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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
Some things were hinted at. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1. others left as blank slates. despite the available scope of the setting. Bioware could only put so much into the game. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void. Mass Effect told the story of a group of civilisations about to meet their doom. James the Dark. and can be found in their fantastic completeness here: http://masseffect. I realised I had found a game system that would suit my needs. and that you undertake and enjoy the adventures that are waiting for you. but if some of the sample aspects.0a (see page 90).net.com/.ca/Diaspora/diaspora-srd.vsca. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version. That‘s where VSCA Publishing’s Diaspora comes in. Silent Wayfarer. Assembling a group of champions. ChopSockey. Their home page can be found here: http://www. I hope you find this document useful. gear or mods don‘t quite suit your game. Some text has been taken from the Diaspora System Reference Document. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds. and are not meant to challenge ownership of such ideas. Barbacobra. prototype00. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. For those looking for the font I used for the titles and headings. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License. Darth Illithid. Murray (Halfjack). I acknowledge that Mass EffectTM and all related races. 4 . EonTrinity. Bioware’s Mass Effect and its sequels. What you see here is the culmination of my efforts to blend the two. PolkaNinja. chiefly Brad J.net members Stevenls. stunts.Introduction Welcome to the updated version of my first attempt at system hacking. the process of taking an established setting and creating. Also.html.TTF. battling synthetic intelligences.ea. and more. zircher. Travellingdave. were fantastic games that begged to be explored. Yook. Introduced to Diaspora by friends on RPG.com/. HumAnoydd. and are used in this document with Fair Use intent. Matthew Gooding (Reaganstorme) May 2012 ACKNOWLEGDEMENTS I would like to thank the creators of Diaspora. don‘t be afraid to make up your own versions. and Propagandor for their comments and encouragement. which can be found here: http://www. and Stacie_gmrgrl. Special thanks goes out to my playtesters. Please see the Licence section for further details. the player trekked across the game setting exploring uncharted worlds. it‘s a freeware font called Slider. As you can imagine. Mass Effect 2 and 3. fellow RPG. I first had to find a system that could do it justice. rescuing colonists.wikia.
a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. which yields a result between -4 and +4. and other elements from the FATE system but they each have other distinctions. Without special dice.75 10/81 12. two faces marked +. The words are only applicable directly when a single character acts. successes and difficulties are rated by numbers or by the terms on the Ladder. you add an appropriate skill. Treating the -5 and 5 results as zero keeps the expected range though. are single digits. So. around which the game is built. Each of these use fate dice. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. and you have a total. and two faces blank. 3-4 as blank. available on the Internet. when all things are considered. with two faces marked -. it is often the difference between two rolls that might determine the quality of success. with better chances for extreme results. Refer to the provided links if you wish further clarification of any rules based information. This yields a particular curve. 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. in which a player roll is compared against a referee roll. and then you compare against some difficulty level. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. results of 7 against 5 represent a decent success. You roll your set of four fudge dice.35 -1 16/81 19.24 -3 4/81 4.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. this is functionally the same as rolling 4d3-8. you could treat 1-2 as -. Our Ladder here is slightly different from the Spirit of the Century Ladder. yielding a range from -4 to +4. through the invocation of Aspects. While higher numbers are possible. subtract the -s.95 1/81 1. 5 . most numbers in the game. Since an apex Skill is at level 5. Aspects. in that the term Fair is replaced by Decent.The DIASPORA Mini-Games Diaspora is a set of mini-games. You add up the +s. A Fudge die is a d6. 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. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. and 5-6 as +.75 0 1 2 3 4 19/81 23.35 4/81 4.95 -2 10/81 12. which might be someone else's roll or might be a level imposed by the referee.46 16/81 19. If one is looking for appropriate adjectives to describe an action. in an opposed roll. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD.
Starships still require conventional thrusters (chemical rockets. and that the time to feed has come again. or military antiproton drive) in addition to the FTL drive core. economy ion engine. are not in-fact the creators of the mass relays scattered through the galaxy. slumbering in hibernation. allowing them to tap into dark energies to reduce their mass. Very massive ships or very high speeds are prohibitively expensive.000 years ago. The Citadel. It is most prominently used to enable faster-than-light space travel. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. were the Reapers. ELEMENT ZERO AND THE MASS EFFECT Element Zero ("Eezo") When subjected to an electrical current. the rare material dubbed element zero. Navigation is only possible between relays. but the latest in a long line of intelligent races to unlock the secrets of their use and discover their purpose. In anticipation of intelligent life reaching for the stars. dubbed the Protheans. In particular. 6 . With only a core. In the Mass Effect setting. FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. the Reapers wait for the coded signal from their keepers that technology is progressing. Using the energy field created by the mass relays. as are limited FTL routes.The MASS EFFECT Premise SETTING BACKGROUND Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. behind them when they again leave for millennia. This effectively raises the speed of light within the mass effect field. emits a dark energy field that raises or lowers the mass of all objects within it. and their focus. These routes are only able to be navigated using space ships with special Element Zero power cores. allowing higher rates of acceleration. skilled navigators are able to propel the ships light-years in only a few hours. all currently discovered uses for element zero based effects generate a heat debt that must be managed. the Reapers provide the building blocks for their next harvest. 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. from generating artificial gravity to manufacturing highstrength construction materials. and the usages of their Element Zero based technologies. with a few catches. the idea of technological advancement to the point of collapse is here. The last such galactic extinction event happened approximately 50. In fact. They discovered that in the dark spaces between galaxies. and the heat debt acquired by interstellar travel. This "mass effect" is used in countless ways. the last great technological society. commercial fusion torch. and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. An advanced hybrid race of sentient synthetic/organic warships. By leaving the mass relays. allowing high speed travel with negligible relativistic time dilation effects. a ship has no motive power. or "eezo".
It also means that most weaponry will be energy weapons. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. the effects are catastrophic. and each system can have several planetary systems reachable by ships. the world of Mass Effect is on the brink of imminent collapse. sturdy construction materials. 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. In manufacturing. amongst a variety of other effects. Whilst there are still advances to be made. the enormous excess energy shed in the form of lethal Cherenkov radiation. to prevent the electricity discharging into the hull and causing catastrophic damage. and protect starships in planetary orbit or during space battles. driving the Quarians from their homeworld and taking over. So. we see the presence of technology everywhere. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. mass is decreased. and plenty of scientific secrets still to be discovered. This reflects back to the Cluster generation mini-game quite easily. With a negative current. either by touching a planet surface or interacting with a planet's geomagnetic field. as with regular Diaspora T4 societies. and we never see any nontechnical races competing for resources. this charge must be grounded at regular intervals. 7 . and both are susceptible to combat hacking. the greater the magnitude of the dark energy mass effect. The ship is snapped back to sublight velocity. who have jump started their technological creations and exploit Element Zero and mass effects themselves. Some Biotics' talents are not strong enough to be offensively viable. and cybernetic implants. When the table sits down to create the cluster. Even colonists have access to advanced tech. mass is increased. it's much more efficient to use the mass relays to navigate the galaxy. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. With a positive current. In starship drive cores. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. low-mass fields permit the creation of evenlyblended alloys. Ubiquitous Technology In the games. whilst limited FTL is possible. this manifests as an occasional static shock when they touch metal or other people. The military makes extensive use of mobility enhancing technologies. High-mass fields create artificial gravity and push space debris away from vessels. personal networks are everywhere. This requires intensive training. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. while high mass compaction creates dense. the slipstreams become the links between the mass relays.If the field collapses while the ship is moving at faster-than-light speeds. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. For Biotics. but all Biotics are sensitive to the presence of mass effect fields. This still gives us plenty of conflict to game. The Geth are a prime example of the doom that is pending with the development of AIs. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. but can produce impressive offensive or defensive effects. The stronger the current. The least developed of the races is humanity. many Biotics can also create and manipulate their own mass effect fields. In space.
especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. There's plenty of variance in the levels of Order in societies during the missions in the game.Cluster Creation Mini-Game Changes NEW SYSTEM STAT: ORDER Due to the universally high level of access to technology. there are multiple layers of bureaucracy. Example – The world of Illium. Any sufficiently charismatic or forceful individual can set whatever rules they like. where slaves. O-1: Corruption Whilst relatively stable. from the relatively lawless Omega. licensing and policing of those granted licences are the primary methods of keeping order. validation. those in charge are more concerned with their own power than in serving the public interest. There is a substantial administration system geared towards the issue. and those who commit crime and are caught generally face the appropriate penalties. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything. period. to the totally controlled centre of galactic politics. revocation and enforcement of many activities. the Citadel. O+1: Progress Typically touted as a fair system for all. 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. although there are still those willing and able to rort the system without bringing too much attention to themselves. all exploited by those wanting to work around them. weapons. tomorrow's gang leaders may die in a hail of blaster fire. Example – Any homeworld of the Council races. we need a new stat to represent variances between worlds. Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station. Life is strictly survival-of-the-fittest. verification. or other associate species of the Council. Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. I've picked ORDER. What started as measures to protect the public good are beginning to become quite restrictive. Example – The Citadel 8 . O+2: Licensed At this level of order. and all manner of other restricted goods are available for sale. Example – The completely corporate and privatised world of Noveria. so whilst today's criminal ganglords might provide some measure of stability. systems and societies. At this level of order. representing a very minimal structure of a handful of people at most. O+0: Stability Those employed to look after the public generally do. the rules and restrictions are beginning to pile up. controlled or illegal narcotics.
or that some should be lower. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid. Chapter 9 . After all. and of those ideas. Mass Effect also has quite a few variations from the base outlines. but are included in this section for completeness.Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. There are some suggestions on how to model variances to the Diaspora setting in the SRD.Making it Work. and Stunts that would be more common in the race than in humans. These differences form the mechanical description of the race. they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type. and Stunts”. Page 221) There are fifteen racial backgrounds in Mass Effect. 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. 9 . 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. including baseline humans. 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. as the SRD states. “anything should be able to be modelled with an appropriate balance of Skills. Aspects. I‘ve incorporated two of them: new races and special powers. They may suggest some Skills should be higher than others. (Diaspora.
and Biotic talent. When they retire. The Asari. 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. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. mercenaries. Whilst they are natural Biotics. Biotics are common enough that some capability is a requirement to be trained as a huntress. diplomacy. As such. are often considered the most powerful and respected sentient species in the known galaxy. diplomats and warriors. develop their stealth and close combat skills as huntresses. and some kind of profession. The Asari were instrumental in proposing and founding the Citadel Council. Politically minded Asari will have good arts. and as such often have the resolve skill. depending on the tactics preferred in their town. and to discover and inhabit the Citadel. and have been at the heart of galactic society ever since. and usually have at least one space skill. and when focused on building their martial abilites are fearsome huntresses. traders. a huntress is practically unbeatable. Asari can be found in all walks of life. and their education 10 . One-on-one. possessing profound tactical insight. A very long lived race. and some all of them at somepoint in their life. and a dancer's grace and alacrity. Asari choose to be warriors at a young age. Fortunately. Out of physical combat. culture/tech. Asari characters must take the Natural Biotic stunt. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. Asari typically have the Agility skill quite high. but taking ranks in Biotic training is optional. there are not many of them. they possess an alarming proficiency for killing. but often have good charm or intimidation ranks." The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. not all develop their skills. Asari have been bartenders and dancers. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight. native to the planet Thessia. Reflecting their physical attributes. lack of Biotic talent excludes a young Asari from military service. a hunter's eye. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. bureaucracy. Asari characters favour a few skills over others.Asari from that point is dedicated to sharpening their mind and body for that sole purpose. Asari have had a long time to develop many other skills. Huntresses fight individually or in pairs.
Batarians Slavery is an integral part of the Batarian caste system. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised. They have a reputation for being shrewd businessmen and merchants. Casting aspersions on the monetary worth of a social better is considered a serious insult. When humans began to colonise the Skyllian Verge. though in more lawless regions of the galaxy like Omega. 11 . The rest of the galaxy views the Batarians as an ignorable problem. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. but beneath the notice of the powerful Council races. Their shock troopers are known to be Biotically talented. known as the Batarian Hegemony. Given the Batarian government's oppressive nature. as well as the threat of slavery by their own kind. It should be noted that these criminals do not represent average citizens. especially among colonists. and related skills such as demolitions and tactics. fuelling the stereotype of the Batarian thug. they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest". despite being illegal according to Council law. The Council refused. Most Batarians at large in the galaxy will therefore be mercenaries or pirates. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. Almost universally despised. and overstepping one's place is frowned upon. becoming an inward-looking rogue state. preferencing vanguard and sentinel packages. it is speculated their supreme leadership is autocratic or totalitarian in nature. Their government. make Batarian counter-culture rebels almost impossible to find. Batarians place an extremely high value on social caste and appearance. and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations. a region the Batarians were already actively settling. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. The custom is so deeply ingrained in Batarian culture that they consider the Council's anti-slavery standing to be prejudicial. Rogue Batarian slave rings are feared throughout the galaxy. despite the fact that their exile is largely self-imposed. Batarians strongly believe that species with less than four eyes are less intelligent. who are forbidden to leave Batarian space by their omnipresent and paranoid government. as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. and have high combat and intimidation. The indoctrination by their govenment and caste systems. negotiations with a Batarian are likely to be conducted at gunpoint. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves. is still hostile to the Systems Alliance. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. It is not known what the average Batarian thinks about their enforced isolation.
The memories are so strong that an external stimulus can trigger a powerful memory recall. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. Any Drell may refuse to serve. Their Compact with the Hanar allows them to develop many other skills. stamina. Since their subtlety can lead to misunderstandings with other species. resolve. With their help. These are filed away in huge libraries of data discs 12 . The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. This process can be involuntary. which the Drell fulfill by taking on tasks that the Hanar find difficult. but as being requested to serve is a great honour. but primarily ones that involve physical tasks. The Elcor are native to the high-gravity world Dekuuna. standing on four muscular legs for increased stability. making them deliberate and conservative. The Elcor were just making their first forays into space travel when the Asari made contact with them. within a single lifetime. These recalls are so vivid and detailed that some Drell may mistake it for reality. though they still have to share an embassy with the Volus.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. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. the Elcor discovered the closest mass relay and. as well as all space and combat skills. The Elcor follow the recommendations of their Elders. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact. The Drell possess eidetic memory. They are massive creatures. EVA and repair. Elcor speech is heard by most species as a flat. ponderous monotone. an evolved response to an environment where a fall can be lethal. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. This has coloured their psychology. drinkable water and prey migration paths) across vast distances. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. such as combat. an adaptation to a world where they must remember the location of every necessary resource (vegetation. so many have high ranks in agility. and survival. had established a regular trade route to the Citadel. Amongst themselves. Drell have quite a few physical skills due to their harsh development. The Elcor quickly became one of the more prominent species in Citadel space. alertness. extremely slight body movements. scent. few turn down the offer. who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. Since then. such as demolitions. Elcor move slowly.
