shields are Down!" tag automatically. He appreciates the ability to take down highly armoured foes from great distances. AP Rounds 3. Assisting this was his access to some of the best mods available. • Cost of this mod is 4. Urdnot Wrex’ Armour Manufacturer: Kassa Fabrication Equipment: Colossus Krogan Armour Base Stats: • Defense: 6 • Stamina Mod: +2 • Agility Mod: 0 Aspects: • Powered Armour (Sta +2) • Servos (removes agility penalty) • Shields • Recharge Booster Combat Exoskeleton: • Armour gains the "Very Heavy" aspect. negating the benefits of the "Lightweight" aspect. With enough protection to allow him to get up close and personal in a fight.) • Thermal Clip (weapon has the Aspect "Overheated" which may be compelled to prevent firing) • Advanced Optics (allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. • +4 bonus to Defense rating of armour. ―Out of Juice‖ taggable aspect) • Servos (removes agility penalty) • Shields (taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. may be compelled for all sorts of scene effects. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". like the defense against Biotic Effects and Tech Talents. Little tricks.1 to Agility checks. and knows that with correct field placement. unstoppable warrior. and counts as two Armour mods. • This armour costs 4 to purchase.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. if Wrex remains stationary) • Very Heavy • Biotic/Tech Defense (target to affect Wrex / armour increased by +1) Weighing in at over a metric ton when wearing his favoured armour. 60 . Costs: Rifle 4. Wrex becomes a battlefield juggernaught. Costs: Armour 4. • . Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. and cannot be applied to weapons with the "Civilian" aspect. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. Combat Exoskeleton 4.
Final Weapon Stats: • Range: 0/2 • Harm: 3 (6 when using Both Barrels) • Penetration: 2 • Low Recoil (weapon can be fired without penalty in low gravity) • Improved Thermal Clip (has the Aspect "Overheated" which may be compelled to prevent firing. Frictionless Materials 4. Improved Heat Sink 3. Frictionless Materials: • +2 to Penetration. Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra. knocks targets over and confers "Knocked Prone" free tag. • -1 to Harm.Cerberus Defender Modified Shotgun Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Base Stats: • Range: 0/2 • Harm: 4 (8 when using Both Barrels) • Penetration: 0 Aspects: • Low Recoil • Thermal Clip • Dispersed Fire • Both Barrels (doubles Harm for next shot and tags ―Overheated‖ aspect until end of next round) • Limited Range Sledgehammer Rounds: • On a successful hit. and cannot be applied to weapons with the "Civilian" aspect. applying its offensive roll to each target in a zone). • Both Barrels • Limited Range • On a hit. knocking them all prone in the process. • Cost of this mod is 4. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. Sledgehammer Rounds 3. clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. This shotgun is able to double its Harm rating every turn. Costs: Rifle 4. and apply that to every target in an area. 61 . knocks the target over and confers the free taggable aspect "Knocked prone".
• Research Technicians: The technicians are normally Biotics. which they don‘t just use against vehicles such as the M35 Mako. or other dangerous nasties. major trade stop. Each cell is led by an operative who reports directly to the Illusive Man. Any methods of advancing humanity's ascension are justified. 62 . reporting regularly. and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. Cerberus is very well-funded. • Cerberus Defenders: Found protecting research technicians. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on. there are other races. but which has now gone rogue. they are rapidly deployed. However. Cerberus effectively has access to almost every settled system. and colony in the galaxy. Cerberus operates many other kinds of cells than purely para-military focused ones. collecting bounties on escaped Tech criminals. which includes Rachni (soldiers and workers). and use modified shotguns (page 61). creatures and organisations out there for the characters to encounter. highly armoured.ADVERSARIES Apart from chasing after rogue Spectre agents. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts." and may have been edited by Cerberus agents to discourage casual explorers. due to their activities. Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse. the others would not be captured. Led by a mysterious figure known only as the Illusive Man. Cerberus also runs several front corporations meant to fund and support their operations. ranging from political to scientific but all united under the common goal of advancing humanity. Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. or hunting rogue psychotic Asari purebred Biotics. • Cerberus Snipers: Often found indoors. Cerberus bases are usually guarded by the following forces: • Cerberus Commandos: Highly trained shock troops armed with assault rifles or pistols. Due to their widespread network. Cerberus Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. Their core belief is that humans deserve a greater role in the galactic community. Husks. terrorist activities. these snipers find cover and hit with Assassination. destroying Batarian pirate and slaving rings. This ensures that should one cell be compromised. but believe history will vindicate them. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers. sabotage and assassination. thus rendering the Illusive Man blind in those areas. Cerberus has operatives all over Citadel space and the Terminus Systems. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. including illegal or dangerous experimentation. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. Cerberus operatives accept that these methods are brutal. They have also been described as a pro-humanity terrorist or paramilitary group. they use powerful Throw attacks. though unarmoured.
Specialised for close quarters combat. Geth encountered beyond the Veil will have programs developed equivalent to skills. Resilient to gunfire. • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. Overload. Some have a stunt that grants them the equivalent abilities of an Omni-tool. • Geth Hopper: Cyberwarfare and ambush platform. • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. Utilize both disruptor and scram rockets heavy weapons platforms. practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers. and Toxic rounds. Geth barriers and capable of recharging shields. and vary according to role.Geth As described in the Racial Backgrounds section. • Geth Sniper: Armed with Geth sniper rifles and shielding. Extremely strong armour and shields with recharger. such as the Neural Shock Tech Talent. • Geth Rocket Trooper: Equipped with Geth pulse rifles. Very strong shields and extremely resilient with shield recharger. Also possesses shields. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping). Capable of Radar Jamming but no shield recharging. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. has the ability to charge. Equipped with Geth pulse rifles and rocket launchers. with the number of Talents equal to the skill rating. Has the Geth Shield Boost ability (treat as Ablative Armour). Heavily shielded and very resilient with shield rechargers. Capable of using Assassination (see page 20). have access to Tech Talents. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). • Geth Juggernaut: Similar to Geth Destroyers. and thus immune to effects that target only organics. barriers. 63 . specialised for long-range combat. The Geth are entirely synthetic creatures. shielding and rocket launchers. Carnage (see page 20) and the ability to recharge shields. and can utilise Carnage. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. Extremely resilient to small arms and ground vehicle fire. Has shielding but no rechargers. and Jamming. Attacks using the Geth sniper beam. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks.
64 . They count as both biological and synthetic creatures for the purposes of Tech Talents. allowing their programs to be easily overridden and turned upon their owners. and so on. variant weapon ammunition. commonly called MECHs. The Geth used a ship full of Husks. with an equivalent skill level of 3 ranks. though it is effective psychological warfare to make soldiers fight their own dead. They possess a basic personality suite and are easily programmed for various security tasks. once close enough. Thereafter. A LOKI Mech that switches to its security protocols is easily identified. No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result.Husks Husks are synthetic "zombies" created by the Geth. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. The husks will charge at their enemies and. as an individual husk can only generate one electrical blast. LOKI Mechs are incapable of any complex tactics. the MSV Cornucopia. they have also seen use in groups on the shiftier side of the law when raw manpower is needed. and YMIR classes of mechanical infantry units. When the spikes are approached – say. Many mercenary groups make extensive use of them. often fielded by the Alliance. and the body generates an electrical charge. typically as expendable assault units. and their civiliangrade firewalls are insufficient to deal with modern hacking. Unfortunately for those that encounter them. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. They have an inbuilt level of equivalent armour with a defense rating of 2. skin and water content are converted into cybernetic materials. blood is changed to a sickly green fluid. Over time the body's organs. the dual "eye" on the unit turns from white to red. or where the use of organics for "around the clock" shifts is unfeasible. When a human is captured they are placed on impaling devices. LOKI. partly as a trap and partly as a warning to other organic races not to enter their space. there is never only one husk around. and is also the manufacturer of the FENRIS. give off a powerful electrical blast which disables shields and causes massive damage. Husks that reach the same zone as any character attack first with an electrical blast. prior to determining whether the effects of the blast generate composure track shifts. • LOKI Mech: The LOKI Mech is a bipedal humanoid security robot designed for security detail and guard duty in locations where manpower is an issue. MECHs Earth based weapons manufacturer HahneKedar has become a major supplier to the Systems Alliance military. never seek cover during a firefight. huge spikes that Alliance marines have nicknamed "dragon's teeth". if marines try to recover their dead comrades – the Husks are released and attack. husks attack with a brawling skill level of rank 2. Originally used by the Alliance for colony guard duty.
bringing the target down with its front legs in an animalistic pounce-like motion. A major disadvantage to FENRIS Mechs. altered. To protect the workings of the weapon arms from small arms fire. or Model 34-A. as they tend to constantly advance on enemies to engage at point-blank range. They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. Heavily armoured and shielded. When a FENRIS Mech is severely damaged. and FENRIS Mechs can be turned against those they are tasked with serving. a FENRIS Mech will accelerate to a set speed and jump with its rear legs. After the target is struck. Kinaesthetic programming is limited due to the complexity of the design. they are stunned by a taser device embedded in the 'head' of the FENRIS. they are fitted with protective actuated shield covers. the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. For many humans. and indeed to all mechs. 65 . they are identifiable by their white armor and red lights. Whilst it can fire its twin Cannons on the move however. walk and cannot attempt to climb steps. When attacking. is a massive killing machine designed for anti-infantry purposes. these covers must open.and drugsniffing dogs would. the mech will deactivate and remain stationary. it must pause to fire rockets to ensure a stable launching platform. noisy. giving warning to those able to see the mech. Despite its fearsome weaponry. and have been seen deployed alongside LOKI Mechs. As a military model. • YMIR Mech: The Battle YMIR Mech. is that their software programming can be hacked. FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. the mech will explode. In order to fire either weapon. or overridden by an experienced hacker. limiting its movements to a slow. the YMIR does have a few limitations. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions.• FENRIS Mech: Like other mechs produced by Hahne-Kedar. used in the same manner bomb. If shot while in this deactivated state. but is still vulnerable to hacking by dedicated hackers. the YMIR Mech has better firewalls than other models.
mercenaries will commonly raid remote outposts or unprotected starships when unemployed. • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders. Humans. Given that their occupation requires them to be efficient and capable. usually equipped with an assault rifle or a shotgun. Notable Mercenary organisations • Blood Pack. mostly wiped out by Council Spectre agent Saren Arterius. Mercenaries are usually found at their bases on remote worlds. Mercenaries hail from all races and backgrounds. • The Grim Skulls. they are usually lightly armoured. smuggling tainted element zero. • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher. Their use of Throw and Warp makes them dangerous. They control 20% of Omega. most fill one of the following roles: • Mercenary: The standard mercenary. meaning their equipment is usually produced by a variety of manufacturers (unlike military forces.a pirate group that acts as the"muscle" of Omega. consisting exclusively of Krogan and Vorcha. a biotic can be found amongst mercenary bands. but they are lightly armed and armoured. mercenaries tend to use superior weapons and armour.a minor mercenary band. 66 . Krogan mercenaries regenerate their shields particularly quickly in a fight. • Mercenary Adept: Very occasionally.Mercenary Organisations Mercenary bands operate throughout the Attican Traverse and the Terminus Systems. and focus on vehicles such as the M35 Mako. or protecting their employer's investments or operations. Sometimes euphemistically referring to themselves as 'private security organisations'. They often have the ability to use Immunity. Able to field a variety of personnel to fulfil their contract.a 'private security' firm and one of the most powerful groups in the Terminus Systems. • Eclipse. and line up for an Assassination shot. or by individuals who want protection or assassination services. • Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers.a Turian group based on Omega. • Blue Suns. • The Talons. though are most commonly Turians. which prefer to select equipment from a single company). They are usually hired by criminal organisations that require "heavy muscle".a major mercenary corporation active in the Terminus systems. Batarians or Krogan.
Defended by Brood Warriors who will die to protect them. Bred in captivity away from a brood queen. causing heavy toxic damage which ignores shields. they respond with brutal force. they rush up to the squad and explode in suicide attacks. Rachni Queens are capable of possessing the minds of other Biotics. with thin tentacles ending in little pods. The Rachni aren't as extinct as the galaxy had been led to believe. they are quite fragile. The Rachni are territorial. They are most at home in vents and tunnels. They are the 'elder males' of the hive that usually mate with the queen. Should their territory be invaded on purpose or even by accident. They were eventually defeated and completely eradicated by the Krogan. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. the spacefaring Rachni were driven to expand and defend their territory. and rarely. able to survive environments that kill most sentient species. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. Given their name. Rachni soldiers are cunning and like to ambush their enemies. they likely fill the niche occupied by drones in other hive species. using them as proxies to translate and communicate when necessary.the Rachni can use weapons but prefer to use these tentacles to impale their victims. It stands to reason that if the galaxy‘s newest spacefaring race. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). it will occasionally place a squad member in Stasis and appears to use a form of Barrier. on difficult to terraform worlds. they are effectively giant sized locusts intent on death and destruction of all sentient life around them. These tentacles are used to impale enemies . in fear of being plunged into another galactic war. Rachni Queens are the largest and most intelligent of the species. Best handled at a distance. have encountered them. determined to remain isolated from the rest of the galaxy. Rachni Soldiers are slower. Acting in swarms. They can also spit acid. although its attacks inflict more damage. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. They normally inhabit extremely hazardous worlds. but much larger creatures than Rachni Workers. the humans. and other hidden locations. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. seen. It is said that they only attack when the hive is particularly strained for warriors. It is also unique among Rachni in that it possesses some Biotic ability. causing heavy toxic damage. The Brood Warrior has abilities comparable to a standard Rachni Soldier. 67 . Intelligent but highly aggressive. then its highly likely that other governments have as well.Rachni The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. tending to the needs of the queen. Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. if ever.
they can reach one additional zone with their claws when using their natural weapons. spread by previous generations of space travelers. Treat Thresher Maws as having an armour defense rating of 6. They live alone in nests spanning large areas underground. with a harm rating of 8 and must wait one round between attacks due to their size. mountains. • Native Burrower: Thresher Maws never fully leave the ground they live in. asteroids or moons with little or no atmosphere. burrowing up from beneath their prey. They also have rank 4 skills agility. which is a combined combat skill and weapon. but there are some "stray" nests. and their burrowing style of movement. and a new skill called Acid Spit. or valleys. identifiable only by their landscape profiles. and do not inhabit rolling hills.Thresher Maws Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. yet are robust enough to survive prolonged periods in deep space and atmospheric reentry. • Dauntless: Thresher Maws have no composure or wealth tracks. the Thresher Maw cannot be targeted. They have Natural Weapons as an apex skill. They can grow to be in excess of 30 metres tall above the ground. thresher maw spores appear on many worlds. and are immobile when they raise up to attack. They always attack the closest target. with a body nearly twice that size beneath the surface. and instead have an extended health track of 3dF+9 Thresher maws are solitary creatures. harm 8. Their attacks consist of spitting powerful viscous acid that splashes on contact. penetration 6. They also consume minerals and ores from the ground itself and use an odd form of photosynthesis to combine solar radiation and minerals into energy they can use to fuel their significant mass. two or three at most can be found on a single planet. They are enormous. They can take a lot of damage and can be very hard to kill. Aggressive and highly territorial. Due to their size. and their acid attacks as though the shields stunts don‘t exist. thresher maws are immobile above ground. The body of an adult thresher maw never entirely leaves the ground. but can move incredibly quickly below. When moving underground. thresher maws usually live in large flat open spaces on uninhabited planets. or they may take an additional zone of movement when they take their free move when fully underground. only the head and tentacles erupt from the earth to attack. and must wait one round between attacks to recharge their spit. Fortunately. they completely ignore shields. As a result. and are a menace to any structures or vehicles in their nesting area. They may use their one free move to rise up or drop back underground. 68 . Give them the following stunts: • Extended Reach: Due to their immense size. violent creatures that burst up from the ground without warning when disturbed. with a range of 2/5. Threshers commonly have some sort of "lure" in their nest. and move if shifts are successfully generated against them. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets. and smashing with their claws in close range while emitting infrasound. They reproduce via spores that lie dormant for millennia. such as a crashed probe to draw unwary scavengers. Owing to the nature of their attacks.