The Geth won the resulting war. They see no point to rushing things. While they prevented any contact by other races with themselves. only slightly larger than the Alliance's. to bouncers. pirates. Over time. assault. the Geth monitored communications and the Extranet. Elcor warriors don't carry small arms. century-long development plans. provided one has done a great deal of research.and are consulted when needed. The Geth continued development of new technology and variations of mobile platforms. as labourers and tools of war. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest. These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists. lumbering Geth Armatures. and trade only in finished goods. The Geth also utilise turrets and drones (rocket. 13 . 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. the Quarians attempted to exterminate them. High brokerage. to the gigantic. serial killers and actors. and reduced the Quarians to a race of nomads. separating their technology base from the rest of the galaxy. consequently having fewer space related skills. which could house every single Geth program. The slow speed and immense size of the Elcor makes them easy targets. bureaucracy. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. instead choosing to exist in the computer hubs aboard massive space stations. recon and repair drones. The Geth did not repopulate the now barren Quarian worlds. The Geth were created sometime around 1900 CE by the Quarians. When the Geth became sentient and began to question their masters. the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers. Any attempt to embargo their space would be fruitless. Because their slow. dubbed the ―Morning War‖ by the Geth. from traders and business operators. specifically). Elcor make better colonists than sailors. This makes Elcor policies very predictable. the Elcor rely on sophisticated VI combat systems. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. Elcor occupy all sorts of positions. but extremely well developed. They obtained an ultimate goal in this time period. and are fond of making thorough. and stamina. They don't need to trade for any resource—they have all they require to supply their own needs.to create a Dyson Sphere. They adopted an extremely isolationist attitude. their durable hide allows them to shrug off most incoming fire. instead relying on equipment stunts if in military roles. Little is known about the Geth in the time between the Morning War and the present. colonists.any ships that ventured into Geth space were immediately attacked and destroyed. Geth The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. they should not have combat skills. The Elcor economy is small. Fortunately. Due to their conservative nature.
whom they refer to as "the Enkindlers". The majority of the Geth dismissed the offer. A small percentage of Geth. they rely on contra-gravitic levitation packs that use mass effect fields. Drell have integrated with every level of Hanar society. However the invertebrate. the Hanar made contact with the Drell on their nearby homeworld of Rakhana. however. but are not strong enough to lift more than a few hundred grams each. 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. The Hanar 'stand' slightly taller than a human.Approximately three centuries after the Morning War. have access to Tech Talents. and vary according to role. They were allowed to peacefully leave the main Geth network. Their limbs can grip tightly. Many Drell become unofficial members of the 14 . When interacting with mainstream galactic society. where they integrated into Hanar society with the remaining Drell dying out. water-native Hanar cannot support their own weight in normal gravity. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. and their strong religious beliefs regarding the Protheans. accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. Hanar The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. Hanar are known for their intense politeness when speaking. 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. and although to outside observers the relationship can be construed as a form of slavery. the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal. Several hundred years ago. the reality is very different. Geth encountered beyond the Veil will have programs developed equivalent to skills. in exchange for their assistance. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. Now the Drell serve as a client race of the Hanar.
as the Hanar are too cumbersome out of the water to participate in a physical fight. and they produce very few goods that are usable by others. their economy is small and isolated from the rest of the galaxy. and must take special courses to unlearn this tendency if they expect to deal with other species. Hanar characters will be exceptional by choosing to associate with non-Hanar races. Few standard technologies (designed for bipedal and fingered species) are available in their space. a Hanar will still maintain exquisite poise. The Hanar have two names." The face name is used as a general label for use by strangers and acquaintances. 15 . Instead they refer to themselves as "this one. so should have some driving Aspects to explain why. The Hanar communicate using sophisticated patterns of bioluminescence -. Drell servants usually carry out Hanar assassinations. The soul name is kept for use among close friends and relations. and will remain formal even with those it wishes dead." or the impersonal "it. Most Hanar take offense at improper language. the trailer also shows another key scene where the Hanar says. Even when flustered or angry. almost to a fault. Due to this self-imposed isolation and the unique physiology of the race." That said.family. and some even earn the privilege to learn their masters' soul names. Hanar characters should have no combat skills at all. Few Hanar are willing to deal with other species. though they are still capable of strangling someone in favourable conditions." Famous for it's tagline "Enkindle this" followed by a gunshot." It is only around those who know their soul name that they would ever consider using the first person. frequently appearing in magazines. and tend to be poetic. Economic contacts are limited to a handful of trade stations on their borders.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) -. As such. which occasionally causes clashes with other Citadel races. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. a "face name" and a "soul name. One industry that Hanar seem well suited to is the Entertainment Industry. possibly as a homage to the Human detective that the Hanar character is based on.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. "This one wonders if the criminal scum considers itself fortunate". games and movies such as Blasto: The Jellyfish. For example. a movie about a Hanar Spectre who has "a gun in every tentacle. Hanar are extremely polite.
humans have had to follow the edicts of the Council without having much influence on their decisions. because they have far greater genetic diversity compared to other species with more peaks and valleys. though they are trade partners with the Turians and Asari. as a control. Unlike many species in Citadel space. although the repercussions from the First Contact War are still being felt. humans have rapidly risen in prominence. The conflict caught the attention of the Citadel Council. humans have no close allies among the other races. explorers managed to open the Charon Relay and discovered it led to Arcturus. which caught the Turians by surprise and ex- 16 . Human ambassadors have been pushing to induct a human into the Spectres. The Council forced the Turians to pay heavy reparations. with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. It has been noted that humans are unusual in the galactic community. Since then. and the mass relay networks shortly thereafter. Humans. they will be able to influence the Council's rulings. protect their own interests and have a say in the governing of Citadel space. a global rush began to decipher the petabytes of data from the outpost. 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. humans expanded to other systems. from the planet Earth. They independently discovered a Prothean data cache on Mars in 2148. begun in 2157. With the help of the fledgling Systems Alliance. which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. Discovering information on a mass relay orbiting Pluto. Without alliances or key political positions. opening any mass relays they could find. thus introducing humans to the galactic community. Human explorers on Mars uncovered a longruined Prothean observation post. Led by Admiral Kastanie Drescher. While religions tried to assimilate this discovery into their doctrine. as the first step to getting a seat. As a consequence of the Alliance's swift and decisive action during the First Contact War.Humans pelled them from Shanxi. the Second Fleet then launched a massive counter-attack. the Council's elite operatives. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. known by humans as the First Contact War. Once humanity does get a seat. the Alliance became the representative and supranational governing body of humanity. This makes human genetic material useful in biological experiments.
causing a severe drop in births and. "looking out for number one" is simply a matter of course. In their culture. including toxins. radiation. after the Rachni were eradicated. but actually thrived in the extreme conditions. This genetic 'infection' dramatically reduced fertility in Krogan females. 17 . perhaps excluding intimidation. eliminating the Krogan numerical advantage. close combat and resolve. The weak and selfless do not live long. They respect strength and self-reliance and are neither surprised nor offended by treachery. Krogan characters should have the stamina skill in one of the top three tiers. starting the Krogan Rebellions and forcing the Turians to unleash the genophage. and overabundance of vicious predators. population. scarce resources. and extreme heat and cold. and blunt. 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. As such. and security enforcers for gangsters. The Krogan managed to not only survive on their unforgiving homeworld. private armies. the Krogan were 'uplifted' into galactic society. though those who do possess the talent typically have strong abilities. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). Unfortunately. Many who have left Tuchanka have found employment as professional mercenaries. ultimately. Their thick hides are virtually impervious to cuts. Krogan typically have few social graces. a world known for its harsh environments. scrapes or contusions. the rapidly-expanding Krogan became a threat to the galaxy in turn. Ironically. bodyguards. but due to the overabundance of predators on their home planet. and should also invest in brawling. unsympathetic. and they are highly resistant to environmental hazards. With the help of the Salarians. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. Biotic individuals are rare.Krogan Krogan have always had a tendency to be selfish. as Krogan society became more technologically advanced so did their weaponry. and governments alike.
Ever since. 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. All Quarian characters should take the Aspect "Life seen through a window". to protect them from disease or infection if they are injured. some take all six. the Quarians became terrified of possible consequences and tried to destroy their creations. 18 . The most important fact of Quarian biology is their weak immune system. As a result. science and survival. all Quarians habitually dress in highly sophisticated enviro-suits. the Council stripped the Quarians of their embassy. Since their homeworld Rannoch was conquered. Approximately three hundred years ago the Quarians created the Geth. when the Geth gradually became sentient. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. to serve as an efficient source of manual labor. a species of rudimentary artificial intelligences. a huge collection of starships that travel as a single fleet. resolve.Quarians Quarians are trained extensively before they leave on their pilgrimge. 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). the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. the Quarians live aboard the Migrant Fleet. the Quarians fled in the Migrant Fleet while the Geth took over their systems. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems. effectively cutting the Quarians out of Citadel politics as a punishment for their actions. If they travel on a sterile ship of the Migrant Fleet. Soon after. However. and quickly develop high EVA and medical skills to protect themselves. Most Quarians focus on two space skills. After being refused aid from the Citadel Council. and favour MicroG combat or energy weapons. but they also take ranks in repair.
and move fast. They are constantly experimenting and inventing. repair. their metabolic speed leaves them with a relatively short lifespan. aggressively claiming formerly allied planets as their own. The Salarians provided the Krogan with advanced technology and a new. Salarians are known for their observational capability and non-linear thinking. but some races. as they did before contact with the Salarians. Salarian Characters excel at invention. The Salarians see information gathering and even spying as a matter of course when dealing with other races. other species seem sluggish and dull-witted. using their brokerage. talk fast. Also valued are all space based skills. medical. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. preferring to use cutting-edge technology rather than settle for anything less. The peaceful home planet and better technology put less strain on the Krogan as a species. spearheaded in the field by Special Tasks Groups (STG). Salarians over the age of 40 are a rarity. As such they are well respected. a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth. bureaucracy. including a few humans. the Salarians are warm-blooded amphibians with a hyperactive metabolism. With this in mind. Unfortunately. allowed the Krogans the time. The Salarians also played a significant role in the evolution of the Krogan species. Many Salarians have high alertness informing their decisions.Salarians The second species to join the Citadel. and as such are well suited as traders and mercenaries. and it is generally accepted that they always know more than they are letting on. To Salarians. see the Salarians as manipulators. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. and tactics. especially the Elcor. and EVA skills to augment their chosen professions. This comparatively easy life. Salarians often have ranks in intellectual skills such as archaeology. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. 19 . tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). Salarians think fast. Though their military is nothing special. This manifests as an aptitude for research and espionage. science. numbers and energy to spread through Citadel space. demolitions. Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. combined with their exceedingly high birth rate.
The military police are also the civic police. stamina and survival. intimidation. Turians are noted for their strong sense of public service. 20 . as anything from a soldier to an administrator. and power stations.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. oratory. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. which virtually sterilised the Krogan and sent them into a decline. The Turians deployed a Salarian-created biological weapon called the genophage. The Turian military is the center of their society. Aspects should also be chosen to reflect their loyalty to the team. All Turians characters should have at least five skills from the combat and space skill sets reflecting time spent in public service. It is not just an armed force. it is an allencompassing public works organisation. repair. It is rare to find one who puts his needs ahead of the group. To compensate. and eventually gained a Council seat in recognition of their efforts. Also prominent are bureaucracy. Turians have a strong inclination toward public service and self-sacrifice. they accepted the mercantile Volus as a client race. offering protection in exchange for their fiscal expertise. The fire brigades serve the civilian population as well as military facilities. water purification plants. the Turians are the most recent of the Citadel races invited to join the Council. The merchant marine ensures that all worlds get needed resources. Known for their militaristic and disciplined culture. The corps of engineers builds and maintains spaceports. demolitions. Every citizen from age 15 to 30 serves the state in some capacity. from a construction engineer to a sanitation worker. The Turians then filled the peacekeeping niche left by the oncecooperative Krogan. schools. so they tend to be poor entrepreneurs.
Manufacturers of the blue box hardware required for the creation of AIs are also similarly restricted. so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user.I. just made with clever programming. An AI cannot be transmitted across a communication channel or computer network. with their behaviour parameters. however. they can still get out of hand). the L4 iteration. as variations in the quantum hardware and runtime results create unpredictable variations. To gain some measure of control over the creation and study of AI.s A VI going ―rogue‖ is akin to software not working correctly—that is in fact the cause. as VIs are only utilised to assist the user and process data (although. the term "synthetic" is considered the politically correct alternative. 21 . although it is illegal to make VIs based on currently living people. and in Citadel space they are technically illegal. however. The newest biotic implants. The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent. speech pattern and appearance based on specific individuals.Virtual Intelligence and A. conscious entity deserving the same rights as organics. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports. like AIs. that an AI is a living. but not the definition. They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life. This is what gives Rogue VI its definition—had the VI simply not worked. and a specialized quantum computer called a "blue box". Without its blue box. a slow. is a selfaware computing system capable of learning and independent decision making. it would be more broken than rogue. Loading these files into a new blue box will create a new personality. when the Geth rebellion put an end to most of their research into synthetic intelligence. they aren't actually self aware. An Artificial Intelligence (AI). A virtual intelligence (VI) is a sophisticated program designed to make modern computer systems easier to use. use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential. The Geth serve as a cautionary tale against the dangers of rogue AI. A lot of armour upgrades use VI enhancements. only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. an AI is no more than data files. Advocacy groups argue. A VI is Rogue when it no longer does what it is intended or instructed to do. to create a kind of virtual immortality. expensive education. react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation. Though they appear to be intelligent. They are not to be confused with artificial intelligences like the Geth. Creation of a conscious AI requires adaptive code. Some VIs have 'personality imprints'.
work as some of the best financial advisers in Citadel space. the Volus must wear pressure suits and breathers when dealing with other species. and only two at most. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. Because the Volus are not physically adept. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. whether it be of land. In fact. and many. and their presence is generally seen as a blight. The Volus have a reputation as traders and merchants. resources. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. or even other tribe members. but are also a client race of the Turians. as do oratory and tactics. as their default form of communication resulting in their communications being primarily non-verbal. but are unlikely to have much in the way of space skills. Because they are not physically adept compared to most species. The rest of galactic civilization regards them as pests and scavengers. The Vorcha are not themselves a space-faring race. Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. which is a sore point for many Volus individuals. trader or accountant. such as Omega. However. They hail from Irune. Volus characters should not have any combat skills above tier four. Like the Quarians. Culture/tech skills are part of the business ethos. Brokerage should be in the top three tiers. Known for their unique biology and aggressive behavior. Volus mostly make their influence felt through trade and commerce. younger members will depart to start a new clan elsewhere. although many have found their way off-world as stowaways on ships visiting their homeworld. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. and they have a long history on the Citadel. the Vorcha use combat. "know your customer's need better than they do". both against rivals of their own species and against any alien who stands in their way.Volus Vorcha The Volus are an associate race on the Citadel with their own embassy. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations. Vorcha society is built around combat. They are extremely aggressive. When a clan population grows too large. 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. they have never been invited to join the Council. 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. they tend not to be very violent. both singly and in groups. as should some profession such as banking. and most have extensive assets to draw upon. As a result. if at all. Volus must develop EVA skills to keep themselves safe. more militant species. Volus culture is dominated by trade. 22 . They are comfortable with bureaucracy. and can even seem overly-pacifistic and cowardly to other.