alternately fighting them for territory and embracing them as treasured companions. Vorcha The Vorcha originate from a small. Krogan – and some other species. their continual lack of resources have kept Vorcha society extremely primitive. varren infestations have followed. The Krogan have had a love-hate relationship with varren for millennia. wild varren hunt in packs and are so vicious they'll even take on the Geth. clannish. Even as their population grows. Originally native to the Krogan homeworld of Tuchanka. The lack of resources has resulted in a tight-knit clan based society in which rival clans wage constant war against one another for control of scarce resources. hostile. the Vorcha constantly fight each other in fierce competition over basic necessities. they are – like most life from Tuchanka – savage. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. and consummate survivors. Virtually everywhere the Krogan have been. and more resilient than other members of the race. Vorcha ―trained‖ by this ordeal are stronger. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. Their supreme adaptability. wreaking havoc with the native ecology. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. including Batarians – raise them as beasts of war. To this day. Seeing the potential of the Vorcha's individual adaptability. gathering them up and literally beating them into soldiers. smarter. A common subgenus of varren has metallic silver scales. 69 . With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds. leading to the rather unusual nickname 'fishdogs'. Krogan Blood Pack mercenaries often sweep pockets of Vorcha. Gaining even a few Vorcha gives a mercenary band a formidable advantage.Varren Varren are omnivores with a preference for living prey. savage species. However. each additional Vorcha magnifies the gang‘s combat ferocity exponentially. faster.
Geth dropships are classed as Frigates. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. New Spacecraft Stunts Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers. so that instead of limiting ships build points by technology. is not important. Using this idea. we just say that they are limited by size. • Frigates are designed at a level of T2 (17bp). We can adjust this for our game. larger than anything else built by the council races. Crew must adhere to the standard operating procedures of the government. • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" 70 . • Cruisers are firmly in the realm of T3 (23bp) ships. or T2 level for the larger designs. or at T3 with a few sink stunts. Carriers. • Reapers are sentient ships. All ships of this type must take the Civilian stunt. The only ones who use an actual Beam weapon are the Reapers. who use magneto-hydrodynamics to power them. and are limited in number to only a few operated by each member race. With this small tweak. so are well represented by the T1 (11 bp) level. • Dreadnaughts are the largest vessels in Council space. spacecraft may not take the T4 Stunt "Dumps heat into another dimension".Space Combat Mini-Game Changes SPACECRAFT Knowing that Mass Effect is not set in the hard sci-fi genre allows us to tweak the Diaspora starship creation rules to align with the Space Opera ideas that big ships with lots of people and weapons are possible. but use the optional rules for Fighters on page 228 of the main rules. Spacecraft and Tech Levels Diaspora made the design decision that ship size. depending on the individual size and age. These behemoths are built at T4 (29 bp). and built with 8bp. cargo freighters and colony ships usually sport minimal or no weaponry. usually fielded by carriers. with severe consequences for variation from those limits so imposed. and have access to shipyard facilities that supply dedicated repair engineers. • Carriers are usually the same size as Cruisers at T3. thus Technology is the difference between ships. These terrors of the black are built at T5 (35 bp) or T6 (41 bp). assigned a dedicated crew to operate all systems. we have a quick and easy way to define and differentiate our ships. we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships. one man ships. Warships in Mass Effect are classified in one of four weight classes: Frigates. • Fighters are small. New T0+ Spacecraft Stunts Government Subsidy Spacecraft with this stunt are officially part of the navy of the government. such as luxury cruisers. and Dreadnaughts. for a hard sci-fi genre. All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system. Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). Cruisers.
This stunt also provides a +2 bonus to maintenance checks when at government facilities. Cost 1bp. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. New T1+ Spacecraft Stunts Mass Effect Drive The pinnacle of interstellar drive design. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks. and thus reserved for critical operations. Cost: -1bp. and a +2 bonus to repair checks to remove consequences. Requires the Tantalus Core Stunt. whilst also powering the Internal Emissions Sink. Cost 4bp. but the stored heat must eventually be radiated. and provides a +1 bonus to V-Shift. Cost 1bp. Spacecraft can go to 'silent running' for around 2-3 hours. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). This affords protection from micro-meteorites. except when such consequences were gained when the aspect chosen above was tagged. Cost 2bp. and mass effect accelerated projectiles. and provides a +2 bonus to Heat Track as well as a +2 bonus to the Navigation check during the Detection phase of space combat. Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. then divide those by ten. This system does not operate during mass relay travel as the heat generated is too much to absorb.• • • • • • • • • • • • • • • • • • "Incorporates Dodgy Alien Tech‖ "Infamous Captain" "Is It Meant To Do That?‖ "Known Weakness in Tactics" "Last Generation Tech‖ "Money Sink‖ "Must Not Shoot First" "Not Built To Do This‖ "Operating Beyond Its Limits‖ "Pirate Doppelganger‖ "Poorly Maintained‖ "Protection Obligations" "Rules and Regulations by the Book" "Should Have Retired Years Ago‖ "Slow To Respond‖ "Sub-standard Sub-systems‖ "Variable Training Levels" "We Have An Operative Aboard‖ Trade stat of 0. Internal Emissions Sink This stealth system is able to temporarily "store" heat generated by routine shipboard operations in lithium heat sinks deep within the hull. These shields safely deflect small objects traveling at rapid velocities. or drift passively through a system for days before having to vent and give away her position. torpedos. or it will build up to levels capable of cooking the crew alive. This experimental system may only be installed on spacecraft with a 71 . See Diaspora page 69 for standard travel times. a Mass Effect Drive is required to access the mass relay system. and allows ships to move ten times faster between their destinations for the same reaction mass.
is a prototype "deep scout" frigate. codeveloped with the Turian Hierarchy. she is optimised for solo reconnaissance missions deep within unstable regions. nimble. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. Should the Normandy‘s design prove useful in field tests.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. except when "Experimental Design" was tagged) • Tantalus Drive Core • Internal Emissions Sink (+2 bonus to Nav check in detection phase) • Kinetic Barriers • Interface Vehicle (M35 Mako Infantry Fighting Vehicle) Aspects • Government Owned and Operated (Systems Alliance) • Experimental Design • Tough Little Spacecraft • Fast. using state-ofthe-art stealth technology powered by an experimental drive core. +2 to Nav check) • Kinetic Barriers • Interface Vehicle Cost: 8 Final Spacecraft Stats: • V-Shift: 5 • Beam: 3 • Torpedo: 2 • EW: 3 • Trade: 0 • Frame Track: OOO • Data Track: OOO O • Heat Track: OOO OOO • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. it is expected that a follow-up class incorporating "lessons learned" will be produced. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. and with the sponsorship of the Citadel Council Ship Class: Prototype "Deep Scout" Frigate Base Stats: • V-Shift: 4 • Beam: 3 • Torpedo: 1 • EW: 3 • Trade: 0 • Frame Track: 3 • Data Track: 4 • Heat Track: 4 Stunts: • Mass Effect Drive • Government Subsidy (Experimental Design) • Tantalus Drive Core (+1 to V-Shift) • Internal Emissions Sink (+2 Heat Track. 72 .
bring down their kinetic barriers. 73 . except when "NonStandard Design" was tagged) • Oversize Drive Core • Kinetic Barriers Cost: 8 Aspects • Government Owned and Operated (Asari Republics) • Non-standard Design • Shields Down! • Oversize Drive Core • As Graceful as she is Deadly • Shields as tough as a Dreadnaught’s The Cybaen is an Asari cruiser-class warship.Asari Cruiser “Cybaen” (T3) Manufacturer: Asari Republics Ship Class: Frontline War Cruiser Spacecraft Stats: • V-Shift: 4 • Beam: 4 • Torpedo: 2 • EW: 0 • Trade: 0 • Frame Track: OOO OOO • Data Track: OOO O • Heat Track: OOO OOO Stunts: • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal. and then cause them to catastrophically vent their atmosphere. The Oversize Drive Core stunt provides a +1 bonus to the Heat track. and +2 to to V-Shift for 4bp. Designed with killing much larger ships in mind. Cerberus Fighter/Bombers Manufacturer: Cord-Hislop Aerospace Ship Class: Fighter Spacecraft Stats: • V-Shift: 5 • Beam: 1 • Torpedo: 3 • EW: 3 • Trade: 0 • Frame Track: O • Data Track: O • Heat Track: OO Stunts: • Vector Randomiser: Base defense 2 against Beams • Kinetic Barriers Cost: 7 Aspects • Missileer Formation Tactics • Out of Ammo (Torpedos) • Shields Down! Manufactured in secrecy. these fighter craft work as a unit to jam the comms of any intruding vessels. Cerberus fields its own defense ships around their secret research stations. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. A mix-up during the cruiser's construction left it with an unusually large drive core and engineers redesigned the ship around the excessive power source. explosive style.
All normal rules for character association with units apply as per Diaspora page 192. determined at creation. as well as +1 to one of the Signals or Camouflage skills. Platoon Creation Changes When constructing platoons. the Specialists gain an extra aspect ―Power Drained‖. Direct Fire. Whether on a starship or a soldier's suit of armour. At the gaming table. as well the ability to try to use a manouver to remove a free tag on an ally that is currently within Command range. offensive Biotic abilities are unfortunately visually flashy and distinctive. the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals. there are a few ways Mass Effect characters can augment their assigned platoon. Biotic Specialist (Infantry) As fearsome as they are in direct combat. Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking. Shield Projector Kinetic barriers. change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. or Direct Fire. provide protection against most mass accelerator weapons. At creation choose one of Armour or Hand-to-Hand. Tech Specialist (Infantry) Seizing control of the electronic battlespace. and +1 to one of Direct Fire or Anti Air.Platoon Combat Mini-Game Changes Mass Effect Platoons The Mass Effect computer games are played from the point of view of one small squad in a very large galactic struggle. the infiltrators gain an extra aspect ―Power Drained‖. or Armour. this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately. Anti-Air. this stunt grants +1 to the Signals skill of the unit. This stunt provides a +1 to Hand-toHand. while no less potent to their unit. However. Additionally. The unit receives +2 to this skill when used defensively. There are no new platoon skills added in this section. At platoon level. Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. and receive a -1 penalty to Camouflage next turn. though. colloquially called "shields". the Defenders gain an extra aspect ―Power Drained‖. the basic principle remains the same. 74 . Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand. New Platoon Stunts The following stunts may be taken by any unit that meets the type restriction (if any). Similarly. Command. Tech Infiltrator (Infantry) Using their jamming skills to great effect. Additionally. there is an opportunity to explore larger scale events through multiple squads in the Platoon level combat minigame. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. Additionally. as well as +1 to one of the Observation or Armour skills. the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour.
a high-altitude bomber. Whilst slower and bulkier than its successor.Example Platoons All platoons are created at tech level T3. The only role the Mantis cannot perform is that of a true deep-space fighter. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. Max Move +1 Scout: able to continue move when entering a zone containing an enemy Wireless: Command Range +1 Reach Out with Precision Fire Overheated Weapons Alliance M29 Grizzly Infantry Fighting Vehicle (T3 Armour) Armour 5. “Goldylocks” Platoon (Alliance) • 2x Alliance Marines • 2x Alliance M29 Grizzly Infantry Fighting Vehicles • 1x Alliance M29C Grizzly Command IFV • Platoon Fate: 6 FP An older styled platoon. Direct Fire 3. The Mantis houses an element zero core which lightens the engines with a mass effect field. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. as it has no FTL drive. Movement 1. no spot of enemy units required Battlefield Genius: platoon units gain Command Range +1 Command and Control of the Battlespace Overheated Weapons As Protective As a Papa Bear A61 Mantis Multirole Gunship (Citadel Races Only) The Gunship is driven by vectored-thrust engines. Armour 1. taking out support units and delivering marines to weak points in the enemy formations. First rolled off the assembly lines in 2170. disrupting communications. Direct Fire 3. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. the M35 Mako. Alliance Marines (T3 Infantry) Direct Fire 3. the Grizzly has had a long career protecting its troops well. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. Hand-to-Hand 2. the Mantis remains in service in dozens of armies across the galaxy. Observation 2. and was a bane against the Turians during the First Contact War. Command 1. Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Proven Battle Taxi Overheated Weapons Alliance M29C Grizzly Command IFV (T3 Armour Leader) Armour 4. Movement 1. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. allowing it to take off vertically and hover in place using minimum fuel. a fighter. Signals 2. Anti-Air 2. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. Movement 1.
Armour 2. Observation 2 Morale OO Infantry Carrier: able to transport Infantry Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Rapid Deployment and Close Support Overheated Weapons A61 Mantis Gunship . Direct Fire 2 Morale OO Interceptor: able to respond and act to enemy aircraft if on LAUNCH box 76 .Air Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Anti-Air 4.Ground Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. One-on-one.Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. they are adept at ambush. and a dancer's grace and alacrity. Bombing Run From Nowhere! Out of Ammunition (prevent Mine laying) Overheated Weapons (prevent Direct Fire) Asari Huntress Platoon (Asari Republics) • 2x Asari Commandos • 1x Asari Huntresses • 1x Asari Bodyguards • 1x Asari Matriarch • Platoon Fate: 6 FP Asari choose to be warriors at a young age. Armour 2. Observation 2 Morale OO VTOL: Able to stay on map and move 1 zone Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Agile and Aggressive Overheated Weapons A61 Mantis Gunship . a huntress is practically unbeatable. A61 Mantis Gunship . Observation 2 Morale OO Scatterable Mine Payload: can deliver areadenial ordnance (mines) Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Suddenly. Huntresses fight individually or in pairs. infiltration. Movement 4. possessing profound tactical insight. and their education from that point is dedicated to sharpening their mind and body for that sole purpose. Movement 3. Movement 3. and assassination. depending on the tactics preferred in their town. focused guerrilla strikes. Armour 2. Like an army of ninja. Armour 2. Movement 3.Shield Projector (TE): Armour +1 Boosters (TE): Movement +1 Highly Trained: Morale +1 Surprise! I'm Back! Overheated Weapons A61 Mantis Gunship – Bomber Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. a hunter's eye. demoralizing and defeating their enemies through intense.
Command 1. Geth Infantry Platoon • 4x Geth Troopers • 1x Geth Juggernaught • Platoon Fate: 6 FP Geth Heavy Weapons Platoon • 2x Geth Troopers • 2x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP 77 . Veteran 1. Veteran 1. The Geth make perfect ambushers—"they don't move. Geth can even be packed tightly into crates and left in storage. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Movement 1.Biotic Specialist: +1 to Hand-to-Hand. This makes them extremely efficient in battlefield conditions. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively. Direct Fire 2. +1 to Anti-Air. Movement 2. Hand-to-Hand 3. +1 to Direct Fire. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3. Veteran 1. Direct Fire 1. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. Camouflage 1. Armour 1." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. Movement 3. Anti-Air 2. Movement 2. +1 to Direct Fire. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Direct Fire 2. Observation 2. Direct Fire 3. Morale OOO OOO O Geth Platoons All Geth are networked to each other. +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender. Camouflage 1. Armour 2. The key element of Geth warfare is surprise. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. shutting down their power sources to stay undetected. Armour 1. they don't even breathe. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. they don't make noise. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. Highly Trained: Morale +1 Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Peerless Biotic 50+ Years of Battle Experience Asari Commando Team (T3 Infantry) Hand-to-Hand 4. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. they may communicate their exact thoughts and ideas at the speed of light.