Yahg The Yahg evolved to fill the niche of apex predator on Parnack. Once the leader is established. as well as three toes on each foot. and two other fingers. known for their violent and aggressive nature. Consummate predators. Their hands each have three fingers which include a thumb. They have scaly skin ranging from red to brown. Yahg have four pairs of eyes. large body standing over a Krogan which provides considerable physical strength and agility. The Yahg are a sentient race of towering humanoids native to the world of Parnack. Discovered by the Citadel Council in 2125 CE. Yahg society is built around a pack mentality. the Yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation. 23 . The Yahg also possess a muscular. making it almost impossible to lie to a Yahg. the Yahg possess unrivalled perceptiveness and mental adaptability. each pair designed to track and predict the movements of prey. the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally. a triangular mouth adorned with sharp teeth. two large horns and facial markings on their heads. A group of Yahg will not cooperate until a single leader has attained dominance through either social maneuvering or brute force. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species.
Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three. and their attendant specialisations. Soldiers should have at least three or four combat skills. The Tech specialist. with the highest combat skill at tier four. with resolve and stamina also valuable. They lack advanced combat training. or oratory. Sentinels are Biotics with Tech training. They should also take ranks in agility. in that to play as a certain class type some skills should be valued over others. The Biotic specialist. The weapon and combat specialist. 24 . I came to the realisation that classes are not all that different from non-human races. if at all. and as such. all ranked relatively highly with one in tier one or two. Receiving more combat training than the Adepts. whilst there are only six basic classes in the game. with the highest combat skill at tier four. and should have no ranks in the Biotic Training skill. intimidation. they should not have more than three combat skills in total and the highest at a tier one lower than their Tech Training skill. They lack advanced combat training. such as charm. Engineers should have the Tech Training skill in the first or second tier. should have only one combat skill at tier five. Such specialised fields leave little time to develop combat skills. stamina. with one of them at tier two and the other at tier three. They should also consider taking advantage of the Combat Excellence stunt. They should have no ranks in Biotic Training or Tech Training. Possessing an unusual combination of skills. Whilst still prevented from taking Biotic Training. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. and should have no ranks in the Tech Training skill. Adepts should have the Biotic Training skill in the first or second tier. but should have ranks in demolitions. The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. and tactics. Whilst still prevented from taking Tech Training. they are by no means the only character concepts allowed. Also. Receiving more combat training than Engineers. they should not have more than three combat skills in total and the highest at a tier one lower than their Biotic Training skill. 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. They should also take ranks in stamina and resolve. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents.CLASS PACKAGES After a bit of tinkering. stealth and tactics.
producing the effects seen as Biotic abilities. All Biotics are sensitive to mass effect fields. or escaped and became mercenaries. and the extent of their training are the core concepts we want to integrate. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. the quality of their implant. Weapons are an important aesthetic from the games. Once trained. The medical risk to their body. developed eezo nodules throughout their nervous system. can develop them in puberty through further exposure to element zero. did not manifest Biotic talents. They were also probably raised away from their parents. though some left. or gainfully employed? Biotics All Asari are natural Biotics from birth. as it suits the genre and play style from the games. if a weapon does not have the ―civilian‖ aspect. they aren't always permanent. then outfitted with a surgically implanted amplifier in the brain . Two new skills are introduced to allow characters to access these abilities. In the core rules. generate protective barriers or restrain enemies. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. could also have been influenced by their Biotic Powers. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. This effectively inverts the function of the "Civilian" weapon stunt. or otherwise went rogue. and even if Biotic talents manifest themselves. Finally.NEW SKILLS AND STUNTS Another of Mass Effect's differences is the presence of Biotic and Tech related powers. or who had defective implants. a Biotic can generate and control dark energy to move objects. and the last with a new skill. such as humans. slow process. and as a result many Biotics develop their powers with military application in mind. In extremely rare cases. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. entered military service when they reached their Starting Out phase.usually at puberty . or after being Sidetracked. The first one we can do with an appropriate Aspect. Biotics of other species. the expensive procedure is performed by the military. humans who were exposed in utero. which is a long. A Biotic has to essentially develop conscious control of their nervous system. In humans. Usually. but each Biotic must first be trained. and are handled a little more freely here than in the original version of the Diaspora rules. beating the odds. about one in ten exposures will result in a person with moderate. there is no real issue with ignoring that particular rule. However. Most. however if they don't there are still stories that can be told about characters who didn't receive training. though not all choose to develop their abilities. are individuals who were exposed to dust-form element zero in utero and. stable Biotic talents that are worth training. With Mass Effect being Space Opera in theme. The natural electrical impulses in the body can create mass effect fields from these nodules. such as terminal cancer. then the character needs a Military Grade weapon stunt to utilize it. yet 25 . This is done using a technique called 'physical mnemonics'. and so on. Biotics were typically discovered at a very young age. The events leading to their Moment of Crisis.to use their talents to any useful degree. the second with a stunt. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. but not all. there is a risk the eezo will cause medical complications instead.
This effect lasts 2 turns. increasing the damage the enemy takes. This effect conserves the momentum of its target. as well as dealing damage over time. an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects. Some examples are listed below. 26 . and so on. It can also attract objects from the environment. rendering them helpless when they land. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. When activated. Lift Using Lift will cause enemies to float helplessly in the air. When activated. such as crates or pieces of furniture. Primary and Advanced. Place an appropriate Aspect on the target as you would for a maneuver. Throw / Pull In combat. Thus. so a charging enemy will rush over the characters heads. Warp This effect lowers the armour on a target. During character creation. Advanced powers usually combine effects and require much more skill and fine control to manifest. Place an appropriate Aspect on the target as you would for a maneuver. freezing the target in place and making them unable to attack. and so on. Powers are available at two levels. the Biotic Training skill allows the character to create various effects. Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. or until another Biotic effect is used. In game terms. These effects all require a successful Biotic Training skill roll to activate. Shift an enemy one zone on a successful activation. Singularity This gravitational power sucks multiple enemies within a radius to a single area. and last until the next turn only unless otherwise specified. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect. modified by their BioAmp Implant stunt. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. Enemies in Stasis also become impervious to damage. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field. or until another Biotic effect is used. and place an appropriate Aspect lasting till the characters next turn. by either launching them away or knocking them over. a player may choose a number of effects equal to their Biotic Training skill level. leaving them floating helplessly and vulnerable to attack. If the same target is Warped for two consecutive turns. Barrier Using this effect creates a barrier against the skin to protect against energy weapon attacks.New Skill: Biotic Training Mass effect fields are difficult to generate and control without training. Place an appropriate Aspect on the target zone as you would for a maneuver. 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. making them more vulnerable to attack. This effect lasts 3 turns.
Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception. place an "Immobilised and Helpless" aspect on the target. which does not count toward the next use of this Effect. as well as Medicine present in the skill pyramid. whilst also giving a temporary defensive bonus when the power is used against unprotected organics. the character may make a Close Combat check. the character must not attack. The following round. as well as Close Combat present in the skill pyramid. Place a "Dominated" free tag on the target until the player's next turn. and applied to each separate border/barrier. the target becomes immune to further domination attempts. Dominate Prerequisites: Stasis Effect.2 = +1 to defense. with the exception that they may ignore any border pass costs equal to 1. less one from this Effect. At the end of the move.4 = +2 to defense. After the attack. 27 . move or reduce any barrier ratings for their current turn in preparation for their attack. Next turn. the player makes an attack against the target. with a bonus of +4 against unarmoured biological targets. the character is unable to act for one turn. Reave Prerequisites: Warp Effect. rank 3. If the target is no longer valid. attuning themselves to their declared target. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. or +2 against armoured or synthetic targets. place manouvers. the character loses all benefits and must start again. the character must not attack. Higher pass costs must be eroded with shifts as normal. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. To use this Effect. and if the target is still alive. move or reduce any barrier ratings for their current turn in preparation for their attack. This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1. the character can spend 1 FP to gain a bonus to their defense against attacks from other organics. The character applies the effects of the Throw Effect to the target if they have it. but on an organic target instead. as well as Resolve present in the skill pyramid. Next turn. Charge Prerequisites: one of either Barrier or Throw Effects. When the character attacks an unprotected organic. To use this Effect. After the attack. they take a full turn move as per the standard rules (Diaspora page 102). rank 5 = +3 to defense). but only on a successful result against their defense. There must be multiple enemies present to activate this talent. place manouvers. and the benefits of the Barrier Effect to themselves if they have it. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. That target is unable to act next turn and loses the applied aspect at the end of that turn.
The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2. which can only be tagged by other Biotic skill checks. and benefits from Science present in the skill pyramid. If the character has 3 or more ranks in the Science skill. the target loses all momentum becoming stationary as the ability takes effect. If the character has 3 or more ranks in science. NPC's. The character uses Slam like they would use their Biotic Lift ability. 28 . allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character.Shockwave Prerequisites: one of either Lift or Singularity Effects. equal to (Tactics Rank -1) zones in length from their position. and any shifts are dealt to armour first. the character must not use their free move this turn. 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. The following effects are applied to all valid targets along that line. 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 Shockwave is present until the start of the next turn. All targets take damage if the check exceeded their defense rating. as well as Tactics present in the skill pyramid. they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. etc). leaving it on the table for the remainder of the turn. However. they may pay 1 FP to immediately resolve the following effect. To use this Effect. When Slam resolves. This ability is unable to be used in consecutive turns. The target rolls to defend only. unlike Lift. The player must decide which scope the aspect belongs to at the time they place the aspect. Targets with the Shielding armour stunt that are hit are unable to move next turn. and the originating character may not use another Biotic Effect until after the end of the next turn. including airborne targets close to the ground. The character applies the effects of the Lift Effect to all unshielded targets if they have it. New Option: Biotic Combos As an additional option. instead of the ground. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. unsecured objects (explosive barrels. which otherwise resolves after all other characters have acted. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects. equal to the number of shifts generated. To use this Effect. The character draws a straight line across the map. the character must not use their free move this turn. placing an appropriate aspect on a target. and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect.
A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. but assume any drawbacks associated as well if implanted. but without the associated drawback aspect. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. The character may not take the Biotic Training skill at any level. Players choose which track they will apply the damage to each time. the character begins to take one composure or health track damage for every successful activation. The effective rating of the Biotic Training skill varies each time the character begins combat. while a few are powerful and stable. Geth are unable to be Biotics. also determining the number of Biotic effects the character can manifest. If reduced to zero or below. The purpose of this implant was not to develop combat powers. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. Their implants are almost universally equivalent to current L4 Bio-Amps. L2 Implant The results of this implant vary wildly. and can reduce this damage by taking Consequences like normal. others are strong but unstable.New Stunt: Bio-Amp Implant Unless your character is an Asari. being a Biotic is an acquired ability. some L2s are hardly stronger than an L1. If raised above 5. but to save the life of the character. but suffer discomfort from their implants. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. 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. also determining 29 . L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. this is the effective rating of the skill for the remainder of the scene. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. 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. because the L1s were implanted after puberty. cumulatively. this is the effective rating of the skill for the remainder of the scene. Natural Biotic (Asari only) As the only known species that are all natural Biotics. Asari are only restricted by training to the number of Biotic Effects they can produce. Krogan characters with Bio-Amps are called Battlemasters. Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3. If reduced to zero or below. the character is unable to manifest any Biotic Effects this scene. New Bio-Amp Implant Stunts the number of Biotic effects the character can manifest. but must still invest in the Natural Biotic stunt below. the character is unable to manifest any Biotic Effects this scene. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts.
stable implant. before eventually going insane with the agony. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. They would make good candidates for L1 implants. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities. They spend those years in increasing levels of pain. implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago. Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. 30 . although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies. if they could ever be convinced to do so. Also restricted to a maximum rating of the Biotic Training skill to 3. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. 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.L3 Implant A good. There are no officially acknowledged side effects. L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. There is no restriction to the maximum rating of the Biotic Training skill. with many Battlemasters still alive today. L3-R Implant Short for 'L3-retrofit'. and force police or military personnel to kill them to stop the devastating rampage. this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years. Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI".
All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character. unless otherwise stated below. After a successful attack in this manner. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. and must cool down until the end of their next turn. Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill. Energy Drain Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. including weapons and armour. as well as the reuse of salvaged equipment. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. 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. most common energy weapons. an omni-tool can be used to analyse and adjust the functionality of most standard equipment. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. decryption. or repair. no codes are safe from their access. and access secure systems. as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. This allows for field repairs and modifications to most standard items.Omni-tools Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. the target's weapon is too hot from the sudden draining to be used immediately. The fabrication module can rapidly assemble small three-dimensional objects from common. Systems crash at the blink of their eye. Versatile and reliable. Decryption Used to unlock sealed doors. bypass security alarms. and can be used to disrupt Biotics. Electronics New Skill: Tech Training Anyone can play games or watch news clips on their omni-tool. such as hacking. Due to the highly technical nature of most devices. from a distance. and light alloys. sensor analysis pack. They are handheld devices that combine a computer microframe. and even starship systems. ceramics. 31 . Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy. 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. 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. it can also be used to augment another character's Computer (space) check. It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. reusable industrial plastics. or the target of elite Special Forces themselves. and even enemy weapons malfunction on command. Primary Tech Talents Damping This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. and minifacturing fabricator. preventing them from firing for one turn.