Movement 1. Observation 1. Geth Anti-Armour Platoon • 4x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP Be sure when assembling Geth Platoons to adjust them for the Leadership Stunt bonus. Anti-Air 2. Anti. which varies depending on which Leader is assigned to a Platoon. Geth Troopers (T3 Infantry) Hand-to-Hand 3. and that they are extensively reliant on digital communication for interaction. Armour 2. fell short of accomplishing. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. Signals 2. It is equipped with microthrusters and a small element zero core. Observation 1. Movement 2. the M29 Grizzly. Geth repair their morale using Signals instead of Command. Signals 1 Morale OOO O Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1 Geth Network: able to use Signals in place of Command. Signals 1 Morale OOO O Long Range: ignore 1 extra zone of range when attacking Long Range: ignore 1 extra zone of range when attacking 78 . or reduce its mass for limited evasive or positioning manouvers. Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1 Geth Network: able to use Signals in place of Command Tactical Genius: Units in platoon ignore 1 extra zone of range when attacking Close Range Nightmare Overheated Weapons Relentless Killing Machine New Stunt: Geth Network (Geth only) Due to their synthetic nature. Direct Fire 2. Movement 1. Direct Fire 2. It is designed to fulfill the role of rapid deployment that its predecessor.Air2. Movement 2. Armour 1. Armour 3. Signals 2. Observation 1. Though the interior is cramped. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world.Geth Network: able to use Signals in place of Command Battlefield Genius: platoon units gain Command Range +1 Rocket Salvo Ready Out of Ammo Intimidating Bipedal Walker Geth Destroyer (T3 Infantry Leader) Hand-to-Hand 3. which can be used to increase mass and provide greater traction. Morale OO Command Range: 1 Long Range: ignore 1 extra zone of range when attacking Thermal Tracking (TE): Anti-Air +1 Wireless: Command Range +1 Precision Guided Munitions Out of Ammo Geth Juggernaught (T3 Infantry Leader) Direct Fire 3. Morale OO Command Range: 2 Anti-Personnel Rounds (TE): Direct Fire +1 Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Relentless Automatons Overheated Weapons Geth Rocket Troopers (T3 Infantry) Direct Fire 3. Armour 2. Observation 1.
Alliance M35 Mako Infantry Fighting Vehicle (T3 Armour) Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Movement 4. Armour 3. STG Recon Unit (T3 Infantry) Camoflage 3. Direct Fire 3. Salarian Special Tasks Group Platoons • 1x STG Cell Leader • Choose 4 units from the following: STG Recon Unit STG Combat Engineers STG Infiltrators • Platoon Fate: 6 FP The Special Tasks Group (STG) is a Salarian espionage organization. Armour 1. infiltration. Handto-Hand 1 Morale O Command Range: 1 Max Move: 5 zones Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 Wireless: Command Range +1 Light Cavalry: Max Move +1 Tactically Flexible and Heavily Armed Overheated Weapons Make the following changes to the above stats for the following variant designs: • M35A Mobile Air Defence Variant Replace Direct Fire for Anti-Air Replace Infantry Carrier for Zone Effect • M35D Recon Drone Controller Replace Hand-to-Hand for Indirect Fire Replace Direct Fire for Observation Replace Infantry Carrier for Zone Effect • M38 Military Ambulance Variant Replace Direct Fire for Signals Replace Hand-to-Hand for Command Be sure to adjust these stats for Leadership stunts when added to a platoon. Movement 1. usually deployed by the Citadel Council. +1 to Observation. Observation 2. Hand-to-Hand 2. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. STG operators are brutally practical. Movement 1. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . additional aspect ―Power Drained‖ to remove these bonuses. reconnaissance. devoted to accomplishing their mission regardless of the cost involved to others or themselves. and sabotage. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. Signals 1. Observation 3. STG operators work in independent cells. a mobile air defense platform. performing dangerous missions such as counterterrorism. assassination. Direct Fire 1. These include a recon drone controller. Hand-to-Hand 2 Armour 1. Morale OO Command Range: 1 Scout: able to continue move when entering a zone containing an enemy Special Forces: not automatically spotted when it shares a zone with an enemy unit.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons.
additional aspect ―Power Drained‖ to remove these bonuses. Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Always Has a Plan Overheated Weapons Command of the Airwaves Power Drained 80 . I encourage you to create your own versions of these units. able to use manouver to remove free tag on ally in command. Movement 2. Tech Infiltrator: +1 to Armour. Hand-to-Hand 1. +1 to Camouflage. Anti-Air 1 Morale OOO O Omni-Tool Master: able to use Command skill for Sensors Special Forces: not automatically spotted when it shares a zone with an enemy unit. Wireless: Command Range +1 Never Where You Thought They Were Overheated Weapons Power Drained Other Platoons and Units These are just a small sample of the potential types of units that can be created for the Platoon mini-game. additional aspect ―Power Drained‖ to remove these bonuses. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. Movement 3. Armour 1. Indirect Fire 1. Direct Fire 2. or perhaps some of the ones on the list below: • • • • • • • • • • • • • • • • • • • Batarian Slavers Blood Pack Mercenaries Blue Suns Mercenaries Cerberus Mobile Infantry Council Spectres Drell Assassination Squad Eclipse Mercenaries Elcor Heavy Weapons Geth Armatures Husk Zombies Krogan Beserkers Krogan Biotic Battlemasters Mass Driver Orbital Artillery Quarian Commandos Quarian Engineers Rachni Swarms Thresher Maws Vorcha Irregulars Wild Varren Pack STG Cell Leader (T3 Infantry Leader) Command 4. Armour 2. Tech Defender: +1 to Command.STG Infiltrators (T3 Infantry) Camouflage 3. Signals 1. Hand-to-Hand 2.
which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry. Salarians. 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. Hoping to expand their territory and driven by immense curiosity about the galaxy. They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. Cluster creation is intended for each player to suggest themes they‘d like to explore. Humans are still discovering what it takes to survive on these newly discovered worlds. exploring ancient ruins and fabulous cities alike. as well as confronting the prevailing opinions of humans as intelligent. unpredictable. those confines. Humans also discovered the mass relay network that threaded the galaxy. Law and Order The Mass Effect games place strong emphasis on the theme of law and order in the galaxy. This is the setting history established in the first Mass Effect game.Campaigns and Themes Mass Effect is set in the year 2183 CE. Humanity began its journey among the stars. Character creation works in a similar way. and some members of those races resent the appearance that humans are going to jump the queue ahead of them. or outside. and Turians in the decision making process. individualistic and thus. At the gaming table. Whilst you can explore hundreds of worlds across the series. with steps designed to help link your characters to each other. With the technology from these ruins. permitting instantaneous passage across thousands of light-years. such as 81 . creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. humanity learned the secrets of mass effect physics and element zero. encountering various alien races and establishing itself on the galactic stage. to join the Asari. In this section. our options are not so limited. no one in the wider galactic community had ever heard of humans. and are heavily petitioning for full member status in the Citadel Council. they began activating every mass relay they could find. highly adaptable. you get the chance to explore the galaxy. Their independent discovery of a Prothean data cache on Mars and their activation of the Charon Mass Relay thrust them into politics of the existing races and upset many delicate balances. Many races have petitioned for elevation to this status for a long time. I‘ll raise some themes and potential campaign hooks that may help you in the creation of your own stories in this exciting and fun setting. humans have an active role in galactic commerce and settlement. Whilst the Citadel is seen as the primary location of galactic rule. At the time of the first game. by its very nature as programmed entertainment. as the structure of the Diaspora RPG cluster and character creation is designed to help you. Taking control of a pivotal character in the events of the game. beginning the First Contact War. there are hard limits on what you can do and where you can go. as well as how individuals choose to operate within. there are many places that the reach of the council doesn‘t extend. Humans are new to the galaxy A little over 35 years ago. moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space. battling aliens and making allies (and vice versa). abnormally ambitious. This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. unlocking faster-than-light travel.