32 . Place a "targeting malfunction" 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. The character must have at least one rank in the medicine skill to use this talent. or other appropriate point in play. This effect lasts 2 turns when activated. causing a -2 penalty to alertness checks. Have-a-Thing: Combat Drone Range: 0/1. the target becomes immune to further hacking attempts. Place a "disoriented and confused" free tag on the target until the player's next turn. There must be multiple enemies present to activate this talent. as well as their linked Primary talent. this talent allows the user to reduce the effectiveness of enemy scanners. your Hacks to disrupt an artificial or synthetic life form‘s targeting systems are able to be repeated against the same target. This talent may be taken multiple times. granting a cumulative penalty to alertness checks. Overload Artificial or synthetic lifeforms attacked with this talent can be shut down for one round by overloading their power systems. 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. Advanced Tech Talents All advanced Tech Talents require the Computer (space) skill to be present in the pyramid. Penetration 2. Place a "system rebooting" free tag on the target until the player's next turn. 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. The following round. and also can also be attempted against lone targets. Advanced Hacking Prerequisite Talent: Hacking. Through superior technique or inspired creativity. 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.Have-aThing (Combat Drone) Stunt. 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. Harm 2. as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvantage). Once destroyed. The character must have at least one rank in the medicine skill to use this talent. NonLethal. The following round. 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. the Combat Drone is unavailable until the next refresh phase. By investing in this talent and the linked Stunt.First Aid Used in this way. Jamming Broadcasting a signal that mimics the properties of solar interference. the target becomes immune to further overload attempts. Combat Drone Prerequisites: Hacking Talent.
place a ―Frozen and Immobilized‖ aspect on the zone for one turn. Armour with Shields Stunt.Cryo Blast Prerequisite Talent: Neural Shock. New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common. serving member of a military organisation or affiliate. Attacks made against the character reduce the bonus by 1 for every shift. All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. and others. 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. the highest capabilities come from having and training with military grade omni-tools. New Option: Tech Combos As an additional option. 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. Tactical Cloak Prerequisite Talent: Jamming. Illegal to have without being a current. Target the zone you are in. which can only be tagged by other Tech Training skill checks. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated. absorbed by armour as usual. that zone must make a Stamina check against the number of shifts you rolled. Until the aspect expires. all targets within. When activated. 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. Advanced Overload Prerequisite Talent: Overload. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1. Tech talents can only be used with such an omni-tool due to their specialised nature. and unshielded targets must resist 3 shifts of Composure damage. The player must decide which scope the aspect belongs to at the time they place the aspect. Your base Jamming duration is extended by one additional turn. 33 . excluding the user. or else immediately end their turn. 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. and when neutralised through any means except voluntary deactivation. and make a Tech Talent roll against a difficulty of 2. Tech Armour Prerequisites: Hacking Talent. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. mercenaries. or removed by ablation. the user's Omni-Tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius. many MG Omni-tools find their way onto the black market and into the hands of criminals. boosting the user's shields by +3 until deactivated. causes a detonation that disrupts the zone the character is in. This talent is unable to be used in successive turns on the same enemy. or passing through. This talent is unable to be used in successive turns. causing Health stress equal to the number of shifts. Incinerate Prerequisite Talent: Energy Drain. the weapon detonates. or one adjacent zone. On a success. On a success.
this stunt allows the player to double the Harm rating of one of their weapons for one turn. and regain their balance and protection. 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‖. It then immediately activates the free ―Overheated‖ tag on the weapon. Military Grade Immunity (CombatExcellence) Representing many. Tactics skill present in the pyramid. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. and no ranks in either Biotic Training or Tech Training skills. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. that is without doing any other action. the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle. Once per scene. although there are limitations on what is required to take it. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. The character must meet all requirements to use this stunt. Once the shot is taken. many hours of experience under heavy fire. The character must not do anything for that turn except shoot. 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. With one round of focus. the weapon immediately activates the free ―Overheated‖ tag. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects.New Stunt: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. 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‖. but must meet all other prerequisites and possess an appropriate weapon to use them. Once per scene. 34 . This ability may only be used on a weapon with a minimum range equal to or greater than three zones.
As a full round action. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. As a combat action. You may remove any current variant ammunition for normal rounds. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. and may be at any rating. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. Once per scene. You may continue to pay a FP each round until the end of the scene to continue this effect. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. Fortification reinforces armour when struck. 35 . you may pay a Fate Point to activate this ability and gain a +3 to your next roll.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. Until the ―Overheated‖ aspect is tagged. 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. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. 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. huge bonus through overcharging. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. the character takes enough stress to be Taken Out again. This consequence is additional to any that the character already possesses. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. granting them more time to refine their actions. armour with the Shields stunt. 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. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. providing a brief. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. allowing them to rejoin the scene. You may not use this ability in consecutive turns. when it then activates the ―Shields are Down!‖ tag on the armour. 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 also gain +2 shifts to damage for any attacks until the beginning of your next turn. you may change out the ammunition used by your weapon. or the end of the scene occurs. or replace normal rounds for a variant ammunition type. The finely tuned senses of the user seem to slow down time around them.
John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice. To promote either skill further. the same number of times as the number of ranks his character has in the skill. then he'd have to successfully use it three times. being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. A few sessions later. 36 . If they used either skill the number of times that they have ranks in it. During the next refresh. He intimidates his way into the club where he is to meet her. Swapping with his Arts skill again. By threatening to follow through himself if they break the deal with another successful intimidation check. During play. the player should record the number of times they use them. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her.PARAGON AND RENEGADE EMULATION In the Mass Effect games. when the player has the option to promote a skill up the skill pyramid. John now has the option to promote the Charm skill up the pyramid. then in the refresh phase. Charm 2. If he wants to promote the skill further. and Arts 1. the character now has Intimidation 3. therefore. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. Mass Effect keeps track of the Paragon and Renegade points on separate scales. John's Turian has been accepted into the ranks of Spectre agents. Charm is linked with Paragon actions. John's character forces them to keep the deal. they must count their usages for both skills from this point. the one they should move is the one they used the most out of charm and intimidate. he must start counting again. Even though he used charm twice last session. Arts 2 and Charm 1. before successfully charming the information out of her. His first assignment is to find the location of a smuggler base from an inside source in the cartel. 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. players are tracked with respect to how they treat other characters in social situations. John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. After an exciting session of combat. Here are some examples: John is playing a Turian Spectre candidate character with rank 2 Intimidation and rank 1 Charm. In this option. Now. and Intimidate with Renegade choices. characters should take both the charm and intimidation skills at tier five at character creation. the new rank of the intimidation skill. Swapping with his rank 3 Arts skill. 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. as he used it more times than he used Intimidate and more times than he currently has ranks in it. once he promoted it. Later in the same session. he must use intimidate at least three times or charm twice. Option 1: Skill Progression To emulate the progression of the character's path towards Paragon and Renegade. John's Turian Spectre now has Intimidate 3. and they must be used more than the other. A good action will not make up for an evil one.
The track must be raised to full again before more Consequences can be generated. the player can begin to generate Status Consequences for that track. allowing you to generate Status Consequences sooner than others. 37 . players may take one of the following stunts during character creation. representing the preceding reputation of the character. and the Renegade track for conduct that is selfish or callous. an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. one Minor (+1). Cult of Personality Others spread words of your deeds and misdeeds far and wide. Lasting Reputation Events that you are a part of are particularly memorable for those involved. When a character that has a full Status track gets more Spin. Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. Additionally. one Moderate (+2). beating your opponent in an opposed roll by three or more shifts generates Spin. they may choose to spend that +1 Spin bonus to add one to an appropriate Status track. In Diaspora. one for tracking Paragon status. Both tracks start empty at character creation. Perhaps it is something in your voice. for good or ill. the player can choose to generate one Status Consequence. Composure and Wealth stress tracks. 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. Status Consequences are recorded separately from consequences generated on normal stress tracks. and do not count against the maximum number of consequences allowed for stress taken on the original Health. This option uses the generation of Spin to increase your Status tracks. Whether it‘s due to admiration or fear. The Consequence may be tagged by the player for the rated bonus outside of combat. It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. or the way your gaze seems to have a particular intensity. You may only take this stunt once. and are 6 boxes in length. 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. You may reduce one Status track to 5 boxes instead of the normal 6. but may still be spent as normal instead. the other for Renegade status. that Spin cannot be used to raise a Status Track. Status Consequences are rated 2/3/4 instead of 1/2/4. Increase the Paragon track for good or positive actions that benefit others. Status consequences are removed from the character once tagged by the player. NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect. self-interest or gossip. When a track is full.Option 2: Status Stress Tracks This style of play adds two new Status Stress tracks to each PC character. and one Severe (+4). In the event that the roll generates Spin when a Status Consequence was tagged. Whenever a character would generate spin outside of a direct combat situation. You are able to bank an extra Minor (+1) consequence in addition to the existing three you can bank. the effect on you is that you can leverage your status more effectively than others.
• "Palaven was hot" • "Do it right or don't do it at all" Phase Two .On Your Own Released from his obligations to others. Garrus frequently got into heated arguments with his superiors over his methods. Garrus is now free to do things his way.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. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce. described as a hot head who still thinks he can change the world and should 38 . discussions with his new friend.Growing Up Not a lot is known of Garrus' past from the game. and is at home on starships having useful gunnery skills. Garrus meets the humans assigned to the case. Palaven. Commander Shepard and the crew of the SSV Normandy.SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. also becoming an Investigator. and being a former C-Sec Investigator. • "More to life than C-Sec" • "Finish the job once started" Phase Five . have more respect for the law. Using the Choosing Aspects Phase One . culminating in a disasterous situation.Moment of Crisis Passionate about his job. He does refer to the world of his birth. and that he had a very by-the-book father. as being hot.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age." We'll take these for our aspects. • "Military Training" • "Father knows best" Phase Three . Garrus is forced to admit that he has no proof. as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing. and were already as good as dead. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. He displays exceptional weapon skills. One of a thousand potential candidates for the Citadel's elite Spectre training. aka CSec. Garrus later left the military and followed in his father's footsteps by joining C-Sec himself. Denied. However. 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. • "Idealistic and Hot Headed" • "The one that got away" Phase Four . He attends the ship's landing craft as an engineer. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs. Garrus is told to drop the investigation. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman. but does have a lead he needs more time to follow. Garrus' father intervened to prevent him going. shown to be able to headshot an enemy under difficult conditions. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. including his decision to accept his father's wishes in not taking Spectre training. Due to his military training. and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. This fresh perspective frequently contrasts against things his father demanded of him. and new Spectre. he has strong Tech Training skills.
Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. Conatix quietly shut down the program and had the records sealed. and head of the SSV Normandy's Marine detail. Vehicle Garrus has a combination of five combat and space skills like most Turians. unleashing a full Biotic charge. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . and the guts to do things his way. Stealth • Rank 1: Culture/Tech(Turian Hierarchy. Overload. Conatix hired an ex-military Turian. we now have to choose some Tech Talents as part of the stunts. Resolve(track).Racial Background and Class Package options as guides. The Turian used aggressive and provocative tactics. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. and First Aid Tech Talents. He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. and Kaidan's retorts singled him out for punishing lessons. I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space). 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. By taking the Tech Training skill.Starting Out Attempting to accelerate the training. so I stuck close to them. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. Tech Training • Rank 3: Agility. Engineering(space). Choosing Aspects Phase One . Repair. conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there.Growing Up The son of a serving Alliance military man. a veteran of the First Contact war between humans and Turians. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. scarred from his childhood training. Kaidan and his friend drifted apart. other skills as befit a military background. Intimidation. This represents Garrus' commitment to finish a job once started. Kaidan immediately jumped to the rescue of his closest friend and lost it. he aghast 39 . 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. Medicine. Decryption. The Citadel). with Damping.Moment of Crisis Realising their mistakes. • Resilient: The player may use four Consequences instead of three. • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . breaking the trainer's neck. Tactics • Rank 2: Gunnery(space). The fourth is another mild Consequence. no matter the cost. Electronics. Brawling(combat).
Demolitions. Lift. Commander Shepard. Tactics • Rank 1: Culture/Tech(Systems Alliance. before deciding to return to the Alliance and join the military. and Throw. Dropping off the radar awhile. • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks. I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training. Computer(space). we now need to pick his Biotic Effects and Tech Talents. Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. Medicine Forced to his limits and beyond. and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level. Electronics. Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's Spectres. and she fearful that he would lose control again. he also has the skills to function on the ship he serves on. Keeping his squads alive through alternatives to open firefights. By having both Biotic Training and Tech Training skills. Kaiden focused on other ways of being useful without necessarily using his Biotic powers. He knows Barrier.at what he was capable of. Stasis. as he is familiar with Decryption. he attempted to figure out what to do with his life. Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO 40 . Communications(space). be in control" • "There's got to be another way" Phase Four . Stamina(track). and has trained to use a military grade Omnitool to keep his squad alive. • "Alliance Marines . and learnt how to keep his squad alive through the tough missions. Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. Kaiden has added the Medicine Talent to his Tech Training options.On Your Own After being saved by his new First officer. Kaidan has extraordinary staying power for a human. and give him an edge if he is to pay back the Geth for his friend's death. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further. Stealth • Rank 3: Alertness. Turian Hierarchy). Energy Weaons(combat). • MG Tech Training: Always searching for ways to keep his squad alive.Ooh Rah!" • "Implant Migraines" Phase Five . He trained extensively with Omni-tools. Tech Training • Rank 2: Agility. from a Geth attack that killed his best friend. EVA. Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up.Sidetracked Serving in the human Systems Alliance military. sought ways of completing missions without raising alarm. as his father did before him. Refusing the risky surgery to upgrade his L2 implant. and First Aid. Receiving several commendations for his actions. • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects. Kaidan explored alternatives to using his Biotic powers. Using the Racial Background and Class Package options as guides. • "Be cautious.
Liara earned her Doctorate and has become the foremost authority on Prothean ruins. Deciding to avoid the issue altogether. 41 . Science Choosing Aspects Phase One . an ancient Prothean defence that she triggered by accident. Raised alone by her mother.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 began studying what little was known about the last great space-faring race before the Asari. Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. Liara. Liara also has exceptional Biotic abilities and other technical skills. The results of such unions are occasionally referred to as "purebloods". by the first human Spectre. They frown upon intra-species conception. She begins to calm down when she realises that her expertise. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. however. • "Escape the present" • "Obsessive about Protheans" Phase Three . Liara has honed her natural Biotic abilities to protect herself from pirates. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient.Growing Up Daughter of prominent politician Matriarch Benezia. since genetic traits and cultural insight is gained from mating outside their species. • "My Mother the politician" • "Feared Pureblood shame" Phase Two . due to the almost entire lack of actual ruins to investigate. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers. Liara suspects that "he" was another Asari. but evidence is anecdotal. With all this unexpected time spent with the team. so it's considered wasteful for Asari to reproduce together.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. she has very little practical knowledge about them to go on. one Commander Shepard. the Protheans. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure. and then rescued from the newly rampant Geth. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . which in the current cultural times is considered taboo. I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training. slavers and other dregs of the galaxy. she is initially jealous that her decades of research seem to have been for nothing. are the only way to help Shepard to interpret the vision. Using the Racial Background and Class Package options as guides. Liara begins to feel the pull of attraction towards her new commander. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. and joins the squad to help in the upcoming battles.Sidetracked She is discovered. Think!" • "What does this button do?" Phase Four . and relishes the time spent getting to know each other.Moment of Crisis Spending much of her time alone on strange and often dangerous planets. • "Think. Liara has no idea who her father is. a great insult among contemporary Asari.On Your Own Peeling back the mystery. and her ability to meld using Biotics. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. but look at that over there!" Choosing Skills A pre-eminent Archaeologist.
• 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.
This applies to Consequences mitigating hits to any track. and Warp effects. Using the Racial Background and Class Package options as guides. I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training. Profession (Mercenary) • Rank 3 Skills: Brawling. This emulates the Krogan biological redundancy. and +1 to Brawling rolls in defense. • Military Grade Brawling: used to represent a lifetime of mercenary work. and the four quads to see it through. Equivilent to a current L4 generation BioAmp without the VI interface. Resolve(track). Culture/Tech (Krogans. but better Biotic skills. it grants Wrex the Barrier. Mercenary Groups). The blood of a thousand battles runs through his two hearts and four lungs. Close Combat. Oratory Wrex has excellent combat skills. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO 45 . Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. or incite one. Tactics • Rank 1 Skills: Agility. Stasis. Alertness. Energy Weapons • Rank 2 Skills: Intimidation. Animal Handling. adding +2 penetration to Brawling attacks. Survival. Throw.Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. • Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. He has the words to diffuse a situation.
Personal Combat Mini-Game Changes WEAPON TYPES To aid narration. Cost 1bp. offset by their clip size and rate of fire. Sub-Machine Guns Designed for rapid fire. I decided to have all weapon and armour gear at T3 across the board. Double Tap and High Recoil stunts are all appropriate. Cost -1bp. sniper rifles should not have a minimum range below 3. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. this weapon is unable to be used for ranges other than those specified. Double Tap. and that all weapons should take the Thermal Clip stunt. Both Barrels/Double Tap Transfer Aspect. pistols should have a range of 0/2. 46 . Cost 1bp. They benefit from both the Double Tap and Advanced Optics stunts. "Overheated" tag must be free to use this stunt. and keep some consistency as the table creates their own weapons. Sniper Rifles The ultimate long range weapon. After all. Cost -1bp. EQUIPMENT In creating the gear below. A high penetration is valuable. Penalty reduced from -2 to -1. Advanced Optics2 Transfer Aspect. we have a pretty good idea of the expected differences between different types of weapons. and Advanced Optics stunts. naming conventions should be considered. Shotguns The ultimate close range weapon. They should have the Dispersed Fire and High Capacity stunts. Time for some fun with equipment. Here‘s a brief set of guidelines to help you design your own. Assault Rifles Awkward at close range. SMGs often have similar ranges to pistols (0/2). They benefit from the Dispersed Fire. and cannot both be placed on the same weapon. assault rifles should have a range of 1/3. and the Advanced Optics. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical. Pistols Designed for use over short to middle distances. New T3+ Energy Weapon Stunts The following stunts may be taken on any energy weapon unless noted below. I began by deciding at what level to set for the purposes of equipment design. shotguns should have a range of 0/2 and take the Limited Range stunt. but the Both Barrels and Dispersed Fire stunts should be considered. Limited Range2 Transfer Aspect. Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. it is not recommended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts. which then clears at the end of the players next turn. 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. generally have low accuracy and damage per shot. They should not have much penetration power.
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. applying its offensive roll to each target in a zone.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. and is available extensively. 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. 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. 47 . this is a basic assault rifle.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.
Note 2: See the Spectre Gear Options section on page 49. This weaponry is always in demand for research purposes.Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. but may be retrieved from defeated Geth. but rarely differs substantially from other weapons of the same type. 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. 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. 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 .
or an extension by one additional turn of an effect. 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. This may be a further +1 bonus to the effective armour defense rating of the character. There are no Spectre armour manufacturers. and Master Spectre gear costs 7. and cannot be changed afterward. so there is no Spectre rated armour available for purchase. Costs Basic Spectre gear costs 5. to the effective armour of the character for the purposes of the defense roll against energy weapons. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres. Duration based effects must cool down between uses by one turn per increase. for use solely by the Citadel Council‘s elite Spectre units. but any nonauthorised users will be tracked down by other Spectre agents for item retrieval. lasting 4 turns or until another Biotic effect is used. Basic Spectre Bio-Amps augment one Effect numerical value. and Master Spectre Omni-tools augment three Talent variables. an additional -1 penalty to the armour defense rating of an enemy. one additional zone able to be reached by a talent. lasting 3 turns or until another Biotic effect is used. Advanced Spectre gear costs 6. Spectres may authorise squadmates to purchase and use such gear. and Master Spectre Bio-Amps augment three Effect variables. an additional -1 penalty to enemy skill checks. and Master Spectre weapons are built with a +2bp bonus. This may be a further +1 increase to a skill bonus. Advanced Spectre Omni-tools augment two Talent variables. Some examples are below: 49 . Basic Spectre Omni-tools augment one Talent numerical value. Alternatively. For example: A character that knows the BarrierBiotic Effect with a HMBA Basic Bio-Amp has two choices. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased. Advanced Spectre Bio-Amps augment two Effect variables. or extending the effect by one additional turn. they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects.Spectre Gear Options High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. 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. They can choose to add 3 Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents.
Whilst such advanced gear would seem to favour characters with a high assets skill rank. or to assist in narration.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. there are plenty of corporations out there to choose from. and all lead to potentially interesting stories of obligation and debt. 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. The character must now wait two turns after using this Talent before being able to use it again. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased. Alternatively. being hunted. and cannot be changed afterward. and not augment any other known Talent. instead of the standard +1 bonus. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. Bribery. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets. Both of these Talents now require one turn of cool-down between uses of the same Talent. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. Use the lists below to inspire aspects. and the place of law and order in the galaxy. and corruption are all viable tactics for underhanded characters to use. 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. there are other ways of obtaining these items. 50 . theft. blackmail. character histories. 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. infiltrating manufacturers warehouses.
but cannot be spent on the same turn that "Shields are Down!" has been tagged. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. Cost 1bp. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. Booster Power Pack Transfer Aspect. Recharge Booster Transfer Aspect. but until they do.New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite. Transfer Aspect. Cost -1bp. Cost 1bp. this stunt provides more energy to run any systems that draw their power from the armour. If available. confers the taggable aspect "Taking Cover!". Requires the "Shields" stunt also. ―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. 51 . Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged. Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn. Provides a +2 bonus to agility checks. "Taking Cover!" is cleared when the character moves. armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. the benefit of this stunt is also negated. Shields require spending a fate point to recharge. 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. using a mass effect field to protect the wearer.
Some. like Devlon Industries.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. Elcor. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. 52 . and Hanar all produce their own armour. and are not available to other races. whereas others like the Serrice Council produce solely for one race.Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. 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. Manufacturer1. Instead. and is here purely for reference and inspiration for aspects or plots. use this table as inspiration to describe or inspire character aspects. will manufacture for all races. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races.
• Harm of the weapon is reduced to 0. 53 . They are similar in construction to hollow point rounds. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. these rounds are particularly effective against synthetic targets. • -1 Harm.capable of snap-freezing impacted objects. Successful hits confer the free taggable aspect "Toxic Shock" to the target. Popular with pirates. and can only be installed or removed from the weapon during the refresh phase of the game. these rounds are particularly effective against living targets. • on an unsuccessful attack. All variant ammunition costs 3 to purchase.) • if used in two successive rounds.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. there's plenty of opportunity for customisation. places a free taggable aspect "Massive Fireball!" around the target. Armour Piercing Rounds Specifically designed to puncture metal. this could mean back in the attacking character's zone. Cryo Rounds New Variant Ammunition: Anti-Personnel Rounds Cooling lasers collapse ammunition into small Bose-Einstein condensate . With nine different ammo types. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. • causes 2 additional shifts on a successful hit. • -1 Penetration to targets with an armour defense rating greater than or equal to 2. activates the weapon's "Overheated" tag and extends it for one additional round.a mass of super-cooled subatomic particles . +2 Pen to targets with an uncompelled Shields stunt. High Explosive Rounds Designed to shred flesh and other organic matter. • +1 Harm to targets with a 0 armour defense rating. criminals and mercenaries. 1dF zones away (yes. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn. Ammunition must be purchased separately from weapons. these rounds are coated with a highly toxic compound. high explosive rounds have one major drawback: a massive increase in weapon overheating. removes the Thermal Clip stunt. and provide +2 shifts if tagged by another player who successfully hits. • If installed on a weapon with a maximum range not exceeding 2. Chemical Rounds Designed to detonate on impact.
as due to their Dispersed Fire stunt. For example. if Cryo Rounds were installed into the sample Assault rifle listed on page 31 (Range 1/3. or with a tagged Shield aspect "Shields are Down!" These rounds are stamped with a minuscule amount of radioactive material. This consequence can be removed by a character with the First Aid Tech Talent. This sickness makes it more difficult for Biotic or Tech abilities to be deployed. causes +1 shift to all subsequent successful attacks against target until player's next turn. • -2 Harm. the actual damage done to the target is typically less than what's done by a standard round. Low Recoil. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". Thermal Clip). Phasic Rounds Instead of projectiles. or disappears after a short rest. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. Harm 4.Incendiary Rounds Radioactive Rounds Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance. Sledgehammer Rounds These rounds hit with incredible force. Penetration 2. • extends the "Overheated" tag for one additional turn after being compelled. usually one that occurs between scenes. However. inducing low levels of radiation sickness in targets. 54 . then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour. a hit will place the tag on all targeted enemies. It would have its base stats against any other target. • on a successful hit. knocking opponents completely off their feet. which is greater than maximum of 2 zones required for the ability to take effect. knocks the target over and confers the free taggable aspect "Knocked prone". +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt. a weapon's Harm and Penetration are as per listed normally for the weapon. • +1 Harm to targets with one or both Biotic Training and Tech Training skills. Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. • on a successful hit. upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. This makes them perfect for shotguns. For situations not discussed in the details of the Ammunition stunts.
• -1 to Harm. that's when you need to go and upgrade your guns. Kinetic Coil Frictionless Materials give rounds more power at impact. 55 . Frictionless Materials Increases the damage of the weapon at a cost of increased recoil. and can be installed or removed from the weapon during the refresh phase of the game. They are more expensive to obtain than other weapon mods. High Caliber Barrel New Weapon Mods Combat Scanner Designed to interface with the Sensor packages installed on powered armour. Stacks with Alertness bonus from Powered Armour "Sensors" aspect. if it would normally clear at the beginning of their next turn. This allows it to be compelled again before the player's next turn. Users already prone still receive the free taggable aspect. • Replaces "Low Recoil" aspect with "High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). If weapon and armour are separated. This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. • +1 to Alertness when operated by an individual in powered armour. • +4 to Penetration. and cannot be applied to weapons with the "Civilian" aspect. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". this mod cannot be applied. variant ammunition isn't enough to give you an edge over your enemies. Combat Scanners increase the chance of detecting enemies. 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.New T3+ Energy Weapon Modifications Sometimes. All weapon mods cost 3 to purchase. Weapon Mods must be purchased separately from weapons. the player rolls 1dF. If "High Recoil" is already present. • Cost of this mod is 4. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. it instead clears at the end of the players current turn. and must be installed on higher quality weapons. Weapons can only accept two Weapon Mods at any time. When you want to get that edge back. • +2 to Harm. • +2 to Penetration. For example. this mod ceases to provide its bonuses and penalties. • -1 to Agility checks. Agility checks now at -3 if no "Servo" stunt on armour. • After every turn in which the weapon is fired.
• +3 to Harm. it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive. Hardened ceramic plates can be applied to body armour suits. and each armour can be modified to take a maximum of two Armour Mods. resistance to weapons force and resistance to Biotic and tech attacks. it now becomes more difficult to move due to its awkwardness. All Armour Mods cost 3 to purchase unless otherwise stated. These mods may only be installed or removed from the armour during the refresh phase of the game. If "Low Recoil" is already present. Combat Exoskeleton This prototype armour upgrade combines mechanical augmentation. • Armour gains the "Very Heavy" aspect. this mod cannot be applied. such as Cryo Rounds or the Improved Heat Sink weapon mod. • -1 to Harm. • +1 to Harm. Rail Extension New Armour Mods Modifies the length of the barrel to increase damage. element zero microcores and firewall technology to give the wearer brute strength. Recoil Damper Ablative Coating Reduces kickback to improve accuracy at the cost of decreased power. • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat. increasing their effectiveness. • +4 bonus to Defense rating of armour. • +2 bonus to Defense rating of Armour. • . negating the benefits of the "Lightweight" aspect. but causes a greater chance of weapon overheating. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect. until the bonus is reduced to a minimum of +0 for the remainder of the scene. • Replaces "High Recoil" aspect with "Low Recoil" aspect. • After every turn in which the weapon is fired. All mods require the aspect "Powered Armour" to be installed. 56 . • -1 to Harm. Comes at a cost of reduced power. Armour Plating This prototype upgrade greatly increases damage. redirecting the energy of incoming projectiles away from the body.Kinetic Stabiliser New T3+ Powered Armour Modifications With all those lethal variant ammunition and weapon mods out there. Scram Rail Ablative coating is designed to chip away when impacted. • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. 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. Advanced VI functionality reduces weapon kickback to improve accuracy. and which may be compelled for all sorts of scene effects. the player rolls 1dF.1 to Agility checks.