and Elite special operations groups are one place to develop them. Diaspora supports this style of play with its pyramid skill structure. the imminent return of the organo-synthetic Reapers coming to absorb all sentient organic life in an orgy of destruction is a key issue behind the plot of the Mass Effect games. skills or abilities your character needs. An AI gives the view from the other side of the fence when it says that. this can be explored in the ways humans protect. these potentially disastrous outcomes are neither certain. the law. Tying into the first theme of humans being new to the galaxy. The introduction of both a Geth character. they are all you need to begin to create a character. and an Artificial Intelligence character as allies of the player in the second and third game shows that there is much that can be learned by both sides when working towards the same goals. and is always happy to take new recruits. However. banning AI research almost entirely. Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. Just choose one. They have successfully incorporated humans into their structure to help with policing and patrol duties. C-Sec is a volunteer organisation. Along these lines. name them. or stunt that interested you. there is much appeal to playing highly competent beings breaking heads and taking names. Unfortunately for the council races. exiled from their home planet by their own creations. give ‗em that race. At the personal level. 82 . the covert and clandestine Salarian Special Tasks Group. notably Blue Suns and Eclipse. Special Operations and Apex Skills When there are dangerous missions to perform. when other inspiration is taking a while to surface. ―Hacking Diaspora: Threats.the iron fisted rule of the Asari crime lord Aria on Omega. many mercenary groups employ humans as hired muscle. With only one skill at the Superb (+5) level. Organics vs Synthetics In the large scale. or even the elite Council Spectres. The companion document to this rules hack. take some time to decide why your character is so good at that particular skill. Conversely. The Citadel Council heavily controls all research into synthetic intelligences. lest the same mistakes get made. so too is the nature of how organics deal with synthetic intelligences. you can always begin by using one of those characters as a starting point to developing your own. an ability or race. so they have no need to trade resources or information with them. to provide protection to interests not necessarily desired by the Council. aspect. As one character in the game puts it: synthetic races have no use whatsoever for organics — they don't have the same needs or drives as biological creatures. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. you have probably noted things of interest you‘d like to explore. and you‘re good to go. there are those who are sent in to do them. a stunt or two. nor impossible to work around. replacing the Technology attribute in the Cluster creation mini-game with the Order attribute allows players to decide for themselves how this theme impacts their characters. Partial Characters and Cool Stuff As you have read through this book. resources and attitude for the character. The Quarian peoples are adrift in space. You can always fill in the rest as you play. with them making up the largest of the minorities. the Geth. When you are unsure what kind of aspects. The apex skill represents a significant investment in time. from a synthetic point of view. Whether they are the biotic powerhouse Asari Huntresses. Sometimes. or circumvent. or the corporate control of Noveria. "all organics must destroy or control synthetic life forms".
0 83 .HACKING DIASPORA TO Name Race Homeworld Class/Concept Rank 5 Skill Rank 4 Skills Rank 3 Skills Cluster Known Biotic Effects Tech Talents Or Combat Excellence Abilities Health Rank 1 Skills Composure Wealth Aspects Mild Consequence Medium Consequence Severe Consequence Weapon Range Stunts Rank 2 Skills / Harm Pen Stunt Stunt Stunt Gear Armour Stunts Defense Rating Ammunition Effects HD2ME Character Sheet Ver 2.
emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. and overthrew. Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. Non-technical apex skill. Singularity Gravity sink. Number of effects equal to skill training level. Conserves momentum. Effects last until the next turn only unless otherwise specified. Amphibious information seekers. omnitools and bio-amps. other combat skills not higher than rank 3. no Tech Training. Tech specialist. Minimal combat training. Zone aspect. home is where the flotilla is. combat skills not higher than rank 3. Broken by the genophage Evicted by own AI creations. now militantly serve the Hanar Ponderous giants. Stasis Target unable to move and takes no damage. Lift Target floats helplessly. Combat Excellence stunt available with ranks in Tactics. reliable and affordable equipment such as armour. Biotic and Combat skills not higher than rank 4. Place aspect on target. 84 . adept at sneaky and subtle Public service peacekeepers. clannish primitives used as cannon fodder by mercs Towering. no Biotic or Tech Training. Minimal combat training. client race of the Turians Aggressive. the Quarians Reptilian mercs and enforcers. adaptive predators loyal only to the strongest Engineer Vanguard Sentinel Infiltrator Biotic specialist. Combat specialist. Primary Biotic Effects: Barrier +2 to own armour defense rating. Biotic and Tech Training skills not higher than rank 4. slavers. Place aspect on target. modified by Bio-Amp Implant stunt.VARIANT RULES QUICK SHEETS New System Stat: ORDER O-4 O-3 O-2 O-1 O+0 O+1 O+2 O+3 O+4 Virtual chaos Ad-hoc Rule Establishment Corruption Stability Progress Licensed Institutionalisation Total Control (Page 8) Aldrin Labs A Human manufacturer providing basic. Hate humans Rescued from their dying world. New Skill: Biotic Training (Page 26) Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. no Biotic Training. Throw Shift enemy one zone. Lasts two turns. Tech and Combat skills not higher than rank 4. Place aspect on target. no Biotic Training. target takes one additional damage shift from any successful attacks. no combat skills. Three or four combat skills. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. admired and distrusted equally Synthetic AI race created by. mono-gendered race of female appearance Pirates. Warp -2 to enemy armour defense. no Tech Training. Class Packages (Page 24) Adept (Page 9) Racial Backgrounds Asari Batarians Drell Elcor Hanar Humans Geth Krogan Quarians Salarians Turians VI / AI Volus Vorcha Yahg Soldier Powerful Biotics. If used two turns in a row. Lasts three turns.
or both if you possess both effects. Must not take free move. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. If 0. Dominate Requires: Stasis effect and Resolve skill. Asari Biotic No implant required. May pay a FP to resolve the effect immediately. L3-R Implant Max skill rank = 3 -1 to composure track. Unable to use this effect in consecutive turns. Effects = 0 Stable L2 Implant Max skill rank = 4. If target was unarmoured biological. make a Close Combat check at +2 bonus for having one of the required effects. Effects = Skill rank L1 Implant Cannot take skill. must start again. or +4 for both. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect.VARIANT RULES QUICK SHEETS Armali Council An affiliation of Asari manufacturing guilds who make high-grade omni-tools and bio-amps to only a select few clients. Unstable L2 Implant Max skill rank = 3. high priced and very difficult to acquire for most non-Turians. Effected targets with the Shielding stunt are unable to move next round. They must then resist an attack equal to Biotic Training +2. those without Shielding have the Lifted effect applied to them. reducing any pass costs by 1. L4 Implant Aspect: ―Occasionally Distracted by VI‖. Add 3dF to skill rank before combat to determine skill level. That target becomes immune to further Domination next turn. Slam Requires: Lift effect and one of Throw or Pull effects. rounding up against other biologicals. apply Barrier to self. may spend a FP to gain a defense bonus equal to half Medicine ranks. or Throw to target. Draw line on map from character (Tactics -1) zones in length. Armax Arsenal Supplier of elite Turian military units. Then. No max skill rank. you are unable to act the following turn. then next turn gain a +2 bonus to armoured or synthetic target. L3 Implant Max skill rank = 3 Effects = Skill rank. Shockwave Requires: Lift or Singularity effect and Tactics skill. Spend one turn preparing this effect. Effects = Skill rank. Next. Effects = Skill rank +1. one composure or health damage cumulative per use. or +4 for having both. you are unable to act the following turn. Finally. Effects = Skill rank. Effects = Skill rank. Finally. Place ―Slammed‖ aspect on target. Make a Biotic check at +2 for one effect. 85 . Reave Requires: Warp effect and Medicine skill. Add 1dF to skill rank before combat to determine skill level. otherwise resolves at the end of turn. Place ―Biotic Shockwave‖ aspect if have Singularity. Spend one turn focussing on a target. Advanced Biotic Effects (pages 27. New Stunt: Bio-Amp Implant (Page 29) Modifies number of effects. or a +4 bonus to unarmed biological target. If target is invalid. Their weapons and armour are high quality. All zones affected must resist this attack. have no implant and cannot take skill. If >5. no effects avail. then next turn make a full turn move. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. Younger than 300: are dying. Unable to use another Biotic effect next turn.