Designed for heavy combat use. • Grants a +2 bonus to Close Combat checks. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2. Energised Plating Mechanical augmentation increases the brute strength of the wearer. Energized Weave Microprocessors wired into a combat suit can monitor vital functions and release small. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the Defense bonus and remove the agility penalty. First Aid Interface A prototype upgrade designed specifically for heavy combat use. it provides maximum protection for the user. • This armour costs 4 to purchase. this armour provides maximum protection for the user. Exoskeleton • +4 bonus to Defense rating of armour. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. and also remove the Defense and agility penalties. • -2 to Agility checks as the mod draws power from the system intended for the servos. • 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. and counts as two Armour mods. • 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). localised doses of medi-gel to accelerate the healing process. • This armour costs 4 to purchase. and counts as two Armour mods. 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. and counts as two Armour mods. • -2 to Agility checks as the mod draws power from the system intended for the servos.Biotic Effects and Tech Talents. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4. • 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. • -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. 57 . • +6 bonus to Defense rating of armour.
• -1 to Stamina checks (this does not confer any changes to the Health stress track). This interface also provides resistance to toxic attacks. Requires the Shield aspect on the armour to be installed. • +1 to Agility checks. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions To generate kinetic barriers. • Any time the "Shields are Down!" tag is activated. • Any time the "Shields are Down!" tag is activated. • 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). combat suits rely on capacitors to store energy from a generator. causing a -1 to Agility checks. the shield bonus from this mod is also negated. • Chemical rounds are unable to confer the "Toxic Shock" aspect. • 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. Shield Battery A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. localised doses of medigel to accelerate the healing process. and counts as two Armour mods. • This armour costs 4 to purchase. • This bulky armour mod decreases the power available to run other systems. maximising healing and minimising recovery times for the user. • +2 Shield bonus to the Defense rating of the armour. Requires the Shield aspect on the armour to be installed. • +1 to agility checks. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. Medical Interface This mod draws on the user's stamina to boost their agility. • This very bulky armour mod decreases the power available to run other systems. The greater the capacitor storage. causing a -2 to Agility checks. • Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. and counts as two Armour mods. • This armour costs 4 to purchase. Medical Exoskeleton Specialised microprocessors wired into a combat suit monitor vital functions and release small. Kinetic Exoskeleton This prototype armour upgrade combines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. • +2 Shield bonus to Defense rating of armour. • +3 to Defense rating of armour. the shield bonus from this mod is also negated. 58 .Kinetic Buffer (this prevents an opponent using the Consequence to your disadvantage). the more potent the barrier.
Although it has reduced stopping power. Toxic Seals Sample Advanced Gear Specially-sealed body armour provides increased protection against radiation. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes. and causes a -2 penalty to Agility checks. 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.) • 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. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. though they count as two mods instead of just one. gases. removes the Thermal Clip stunt. and that penetrating those shields is paramount. and a host of other toxins. 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. Tali needs a weapon that she can rely upon if the battle gets too close. May not be compelled two turns in a row. She also added the ammunition mod at the same time so that the weapon will never overheat. 59 . • -1 to Harm. • +1 to Biotic Training and Tech Training skill 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.Stimulant Pack Advanced Gear All weapon and armour gear starts at T3 across the board. The prototype armour mods provide some of the better bonuses. and become unreliable when dramatically necessary. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. Here's a look at some of the possibilities. • Chemical rounds are unable to confer the "Toxic Shock" aspect. Relying primarily on her Tech Training. Costs: Pistol 4. +2 Penetration to targets with an uncompelled Shields stunt. Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. Cryo Rounds 3. Tali knows that the Geth nearly always have shielded systems.
Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . • +4 bonus to Defense rating of armour. Wrex becomes a battlefield juggernaught. negating the benefits of the "Lightweight" aspect. • . and cannot be applied to weapons with the "Civilian" aspect. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. like the defense against Biotic Effects and Tech Talents. Combat Exoskeleton 4. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. Frictionless Materials: • +2 to Penetration. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. Rail Extension 3. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". ―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. He appreciates the ability to take down highly armoured foes from great distances. and clears"Shields are Down!" tag automatically. +2 bonus on armour defense the turn after "Taking Cover!". have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. may be compelled for all sorts of scene effects. unstoppable warrior. Rail Extension: • +1 to Harm. the awkwardness of his modified rifle should never become a deciding factor. Little tricks. 60 . 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. Costs: Rifle 4. AP Rounds 3. and counts as two Armour mods.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. Frictionless Materials 4. • This armour costs 4 to purchase. With enough protection to allow him to get up close and personal in a fight.1 to Agility checks. • Cost of this mod is 4. and knows that with correct field placement. Costs: Armour 4. Assisting this was his access to some of the best mods available. 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.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. a Krogan Battlemaster running in at a charge is terrifying beyond belief.) • 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. No movement required to activate.
Sledgehammer Rounds 3. and apply that to every target in an area. Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra. • -1 to Harm. • Cost of this mod is 4. clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon.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. knocks the target over and confers the free taggable aspect "Knocked prone". knocks targets over and confers "Knocked Prone" free tag. Costs: Rifle 4. Frictionless Materials: • +2 to Penetration. Frictionless Materials 4. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. knocking them all prone in the process. 61 . • Both Barrels • Limited Range • On a hit. This shotgun is able to double its Harm rating every turn. applying its offensive roll to each target in a zone). Improved Heat Sink 3. and cannot be applied to weapons with the "Civilian" aspect. 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.
Cerberus Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers. though unarmoured. Cerberus has operatives all over Citadel space and the Terminus Systems. due to their activities. highly armoured. Due to their widespread network. there are other races. Led by a mysterious figure known only as the Illusive Man. but which has now gone rogue. destroying Batarian pirate and slaving rings. Cerberus is very well-funded. This ensures that should one cell be compromised. terrorist activities. or other dangerous nasties. Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. Any methods of advancing humanity's ascension are justified. these snipers find cover and hit with Assassination. ranging from political to scientific but all united under the common goal of advancing humanity. Husks. Their core belief is that humans deserve a greater role in the galactic community. thus rendering the Illusive Man blind in those areas.ADVERSARIES Apart from chasing after rogue Spectre agents." and may have been edited by Cerberus agents to discourage casual explorers. • Cerberus Defenders: Found protecting research technicians. Cerberus operates many other kinds of cells than purely para-military focused ones. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. and use modified shotguns (page 61). • Research Technicians: The technicians are normally Biotics. Cerberus bases are usually guarded by the following forces: • Cerberus Commandos: Highly trained shock troops armed with assault rifles or pistols. 62 . creatures and organisations out there for the characters to encounter. which includes Rachni (soldiers and workers). sabotage and assassination. reporting regularly. and colony in the galaxy. They have also been described as a pro-humanity terrorist or paramilitary group. but believe history will vindicate them. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on. they are rapidly deployed. and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse. Cerberus effectively has access to almost every settled system. Cerberus operatives accept that these methods are brutal. • Cerberus Snipers: Often found indoors. However. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts. they use powerful Throw attacks. the others would not be captured. Cerberus also runs several front corporations meant to fund and support their operations. collecting bounties on escaped Tech criminals. including illegal or dangerous experimentation. major trade stop. Each cell is led by an operative who reports directly to the Illusive Man. or hunting rogue psychotic Asari purebred Biotics. which they don‘t just use against vehicles such as the M35 Mako. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions.
specialised for long-range combat. and can utilise Carnage. The Geth are entirely synthetic creatures. and Toxic rounds. Very strong shields and extremely resilient with shield recharger. • Geth Juggernaut: Similar to Geth Destroyers. Attacks using the Geth sniper beam. Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse.Geth As described in the Racial Backgrounds section. with the number of Talents equal to the skill rating. • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. 63 . • Geth Rocket Trooper: Equipped with Geth pulse rifles. Carnage (see page 20) and the ability to recharge shields. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. barriers. Capable of using Assassination (see page 20). has the ability to charge. Some have a stunt that grants them the equivalent abilities of an Omni-tool. and vary according to role. shielding and rocket launchers. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping). Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). such as the Neural Shock Tech Talent. • Geth Sniper: Armed with Geth sniper rifles and shielding. Utilize both disruptor and scram rockets heavy weapons platforms. have access to Tech Talents. Geth encountered beyond the Veil will have programs developed equivalent to skills. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. Has the Geth Shield Boost ability (treat as Ablative Armour). Overload. Extremely strong armour and shields with recharger. • Geth Hopper: Cyberwarfare and ambush platform. Resilient to gunfire. Capable of Radar Jamming but no shield recharging. Geth barriers and capable of recharging shields. Equipped with Geth pulse rifles and rocket launchers. Extremely resilient to small arms and ground vehicle fire. Heavily shielded and very resilient with shield rechargers. 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. Has shielding but no rechargers. and thus immune to effects that target only organics. Specialised for close quarters combat. and Jamming. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. Also possesses shields.
The Geth used a ship full of Husks. with an equivalent skill level of 3 ranks. MECHs Earth based weapons manufacturer HahneKedar has become a major supplier to the Systems Alliance military. and their civiliangrade firewalls are insufficient to deal with modern hacking. • 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. The husks will charge at their enemies and. and so on. and the body generates an electrical charge. skin and water content are converted into cybernetic materials. never seek cover during a firefight. They possess a basic personality suite and are easily programmed for various security tasks. When the spikes are approached – say. A LOKI Mech that switches to its security protocols is easily identified. as an individual husk can only generate one electrical blast. partly as a trap and partly as a warning to other organic races not to enter their space. often fielded by the Alliance. allowing their programs to be easily overridden and turned upon their owners. They count as both biological and synthetic creatures for the purposes of Tech Talents. huge spikes that Alliance marines have nicknamed "dragon's teeth". Thereafter. once close enough. if marines try to recover their dead comrades – the Husks are released and attack. commonly called MECHs. Many mercenary groups make extensive use of them. They have an inbuilt level of equivalent armour with a defense rating of 2. LOKI Mechs are incapable of any complex tactics. 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. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. 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.Husks Husks are synthetic "zombies" created by the Geth. When a human is captured they are placed on impaling devices. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. 64 . LOKI. the dual "eye" on the unit turns from white to red. variant weapon ammunition. Over time the body's organs. Originally used by the Alliance for colony guard duty. and is also the manufacturer of the FENRIS. or where the use of organics for "around the clock" shifts is unfeasible. the MSV Cornucopia. husks attack with a brawling skill level of rank 2. No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. typically as expendable assault units. though it is effective psychological warfare to make soldiers fight their own dead. Unfortunately for those that encounter them. blood is changed to a sickly green fluid. there is never only one husk around. prior to determining whether the effects of the blast generate composure track shifts.
After the target is struck. Kinaesthetic programming is limited due to the complexity of the design. altered. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions. When attacking. used in the same manner bomb. Despite its fearsome weaponry. the mech will deactivate and remain stationary. it must pause to fire rockets to ensure a stable launching platform. these covers must open. They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. giving warning to those able to see the mech. and indeed to all mechs. YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. For many humans. FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. a FENRIS Mech will accelerate to a set speed and jump with its rear legs. To protect the workings of the weapon arms from small arms fire. they are identifiable by their white armor and red lights. the mech will explode. walk and cannot attempt to climb steps. they are stunned by a taser device embedded in the 'head' of the FENRIS. and FENRIS Mechs can be turned against those they are tasked with serving. bringing the target down with its front legs in an animalistic pounce-like motion. is that their software programming can be hacked. the YMIR Mech has better firewalls than other models. 65 . When a FENRIS Mech is severely damaged. Whilst it can fire its twin Cannons on the move however. limiting its movements to a slow. or Model 34-A. • YMIR Mech: The Battle YMIR Mech. is a massive killing machine designed for anti-infantry purposes. Heavily armoured and shielded. In order to fire either weapon. the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. If shot while in this deactivated state.and drugsniffing dogs would. As a military model. the YMIR does have a few limitations. as they tend to constantly advance on enemies to engage at point-blank range. they are fitted with protective actuated shield covers. A major disadvantage to FENRIS Mechs. but is still vulnerable to hacking by dedicated hackers. noisy.• FENRIS Mech: Like other mechs produced by Hahne-Kedar. or overridden by an experienced hacker. and have been seen deployed alongside LOKI Mechs.
66 . usually equipped with an assault rifle or a shotgun. meaning their equipment is usually produced by a variety of manufacturers (unlike military forces. They are usually hired by criminal organisations that require "heavy muscle". or by individuals who want protection or assassination services. Humans. Their use of Throw and Warp makes them dangerous. most fill one of the following roles: • Mercenary: The standard mercenary. • Eclipse. • Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers. Notable Mercenary organisations • Blood Pack.a 'private security' firm and one of the most powerful groups in the Terminus Systems. • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders.Mercenary Organisations Mercenary bands operate throughout the Attican Traverse and the Terminus Systems.a minor mercenary band. • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher. mercenaries will commonly raid remote outposts or unprotected starships when unemployed. they are usually lightly armoured. mostly wiped out by Council Spectre agent Saren Arterius. They often have the ability to use Immunity. • The Talons. • Mercenary Adept: Very occasionally. Able to field a variety of personnel to fulfil their contract. Given that their occupation requires them to be efficient and capable. smuggling tainted element zero. consisting exclusively of Krogan and Vorcha. which prefer to select equipment from a single company).a pirate group that acts as the"muscle" of Omega.a major mercenary corporation active in the Terminus systems.a Turian group based on Omega. and line up for an Assassination shot. • The Grim Skulls. Krogan mercenaries regenerate their shields particularly quickly in a fight. a biotic can be found amongst mercenary bands. Sometimes euphemistically referring to themselves as 'private security organisations'. They control 20% of Omega. Batarians or Krogan. though are most commonly Turians. but they are lightly armed and armoured. or protecting their employer's investments or operations. and focus on vehicles such as the M35 Mako. Mercenaries hail from all races and backgrounds. • Blue Suns. Mercenaries are usually found at their bases on remote worlds. mercenaries tend to use superior weapons and armour.
who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. on difficult to terraform worlds. but much larger creatures than Rachni Workers. in fear of being plunged into another galactic war. It stands to reason that if the galaxy‘s newest spacefaring race. Intelligent but highly aggressive. using them as proxies to translate and communicate when necessary. causing heavy toxic damage which ignores shields. Should their territory be invaded on purpose or even by accident. Defended by Brood Warriors who will die to protect them. if ever. The Brood Warrior has abilities comparable to a standard Rachni Soldier. it will occasionally place a squad member in Stasis and appears to use a form of Barrier. Rachni Queens are the largest and most intelligent of the species. they rush up to the squad and explode in suicide attacks. They were eventually defeated and completely eradicated by the Krogan. have encountered them. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. Best handled at a distance. with thin tentacles ending in little pods. Given their name. the spacefaring Rachni were driven to expand and defend their territory. and other hidden locations. It is said that they only attack when the hive is particularly strained for warriors. Rachni Queens are capable of possessing the minds of other Biotics. causing heavy toxic damage. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. then its highly likely that other governments have as well. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers.the Rachni can use weapons but prefer to use these tentacles to impale their victims. The Rachni are territorial. They are the 'elder males' of the hive that usually mate with the queen. These tentacles are used to impale enemies . they are quite fragile. they likely fill the niche occupied by drones in other hive species.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. the humans. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. 67 . They can also spit acid. The Rachni aren't as extinct as the galaxy had been led to believe. They are most at home in vents and tunnels. Acting in swarms. Rachni soldiers are cunning and like to ambush their enemies. Bred in captivity away from a brood queen. they respond with brutal force. Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). seen. and rarely. although its attacks inflict more damage. determined to remain isolated from the rest of the galaxy. They normally inhabit extremely hazardous worlds. able to survive environments that kill most sentient species. they are effectively giant sized locusts intent on death and destruction of all sentient life around them. Rachni Soldiers are slower. It is also unique among Rachni in that it possesses some Biotic ability.
Their attacks consist of spitting powerful viscous acid that splashes on contact. yet are robust enough to survive prolonged periods in deep space and atmospheric reentry. They also have rank 4 skills agility. with a range of 2/5. Due to their size. and are immobile when they raise up to attack. penetration 6. Fortunately. They have Natural Weapons as an apex skill. and instead have an extended health track of 3dF+9 Thresher maws are solitary creatures. The body of an adult thresher maw never entirely leaves the ground. only the head and tentacles erupt from the earth to attack. burrowing up from beneath their prey. but can move incredibly quickly below. They reproduce via spores that lie dormant for millennia. Aggressive and highly territorial. and are a menace to any structures or vehicles in their nesting area. but there are some "stray" nests. thresher maw spores appear on many worlds. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets. or they may take an additional zone of movement when they take their free move when fully underground. They may use their one free move to rise up or drop back underground. Owing to the nature of their attacks. and do not inhabit rolling hills. and a new skill called Acid Spit. Threshers commonly have some sort of "lure" in their nest. such as a crashed probe to draw unwary scavengers. • Dauntless: Thresher Maws have no composure or wealth tracks. Give them the following stunts: • Extended Reach: Due to their immense size. They can grow to be in excess of 30 metres tall above the ground. with a harm rating of 8 and must wait one round between attacks due to their size. violent creatures that burst up from the ground without warning when disturbed. thresher maws are immobile above ground. thresher maws usually live in large flat open spaces on uninhabited planets. 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. identifiable only by their landscape profiles. They are enormous. Treat Thresher Maws as having an armour defense rating of 6. They live alone in nests spanning large areas underground. and must wait one round between attacks to recharge their spit. They always attack the closest target. harm 8. which is a combined combat skill and weapon. two or three at most can be found on a single planet. mountains. they completely ignore shields. and smashing with their claws in close range while emitting infrasound. and their burrowing style of movement.Thresher Maws Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. spread by previous generations of space travelers. the Thresher Maw cannot be targeted. and move if shifts are successfully generated against them. 68 . they can reach one additional zone with their claws when using their natural weapons. • Native Burrower: Thresher Maws never fully leave the ground they live in. asteroids or moons with little or no atmosphere. They can take a lot of damage and can be very hard to kill. with a body nearly twice that size beneath the surface. When moving underground. or valleys. and their acid attacks as though the shields stunts don‘t exist. As a result.
Even as their population grows. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds. and more resilient than other members of the race. However. savage species. 69 . Originally native to the Krogan homeworld of Tuchanka. The Krogan have had a love-hate relationship with varren for millennia. gathering them up and literally beating them into soldiers. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. Vorcha The Vorcha originate from a small. they are – like most life from Tuchanka – savage. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. alternately fighting them for territory and embracing them as treasured companions. 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. A common subgenus of varren has metallic silver scales. hostile. including Batarians – raise them as beasts of war. With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw. faster. To this day. Virtually everywhere the Krogan have been.Varren Varren are omnivores with a preference for living prey. smarter. Their supreme adaptability. Krogan – and some other species. wild varren hunt in packs and are so vicious they'll even take on the Geth. Seeing the potential of the Vorcha's individual adaptability. leading to the rather unusual nickname 'fishdogs'. wreaking havoc with the native ecology. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. each additional Vorcha magnifies the gang‘s combat ferocity exponentially. the Vorcha constantly fight each other in fierce competition over basic necessities. Gaining even a few Vorcha gives a mercenary band a formidable advantage. their continual lack of resources have kept Vorcha society extremely primitive. clannish. varren infestations have followed. and consummate survivors. Vorcha ―trained‖ by this ordeal are stronger. Krogan Blood Pack mercenaries often sweep pockets of Vorcha.
or at T3 with a few sink stunts. so are well represented by the T1 (11 bp) level. All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system. spacecraft may not take the T4 Stunt "Dumps heat into another dimension". • Carriers are usually the same size as Cruisers at T3. we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships. such as luxury cruisers. Using this idea. one man ships. • Fighters are small. but use the optional rules for Fighters on page 228 of the main rules. assigned a dedicated crew to operate all systems. and Dreadnaughts. larger than anything else built by the council races. Carriers. • Dreadnaughts are the largest vessels in Council space. • Reapers are sentient ships. is not important. Spacecraft and Tech Levels Diaspora made the design decision that ship size. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. These behemoths are built at T4 (29 bp). thus Technology is the difference between ships. with severe consequences for variation from those limits so imposed. we have a quick and easy way to define and differentiate our ships. so that instead of limiting ships build points by technology. Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). We can adjust this for our game. • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" 70 . These terrors of the black are built at T5 (35 bp) or T6 (41 bp). and built with 8bp. we just say that they are limited by size. The only ones who use an actual Beam weapon are the Reapers. who use magneto-hydrodynamics to power them. Geth dropships are classed as Frigates. New T0+ Spacecraft Stunts Government Subsidy Spacecraft with this stunt are officially part of the navy of the government. Warships in Mass Effect are classified in one of four weight classes: Frigates. depending on the individual size and age. • Cruisers are firmly in the realm of T3 (23bp) ships. or T2 level for the larger designs. and have access to shipyard facilities that supply dedicated repair engineers. for a hard sci-fi genre. cargo freighters and colony ships usually sport minimal or no weaponry. usually fielded by carriers. All ships of this type must take the Civilian stunt. and are limited in number to only a few operated by each member race. • Frigates are designed at a level of T2 (17bp). With this small tweak. Crew must adhere to the standard operating procedures of the government.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. New Spacecraft Stunts Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers. Cruisers.
and thus reserved for critical operations. Cost 4bp. and a +2 bonus to repair checks to remove consequences. Cost 2bp. This experimental system may only be installed on spacecraft with a 71 . Cost: -1bp. This affords protection from micro-meteorites. Requires the Tantalus Core Stunt. whilst also powering the Internal Emissions Sink. except when such consequences were gained when the aspect chosen above was tagged. This stunt also provides a +2 bonus to maintenance checks when at government facilities. Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. New T1+ Spacecraft Stunts Mass Effect Drive The pinnacle of interstellar drive design. or drift passively through a system for days before having to vent and give away her position. 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. and mass effect accelerated projectiles. then divide those by ten. Cost 1bp. a Mass Effect Drive is required to access the mass relay system. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks. and allows ships to move ten times faster between their destinations for the same reaction mass. or it will build up to levels capable of cooking the crew alive. Spacecraft can go to 'silent running' for around 2-3 hours. and provides a +1 bonus to V-Shift. These shields safely deflect small objects traveling at rapid velocities. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship.• • • • • • • • • • • • • • • • • • "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. See Diaspora page 69 for standard travel times. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). This system does not operate during mass relay travel as the heat generated is too much to absorb. Cost 1bp. but the stored heat must eventually be radiated. torpedos. 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.
+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. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. is a prototype "deep scout" frigate. using state-ofthe-art stealth technology powered by an experimental drive core. codeveloped with the Turian Hierarchy. 72 . but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. nimble. 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. Should the Normandy‘s design prove useful in field tests. she is optimised for solo reconnaissance missions deep within unstable regions. it is expected that a follow-up class incorporating "lessons learned" will be produced.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. 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.
73 . The Oversize Drive Core stunt provides a +1 bonus to the Heat track. bring down their kinetic barriers. 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.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 +2 to to V-Shift for 4bp. Designed with killing much larger ships in mind. and then cause them to catastrophically vent their atmosphere. 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. 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. 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. these fighter craft work as a unit to jam the comms of any intruding vessels. explosive style.
change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. The unit receives +2 to this skill when used defensively. However. 74 . At creation choose one of Armour or Hand-to-Hand. the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour. Tech Infiltrator (Infantry) Using their jamming skills to great effect. All normal rules for character association with units apply as per Diaspora page 192. There are no new platoon skills added in this section. while no less potent to their unit. Additionally. At the gaming table. At platoon level. Tech Specialist (Infantry) Seizing control of the electronic battlespace. the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals. as well the ability to try to use a manouver to remove a free tag on an ally that is currently within Command range. Anti-Air. and receive a -1 penalty to Camouflage next turn. the basic principle remains the same. Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. Whether on a starship or a soldier's suit of armour. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking. there are a few ways Mass Effect characters can augment their assigned platoon. colloquially called "shields". Shield Projector Kinetic barriers. offensive Biotic abilities are unfortunately visually flashy and distinctive. This stunt provides a +1 to Hand-toHand. Command. or Direct Fire. New Platoon Stunts The following stunts may be taken by any unit that meets the type restriction (if any). Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand. Platoon Creation Changes When constructing platoons. provide protection against most mass accelerator weapons. though. and +1 to one of Direct Fire or Anti Air. determined at creation. Additionally. there is an opportunity to explore larger scale events through multiple squads in the Platoon level combat minigame. this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately. the Specialists gain an extra aspect ―Power Drained‖. Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. as well as +1 to one of the Observation or Armour skills. Additionally.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‖. this stunt grants +1 to the Signals skill of the unit. as well as +1 to one of the Signals or Camouflage skills. Direct Fire. the Defenders gain an extra aspect ―Power Drained‖. Biotic Specialist (Infantry) As fearsome as they are in direct combat. or Armour. Similarly.
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. the Grizzly has had a long career protecting its troops well. a high-altitude bomber. a fighter. taking out support units and delivering marines to weak points in the enemy formations. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. Hand-to-Hand 2. Direct Fire 3.Example Platoons All platoons are created at tech level T3. “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. Movement 1. 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. Direct Fire 3. Signals 2. the Mantis remains in service in dozens of armies across the galaxy. The only role the Mantis cannot perform is that of a true deep-space fighter. allowing it to take off vertically and hover in place using minimum fuel. Whilst slower and bulkier than its successor. Movement 1. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. disrupting communications. Armour 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. Command 1. Anti-Air 2. the M35 Mako. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. The Mantis houses an element zero core which lightens the engines with a mass effect field. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. Observation 2. Alliance Marines (T3 Infantry) Direct Fire 3. and was a bane against the Turians during the First Contact War. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. as it has no FTL drive. First rolled off the assembly lines in 2170. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche.
Huntresses fight individually or in pairs. and a dancer's grace and alacrity. Armour 2. A61 Mantis Gunship . and assassination. One-on-one. Like an army of ninja.Air Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Anti-Air 4. and their education from that point is dedicated to sharpening their mind and body for that sole purpose. focused guerrilla strikes. Direct Fire 2 Morale OO Interceptor: able to respond and act to enemy aircraft if on LAUNCH box 76 . Armour 2. Movement 3. possessing profound tactical insight. a hunter's eye. 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 . they are adept at ambush. a huntress is practically unbeatable. 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.Ground Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. 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. 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 . demoralizing and defeating their enemies through intense. Armour 2.Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. depending on the tactics preferred in their town. Armour 2. Movement 3. Movement 4. 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. infiltration.
Direct Fire 2. Armour 1.Biotic Specialist: +1 to Hand-to-Hand. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. Movement 1. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Observation 2. Direct Fire 2. +1 to Direct Fire. Camouflage 1. Veteran 1. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3. +1 to Direct Fire. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. +1 to Anti-Air. Anti-Air 2." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. Hand-to-Hand 3. Armour 2. Direct Fire 1. Veteran 1. shutting down their power sources to stay undetected. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Movement 2. +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender. 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 Defender: +2 to Armour when used defensively. Movement 3. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. Veteran 1. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. they don't even breathe. 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 . The Geth make perfect ambushers—"they don't move. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. Morale OOO OOO O Geth Platoons All Geth are networked to each other. Armour 1. Direct Fire 3. they may communicate their exact thoughts and ideas at the speed of light. This makes them extremely efficient in battlefield conditions. they don't make noise. Geth can even be packed tightly into crates and left in storage. Movement 2. Camouflage 1. The key element of Geth warfare is surprise. Command 1. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand.
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. Signals 2. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. Signals 2. the M29 Grizzly. Geth repair their morale using Signals instead of Command. 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. Armour 2. It is designed to fulfill the role of rapid deployment that its predecessor. Observation 1. Movement 1. Armour 2. It is equipped with microthrusters and a small element zero core.Air2. Anti. 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. Movement 2. Anti-Air 2. 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 . and that they are extensively reliant on digital communication for interaction. fell short of accomplishing. Movement 1. 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. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. Armour 1. Direct Fire 2. Observation 1. which varies depending on which Leader is assigned to a Platoon. Geth Troopers (T3 Infantry) Hand-to-Hand 3. 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. 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. Though the interior is cramped. Observation 1. which can be used to increase mass and provide greater traction. Movement 2. or reduce its mass for limited evasive or positioning manouvers. Observation 1. Armour 3.