That target becomes immune to further Hacking next turn. On a success. place a ―Frozen and immobilised‖ aspect on the zone for one turn. ending their turn if they fail. All Tech Talents last for one turn. A mobile weapon platform at your command. Primary Tech Talents: Damping Use defensively to contest Biotic Effects.VARIANT RULES QUICK SHEETS Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold. Place ―System Rebooting‖ taggable aspect on synthetic target. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. Substitute ranks in Tech Training for Medicine skill rolls. bypass alarms. Decryption Unlock doors. etc. May be taken multiple times to stack penalty. Harm 2. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. NonLethal. Advanced Tech Talents: Must also have Computer (space) skill. Drone and Have-a-Thing: Combat Drone stunt. heat or toxic exposure. Advanced Requires: Hacking talent. Drone Stats: Range 0/1. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action. Must have at least 1 rank in Medicine skill. Substitute ranks in Tech Training for Repair skill rolls. professional mercs. Combat Requires: Hacking Talent. starships. Place ―Disorientated and Confused‖ taggable aspect on biological target. place ―Suppressed by Tech‖ aspect on appropriate target. in same or adjacent zone to the character unless otherwise noted below. and lasts 2 turns when activated. Must have at least 1 rank in Medicine skill. access secure systems. Offensively. Elanus Risk Control Services A private security corp that can provide event security. Target becomes immune to further Overloads next turn. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. Must have at least 1 rank in Repair skill. Jamming -2 penalty to enemy alertness checks. 89) Repair New Skill: Tech Training Characters can have a total number of talents equal to number of ranks they have in the Tech Training skill. or passing through must roll their Stamina skill against the number of shifts. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect. including Biotics. Multiple Redundancy: Use my Tech Training. to weapons and armour. 86 . and to hack lone targets. Bio-Amp Manufacturers Manufacturer Aldrin Labs Armali Council Armax Arsenal Kassa Fabrication Serrice Council Sirta Foundation Spectre Gear1 Spectre Gear1 Spectre Gear1 (Page 50) Medicine Bio-Amp Solaris Amp Prodigy Gemini Polaris Savant Unity Amp HMBA Basic HMBA Adv HMBA Master (Page 31) Neural Shock Overload Note 1: See the Spectre Gear Options (page 49. Hacking Restrictions removed to allow repeated Hacking attempts on same target. Pen 2. All targets in the zone.
though their armour lines are generally recognized as above average. May also pay a FP to impair all attempts to attack or target you by -1 per level of Jamming you possess whilst it is active. Advanced Requires: Overload talent. after ―Shields are Down!‖ compelled. the Tech Armour detonates. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. Armour bonus granted by Shields boosted by +3 when this talent is activated. New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. When neutralised. and no ranks in either Biotic Training or Tech Training. any level of Tactics skill. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged. 87 . and unshielded targets must resist 3 shifts of Composure damage. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. 89) Hahne-Kedar Earth-based major supplier to the Systems Alliance military. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. and Armour with Shields stunt. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. Overload Restriction removed to allow repeated Overload attempts on same target.VARIANT RULES QUICK SHEETS Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain talent. Their weapons are stock quality at best. Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. New Stunt: Combat Excellence (Page 34) This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. including possessing an appropriate weapon. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. Base Jamming talent duration extends by 1 turn. Tech Armour Requires: Hacking talent. MG Immunity Once per scene. target takes Health damage of number of shifts. but must still meet all other prerequisites. excluding the user. On a success. absorbed by armour. Attacks reduce this bonus by 1 per shift. Combat Excellence Requires: Energy Weapon skill of at least Rank 3. Unable to be used on successive turns against the same enemy. Tactical Cloak Requires: Jamming talent. Omni-Tool Manufacturers Manufacturer Aldrin Labs Ariake Technologies Armali Council Kassa Fabrication Serrice Council Sirta Foundation Elkoss Combine Spectre Gear1 Spectre Gear1 Spectre Gear1 (Page 50) Omni-Tool Bluewire Tool Logic Arrest Tool Nexus Polaris Savant Chameleon Tool Cipher Tool HMOT Basic HMOT Adv HMOT Master Note 1: See the Spectre Gear Options (page 49.
VARIANT RULES QUICK SHEETS
Advanced Combat Excellence Abilities: Adrenaline Requires: Alertness and Rush Agility skills. Spend a FP to gain a +3 to your next roll. You also gain +2 shifts to damage for any attacks you make until the beginning of your next turn. Unable to use this ability in consecutive turns. Concussive Requires: Science skill. Shot Spend a FP to replicate the effects of Sledgehammer rounds (page 54, 89) until the weapon‘s ―Overheated‖ aspect is tagged. Disruptive Requires: Repair skill. Shot Add +1 Harm to weapons with ammunition that impose penalties to the Harm rating of the weapon. Fortification Requires: Repair skill; Armour with Shields stunt. Spend a FP to gain a +4 shield bonus to Armour until the end of next turn, when it then activates the ―Shields are Down!‖ tag. Hot-Swap Requires: Agility skill. Ammunition As a full round action, change from normal rounds to a variant ammunition type, or from a variant back to normal. You may not switch one variant ammo for another variant without switching to normal rounds first. Unity Requires: Resolve and Oratory skills. Once per scene, you may spend a FP to grant a consequence (1/2/4) to an ally that has been Taken Out. This is in addition to any consequences they already possess. You take a penalty to all rolls equal to the consequence rating for the next round only. Assign an aspect to the consequence as usual. You may spend another FP next round to keep the character active in the scene, but you no longer incur the consequence penalty. The character resumes their Taken Out status and the consequence is removed when no FP are spent, they take enough stress to be taken out again, or the end of scene occurs. Haliat Armoury A smaller Turian weapons manufacturer that specializes in a line of basic level weapons that are actually of high quality.
Paragons and Renegades
Option 1: Skill Progression Take both the charm and intimidation skills at tier five at character creation. During refresh phase, to promote either skill further, character must have used charm or intimidation skill at least the same number of times that they have ranks in it, and they must promote the one they have used more than the other. Option 2: Status Stress Tracks Characters gain two new stress tracks, one for tracking Paragon Status, the other for tracking Renegade Status. Both tracks start 6 boxes long, but may be modified by stunts. When Spin is obtained outside of a combat situation, you can spend the +1 Spin bonus on increasing one of your Status stress track levels. You should increase the Paragon track for good or positive actions that benefit others, and the Renegade track for conduct that is selfish or callous. When a track is full, you may generate a Status consequence (1/2/4) on that track, which doesn‘t count towards your maximum number of consequences. You can have only 3 Status consequences in total, one each of Minor (+1), Moderate (+2), and Severe (+4). Give the consequence an Aspect when created, and reduce the Status track by the rating. These consequences are only able to be tagged outside of combat (by anyone), and are removed once tagged by the player. Spin generated when Status aspects are tagged by the player do not count towards further Status stress.
New Status Stress Track Stunts
Heightened Reputation Cult of Personality Lasting Reputation
Reduce one Status Stress Track to 5 boxes. You may only take this Stunt once. Status Consequences are rated 2/3/4 instead of 1/2/4. You are able to bank one additional Minor (+1) Status consequence.
VARIANT RULES QUICK SHEETS
Jormangund Technology A rising Human corp that pursues aggressive integration of alien technologies. Makes advanced optical computers and AI "blueboxes", as well as superior environmental hazard armour
New T3+ Energy Weapon Ammo
New T3+ Energy Weapon Stunts
Weapon gains ―Overheated‖ taggable aspect; Cost -1bp. Both Barrels/ Doubles Harm and activates Double Tap ―Overheated‖ tag; Cost 1bp. Advanced Reduced penalty of -1 for firOptics ing outside min/max range; Cost 1bp. Limited Weapon unable to be used Range outside min/max ranges; Cost -1bp.
Spectre Gear Options
Costs Weapon Creation Bio-Amps and Omnitools
Basic Spectre gear costs 5; Adv Spectre gear costs 6; Master Spectre gear costs 7. Basic: +1bp bonus; Adv: +1bp bonus and Advanced Optics stunt; Master: +2bp bonus. Spectre rated gear increases the numerical values of stunts; Basic: one Effect variable; Adv: two Effect variables; Master: three Effect variables.
New T3+ Powered Armour Stunts
Booster Power Pack
"Shields are Down!" compellable aspect causes -2 to armour defense. Fate point to recharge. Cost -1bp. "Taking Cover!" taggable aspect removes tagged Shields aspect if character doesn‘t move; Further +2 bonus to defense next turn if they stay stationary. Cost 1bp. Provides a +2 bonus to agility checks. When ―Out of Juice‖ tagged, negates this bonus. Cost 1bp.
All variant ammunition costs 3 to purchase. Anti+1 Harm to armour rating 0; Personnel -1 Penetration when armour rating greater/equal to 2 Armour Pierc- +1 Harm and +1 Pen to ing synth; +1 Pen to non-synth targets with armour gr/eq 4 Incendiary On hit causes +1 shift to all successful attacks; Extends "Overheated" tag for one extra turn after compelled. Cryo -1 Harm, +2 Pen to targets with uncompelled Shields; Removes Thermal Clip stunt if max range eq/less 2. High Explosive Free taggable aspect "Massive Fireball!" on target and 2 extra shifts on hit; Free taggable aspect "Massive Fireball!" 1dF zones away from intended target on a miss; If used for two consecutive turns, activates and extends "Overheated" tag for one extra turn Sledgehammer Free taggable aspect "Knocked prone" on hit. Phasic -2 Harm, +3 Pen to targets with uncompelled Shields; -2 Harm to targets with tagged shield aspect or without any shields on armour Chemical Harm reduced to 0; Free taggable aspect "Toxic Shock" on hit; +2 shifts if tag is used by another player who hits. Radioactive +1 Harm to Biotic Training and/or Tech Training skills; Mild consequence "Radiation Poisoning" on damage; Biotic and Tech Training skill +2 to target difficulty level if character has "Radiation Poisoning". Kassa Fabrication No expense is spared by this Human corp, as the exorbitant cost of their products show, which include weapons, armour and omni-tools.
VARIANT RULES QUICK SHEETS
New T3+ Energy Weapon Mods
All weapon mods cost 3 to purchase unless otherwise stated. Combat +1 to alertness when wearing Scanner powered armour; stacks with sensors aspect; -1 to Agility checks. Frictionless +2 Penetration; Materials Cost 4; must not be Civilian. High Caliber +2 to Harm; "Low Recoil" Barrel swapped for "High Recoil"; Improved "Overheated" clears half a turn Heat Sink faster than normal; -1 Harm. Kinetic Coil +4 Penetration; After every use, user gets free taggable aspect "Knocked prone" unless rolls +1 on 1dF. Kinetic Reduced penalty of -1 for firing Stabiliser outside min/max range; -1 Harm. Rail +1 Harm; Extension - 1 to Agility checks. Recoil "High Recoil" swapped for Damper "Low Recoil"; -1 to Harm Scram Rail +3 Harm; after every use, auto activates "Overheated" unless rolls +1 on 1dF; Overrides any other improved Thermal effect.
Exoskeleton First Aid Interface Hardened Weave Kinetic Buffer Kinetic Exoskeleton
+2 to Close Combat checks. Combat action disables the first free tag on the Health stress track +2 protection against Biotic/Tech; -1 penalty to Defense +1 to Agility checks; -1 to Stamina checks only +2 Shield bonus to Defense; +1 to agility checks. "Shields are Down!" tag also disables shield bonus; "Servo Lockup" tag prevents the user from applying any manouver aspects to scene; Costs 4 and counts as 2 mods. +3 bonus to Defense; Combat actions disable the first 2 free tags on Health stress track; -2 to Agility checks; "Software Crash" tag prevents movement this turn; Costs 4 and counts as 2 mods. Combat action disables the first free tag on the Health stress track. "Toxic Shock" aspect from Chem Rounds can‘t be applied, Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills; -1 to Agility checks. +2 Shield bonus to Defense "Shields are Down!" tag also disables shield bonus; +1 to Biotic/Tech skill checks; "Overstimulated and Distracted" tag negates Biotic/ Tech bonus and causes -2 to Agility checks; Tag cannot be compelled 2 turns in a row. "Toxic Shock" aspect from Chem Rounds cannot be applied; Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills; Environmental based aspects are unable to be used against the user of this mod. Rosenkov Materials A Human corp that has forged a reputation as one of the premier armour manufacturers in Citadel space.
New T3+ Powered Armour Mods
All armour mods cost 3 to purchase unless otherwise stated. Ablative +4 bonus to Defense; Coating Shifts against armour reduces bonus by 1 for every two shifts. Armour +4 bonus to Defense; Plating "Cracked Plates" tag only free after first turn of combat Combat "Very Heavy" negating any Exo"Lightweight" aspect; skeleton +4 bonus to Defense; +1 protection from Biotic/ Tech; Costs 4 and counts as 2 mods. Energised +6 bonus to Defense; -2 to AgilPlating ity checks; "Power Glitches" tag negates bonus and penalty; Costs 4 and counts as 2 mods. Energised +4 defense vs Biotic/Tech; Weave -2 penalty to Defense; -2 to agility checks; "Power Glitches" tag negates bonus and penalties; Costs 4 and counts as 2 mods.
Shield Battery Stimulant Pack
or T6 (41 BP) Allows access to mass relay network. Cost 4bp. Synthetic AI race. Adaptable dangerous pests that hunt in packs. Mostly Turians. Must also have one other high energy usage system (IES). +2 bonus to repair checks to remove consequences. Additional aspect from list below (or similar). +2 bonus to maintenance checks when at government facilities "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" "Incorporates Dodgy Alien Tech‖ "Infamous Captain" "Is It Meant To Do That?‖ "Known Weakness in Tactics" "Last Generation Tech‖ "Money Sink‖ "Must Not Shoot First" "Not Built To Do This‖ "Operating Beyond Its Limits‖ "Pirate Doppelganger‖ "Poorly Maintained‖ "Protection Obligations" "Rules and Regs by the Book" "Should Have Retired Years Ago‖ "Slow To Respond‖ "Sub-standard Sub-systems‖ "Variable Training Levels" "We Have An Operative Aboard‖ Militant rogue faction of Humans. 91 . Huge solitary burrowing monsters with acid spit. Crew must adhere to SOPs. Intelligent arachnid race with hive mind. Cost 1bp. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. and all travel times reduced by factor of 10. or T3 (23BP) plus dump stunts Cruisers T3 (23 BP) Carriers T3 (23 BP) plus Fighters Fighters 8 BP Dreadnaughts T4 (29 BP) Reapers T5 (35 BP).VARIANT RULES QUICK SHEETS Serrice Council An Asari consortium that manufactures the highest quality omni-tools and bioamps which are considered incredibly rare – and highly prized – items on the galactic market. Humans. +2 to Heat Track. Cybernetic zombies created by Geth from captured Biological races. except when aspect was tagged. Mechanical robots used as supplementary guards. Violent primitive race usually found in forgotten corners of dark places. Batarians or Krogan. Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. +1 to V-Shift. "Government Owned and Operated" aspect. New T1+ Spacecraft Stunts (Page 71) Mass Effect Drive Tantalus Drive Core Internal Emissions Sink (IES) Civilian Spacecraft Frigates Spacecraft Tech Levels T1 (11 BP) (Page 70) T2 (17 BP). Cost 2bp. Stealth system gives +2 bonus to Nav check in detection phase. sometimes used by Krogan Blood Pack mercenaries. New T0+ Spacecraft Stunts Government Subsidy (Page 70) Adversaries Cerberus Geth Husks Mercenaries MECHs Rachni Thresher Maws Varren Vorcha (Page 62) Official part of government navy.
+1 to one of Armour or Observation. +1 to Hand-to-Hand. Ability to try to use a manuover to remove a free tag on an ally that is within command range. +1 bonus to one of Direct Fire or Anti-Air. and ―Power Drained‖ aspect. and get a -1 penalty to Camouflage next turn. Tech Defender (Infantry) Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network +1 to Command and ―Power Drained‖ aspect. Geth repair their morale with Signals instead of Command.VARIANT RULES QUICK SHEETS New Platoon Stunts Shield Projector Biotic Defender (Infantry) (Page 74) Biotic Specialist (Infantry) +1 Tech Enhancement to Armour Choose one of Armour or Hand-to-Hand: +2 bonus when chosen skill is used defensively. +1 to one of Camouflage or Signals. which causes a -1 penalty to Camouflage the following turn. Gain +1 spot marker after attacking with either of the two chosen skills. 92 . +1 to Armour and ―Power Drained‖ aspect. +1 to Signals.
2 Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes Note 1: Volus. but rarely differs substantially from other weapons of the same type. Note 2: See the Spectre Gear Options section on pages 49 or 89. and is here purely for reference and inspiration for aspects or plots. This weaponry is always in demand for research purposes. Armour Manufacturers (Page 52) Manufacturer Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation 1. and Hanar all produce their own armour. but may be retrieved from defeated Geth. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races.VARIANT RULES QUICK SHEETS Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Shunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Weapon Manufacturers (Page 48) Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. Elcor. 93 . and are not available to other races.
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