Observation 3. These include a recon drone controller. Armour 3.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. usually deployed by the Citadel Council. 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. 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. Hand-to-Hand 2 Armour 1. additional aspect ―Power Drained‖ to remove these bonuses. STG operators work in independent cells. 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. Movement 1. Direct Fire 3. devoted to accomplishing their mission regardless of the cost involved to others or themselves. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . reconnaissance. STG operators are brutally practical. assassination. STG Recon Unit (T3 Infantry) Camoflage 3. infiltration. +1 to Observation. Hand-to-Hand 2. Direct Fire 1. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. Observation 2. Signals 1. 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. Movement 1. a mobile air defense platform. and sabotage. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. performing dangerous missions such as counterterrorism.
Tech Defender: +1 to Command. Movement 3. 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. 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. Movement 2. Signals 1. +1 to Camouflage. 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 . Tech Infiltrator: +1 to Armour. Armour 1. additional aspect ―Power Drained‖ to remove these bonuses. Indirect Fire 1.STG Infiltrators (T3 Infantry) Camouflage 3. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. 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. Direct Fire 2. Hand-to-Hand 2. I encourage you to create your own versions of these units. Armour 2. Hand-to-Hand 1. able to use manouver to remove free tag on ally in command. additional aspect ―Power Drained‖ to remove these bonuses.
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. and Turians in the decision making process. beginning the First Contact War. humans have an active role in galactic commerce and settlement. or outside. Character creation works in a similar way. by its very nature as programmed entertainment. creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. our options are not so limited. Many races have petitioned for elevation to this status for a long time. At the time of the first game. unpredictable. Whilst the Citadel is seen as the primary location of galactic rule. with steps designed to help link your characters to each other. those confines. as well as confronting the prevailing opinions of humans as intelligent. 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry. This is the setting history established in the first Mass Effect game. With the technology from these ruins. unlocking faster-than-light travel. Humans are new to the galaxy A little over 35 years ago. battling aliens and making allies (and vice versa). Humanity began its journey among the stars. This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. they began activating every mass relay they could find. as well as how individuals choose to operate within. there are hard limits on what you can do and where you can go. Cluster creation is intended for each player to suggest themes they‘d like to explore. such as 81 . 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. Humans are still discovering what it takes to survive on these newly discovered worlds. permitting instantaneous passage across thousands of light-years. 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. and some members of those races resent the appearance that humans are going to jump the queue ahead of them. as the structure of the Diaspora RPG cluster and character creation is designed to help you. humanity learned the secrets of mass effect physics and element zero. moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space. and are heavily petitioning for full member status in the Citadel Council. there are many places that the reach of the council doesn‘t extend. no one in the wider galactic community had ever heard of humans. exploring ancient ruins and fabulous cities alike. to join the Asari. Whilst you can explore hundreds of worlds across the series. encountering various alien races and establishing itself on the galactic stage. highly adaptable. Salarians.Campaigns and Themes Mass Effect is set in the year 2183 CE. Hoping to expand their territory and driven by immense curiosity about the galaxy. you get the chance to explore the galaxy. Taking control of a pivotal character in the events of the game. At the gaming table. abnormally ambitious. individualistic and thus. In this section.
Along these lines. they are all you need to begin to create a character. to provide protection to interests not necessarily desired by the Council. so they have no need to trade resources or information with them. and you‘re good to go. skills or abilities your character needs. The Quarian peoples are adrift in space. banning AI research almost entirely. When you are unsure what kind of aspects. Special Operations and Apex Skills When there are dangerous missions to perform. so too is the nature of how organics deal with synthetic intelligences. The companion document to this rules hack. C-Sec is a volunteer organisation. Partial Characters and Cool Stuff As you have read through this book. Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. or even the elite Council Spectres. "all organics must destroy or control synthetic life forms". 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. Whether they are the biotic powerhouse Asari Huntresses.the iron fisted rule of the Asari crime lord Aria on Omega. give ‗em that race. the law. The introduction of both a Geth character. these potentially disastrous outcomes are neither certain. from a synthetic point of view. At the personal level. the Geth. resources and attitude for the character. or stunt that interested you. 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. with them making up the largest of the minorities. Just choose one. The Citadel Council heavily controls all research into synthetic intelligences. You can always fill in the rest as you play. notably Blue Suns and Eclipse. many mercenary groups employ humans as hired muscle. An AI gives the view from the other side of the fence when it says that. ―Hacking Diaspora: Threats. Sometimes. However. They have successfully incorporated humans into their structure to help with policing and patrol duties. Diaspora supports this style of play with its pyramid skill structure. there is much appeal to playing highly competent beings breaking heads and taking names. 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. 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. when other inspiration is taking a while to surface. With only one skill at the Superb (+5) level. Organics vs Synthetics In the large scale. Conversely. and is always happy to take new recruits. an ability or race. the covert and clandestine Salarian Special Tasks Group. Unfortunately for the council races. Tying into the first theme of humans being new to the galaxy. this can be explored in the ways humans protect. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. you can always begin by using one of those characters as a starting point to developing your own. or the corporate control of Noveria. nor impossible to work around. a stunt or two. exiled from their home planet by their own creations. The apex skill represents a significant investment in time. name them. aspect. 82 . take some time to decide why your character is so good at that particular skill. or circumvent. and Elite special operations groups are one place to develop them. you have probably noted things of interest you‘d like to explore. there are those who are sent in to do them. lest the same mistakes get made.
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.
other combat skills not higher than rank 3. Non-technical apex skill. Minimal combat training. 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. target takes one additional damage shift from any successful attacks. Lasts two turns. mono-gendered race of female appearance Pirates. home is where the flotilla is. Singularity Gravity sink. adept at sneaky and subtle Public service peacekeepers. Place aspect on target. no Biotic or Tech Training. New Skill: Biotic Training (Page 26) Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. Combat specialist. If used two turns in a row. client race of the Turians Aggressive. Zone aspect. Stasis Target unable to move and takes no damage. 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. Lift Target floats helplessly. Biotic and Combat skills not higher than rank 4. Broken by the genophage Evicted by own AI creations. clannish primitives used as cannon fodder by mercs Towering. Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. combat skills not higher than rank 3. no Biotic Training. Minimal combat training. Effects last until the next turn only unless otherwise specified. Throw Shift enemy one zone. Hate humans Rescued from their dying world. Place aspect on target. admired and distrusted equally Synthetic AI race created by. adaptive predators loyal only to the strongest Engineer Vanguard Sentinel Infiltrator Biotic specialist. Tech specialist. 84 . emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. and overthrew. Amphibious information seekers. the Quarians Reptilian mercs and enforcers. Biotic and Tech Training skills not higher than rank 4. no Tech Training. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. Warp -2 to enemy armour defense. no combat skills. Number of effects equal to skill training level. omnitools and bio-amps. Tech and Combat skills not higher than rank 4. slavers. Place aspect on target. Primary Biotic Effects: Barrier +2 to own armour defense rating. Combat Excellence stunt available with ranks in Tactics. Lasts three turns. no Biotic Training. reliable and affordable equipment such as armour. Three or four combat skills. now militantly serve the Hanar Ponderous giants. Conserves momentum.
L3 Implant Max skill rank = 3 Effects = Skill rank. no effects avail. Advanced Biotic Effects (pages 27. then next turn make a full turn move. Next.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. Slam Requires: Lift effect and one of Throw or Pull effects. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. All zones affected must resist this attack. Add 1dF to skill rank before combat to determine skill level. Finally. Dominate Requires: Stasis effect and Resolve skill. you are unable to act the following turn. Effected targets with the Shielding stunt are unable to move next round. Then. Place ―Biotic Shockwave‖ aspect if have Singularity. or a +4 bonus to unarmed biological target. Effects = 0 Stable L2 Implant Max skill rank = 4. Unstable L2 Implant Max skill rank = 3. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. New Stunt: Bio-Amp Implant (Page 29) Modifies number of effects. Must not take free move. one composure or health damage cumulative per use. or +4 for having both. Unable to use another Biotic effect next turn. high priced and very difficult to acquire for most non-Turians. make a Close Combat check at +2 bonus for having one of the required effects. Shockwave Requires: Lift or Singularity effect and Tactics skill. Effects = Skill rank +1. otherwise resolves at the end of turn. reducing any pass costs by 1. Effects = Skill rank. then next turn gain a +2 bonus to armoured or synthetic target. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect. Spend one turn focussing on a target. L3-R Implant Max skill rank = 3 -1 to composure track. If target is invalid. or +4 for both. Place ―Slammed‖ aspect on target. Make a Biotic check at +2 for one effect. apply Barrier to self. or Throw to target. Finally. If target was unarmoured biological. 85 . Effects = Skill rank. may spend a FP to gain a defense bonus equal to half Medicine ranks. L4 Implant Aspect: ―Occasionally Distracted by VI‖. those without Shielding have the Lifted effect applied to them. That target becomes immune to further Domination next turn. If >5. Younger than 300: are dying. Add 3dF to skill rank before combat to determine skill level. Unable to use this effect in consecutive turns. Asari Biotic No implant required. must start again. rounding up against other biologicals. you are unable to act the following turn. Effects = Skill rank L1 Implant Cannot take skill. Effects = Skill rank. Armax Arsenal Supplier of elite Turian military units. Draw line on map from character (Tactics -1) zones in length. Reave Requires: Warp effect and Medicine skill. Their weapons and armour are high quality. Spend one turn preparing this effect. or both if you possess both effects. No max skill rank. They must then resist an attack equal to Biotic Training +2. have no implant and cannot take skill. May pay a FP to resolve the effect immediately. If 0.
First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. Pen 2. Jamming -2 penalty to enemy alertness checks. Elanus Risk Control Services A private security corp that can provide event security. and lasts 2 turns when activated. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. place ―Suppressed by Tech‖ aspect on appropriate target. heat or toxic exposure. Substitute ranks in Tech Training for Medicine skill rolls. Must have at least 1 rank in Medicine skill. That target becomes immune to further Hacking next turn. On a success. Substitute ranks in Tech Training for Repair skill rolls. to weapons and armour. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. 86 . A mobile weapon platform at your command. bypass alarms. starships. ending their turn if they fail. or passing through must roll their Stamina skill against the number of shifts. 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. Offensively. Must have at least 1 rank in Repair skill. Hacking Restrictions removed to allow repeated Hacking attempts on same target. 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. Place ―System Rebooting‖ taggable aspect on synthetic target. Place ―Disorientated and Confused‖ taggable aspect on biological target. including Biotics. Drone and Have-a-Thing: Combat Drone stunt. place a ―Frozen and immobilised‖ aspect on the zone for one turn. etc. May be taken multiple times to stack penalty. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action. Multiple Redundancy: Use my Tech Training. Combat Requires: Hacking Talent. 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. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect. Advanced Requires: Hacking talent. in same or adjacent zone to the character unless otherwise noted below. access secure systems. Drone Stats: Range 0/1. Advanced Tech Talents: Must also have Computer (space) skill. and to hack lone targets. Target becomes immune to further Overloads next turn. professional mercs. Decryption Unlock doors. All Tech Talents last for one turn. NonLethal. Harm 2. All targets in the zone. Must have at least 1 rank in Medicine skill.
Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. 87 . and unshielded targets must resist 3 shifts of Composure damage. but must still meet all other prerequisites. absorbed by armour. MG Immunity Once per scene. New Stunt: Combat Excellence (Page 34) This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. target takes Health damage of number of shifts. excluding the user. Overload Restriction removed to allow repeated Overload attempts on same target. Tech Armour Requires: Hacking talent. 89) Hahne-Kedar Earth-based major supplier to the Systems Alliance military. including possessing an appropriate weapon. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. Tactical Cloak Requires: Jamming talent. Unable to be used on successive turns against the same enemy. though their armour lines are generally recognized as above average. Armour bonus granted by Shields boosted by +3 when this talent is activated. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. the Tech Armour detonates. When neutralised. Combat Excellence Requires: Energy Weapon skill of at least Rank 3. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. Attacks reduce this bonus by 1 per shift. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. Advanced Requires: Overload talent. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. 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. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. Their weapons are stock quality at best. and no ranks in either Biotic Training or Tech Training. Base Jamming talent duration extends by 1 turn. 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. any level of Tactics skill. On a success.VARIANT RULES QUICK SHEETS Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain talent. after ―Shields are Down!‖ compelled. New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. and Armour with Shields stunt.
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
Violent primitive race usually found in forgotten corners of dark places. Additional aspect from list below (or similar). Adaptable dangerous pests that hunt in packs.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. Cost 1bp. 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). 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. +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. Crew must adhere to SOPs. Humans. except when aspect was tagged. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. +1 to V-Shift. Cybernetic zombies created by Geth from captured Biological races. and all travel times reduced by factor of 10. sometimes used by Krogan Blood Pack mercenaries. +2 to Heat Track. or T6 (41 BP) Allows access to mass relay network. Cost 2bp. Must also have one other high energy usage system (IES). 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). +2 bonus to repair checks to remove consequences. Cost 4bp. 91 . Huge solitary burrowing monsters with acid spit. Intelligent arachnid race with hive mind. Stealth system gives +2 bonus to Nav check in detection phase. Batarians or Krogan. Mostly Turians. Synthetic AI race. Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. "Government Owned and Operated" aspect. Mechanical robots used as supplementary guards.
+1 to Armour and ―Power Drained‖ aspect. +1 to one of Camouflage or Signals. +1 bonus to one of Direct Fire or Anti-Air. Tech Defender (Infantry) Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network +1 to Command and ―Power Drained‖ aspect. +1 to Hand-to-Hand. Geth repair their morale with Signals instead of Command. Gain +1 spot marker after attacking with either of the two chosen skills.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. 92 . which causes a -1 penalty to Camouflage the following turn. +1 to Signals. and get a -1 penalty to Camouflage next turn. Ability to try to use a manuover to remove a free tag on an ally that is within command range. +1 to one of Armour or Observation. and ―Power Drained‖ aspect.
Elcor. and are not available to other races.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.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. but rarely differs substantially from other weapons of the same type. and is here purely for reference and inspiration for aspects or plots. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. 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. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. and Hanar all produce their own armour. 93 . but may be retrieved from defeated Geth. This weaponry is always in demand for research purposes. Note 2: See the Spectre Gear Options section on pages 49 or 89.
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