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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
stunts. For those looking for the font I used for the titles and headings. and Stacie_gmrgrl. Introduced to Diaspora by friends on RPG. Murray (Halfjack). Bioware could only put so much into the game. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License. were fantastic games that begged to be explored. and are used in this document with Fair Use intent. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1. Silent Wayfarer.Introduction Welcome to the updated version of my first attempt at system hacking. James the Dark. and more. and are not meant to challenge ownership of such ideas.vsca.ea. fellow RPG. Matthew Gooding (Reaganstorme) May 2012 ACKNOWLEGDEMENTS I would like to thank the creators of Diaspora. Mass Effect told the story of a group of civilisations about to meet their doom. gear or mods don‘t quite suit your game. despite the available scope of the setting. Darth Illithid. PolkaNinja. What you see here is the culmination of my efforts to blend the two. Some text has been taken from the Diaspora System Reference Document.TTF. prototype00. chiefly Brad J. HumAnoydd.com/. others left as blank slates. and Propagandor for their comments and encouragement. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void. Yook. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. Please see the Licence section for further details. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom. Some things were hinted at. I first had to find a system that could do it justice. but if some of the sample aspects. the player trekked across the game setting exploring uncharted worlds. and can be found in their fantastic completeness here: http://masseffect. I acknowledge that Mass EffectTM and all related races. Mass Effect 2 and 3.net members Stevenls. Travellingdave. I hope you find this document useful. and that you undertake and enjoy the adventures that are waiting for you.ca/Diaspora/diaspora-srd. Also. Their home page can be found here: http://www. battling synthetic intelligences. Special thanks goes out to my playtesters. As you can imagine. 4 .com/. EonTrinity.wikia. Barbacobra. Assembling a group of champions. Bioware’s Mass Effect and its sequels. zircher. ChopSockey.net.0a (see page 90). rescuing colonists. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds. That‘s where VSCA Publishing’s Diaspora comes in. it‘s a freeware font called Slider. don‘t be afraid to make up your own versions.html. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version. the process of taking an established setting and creating. I realised I had found a game system that would suit my needs. which can be found here: http://www.
46 16/81 19.The DIASPORA Mini-Games Diaspora is a set of mini-games. A Fudge die is a d6. most numbers in the game.95 -2 10/81 12. with better chances for extreme results. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. and 5-6 as +. this is functionally the same as rolling 4d3-8.95 1/81 1. are single digits. and two faces blank.24 -3 4/81 4. 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.35 -1 16/81 19. in an opposed roll. 5 . Without special dice. You add up the +s. So. Since an apex Skill is at level 5. If one is looking for appropriate adjectives to describe an action. Treating the -5 and 5 results as zero keeps the expected range though. Aspects. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional.35 4/81 4. two faces marked +. and other elements from the FATE system but they each have other distinctions. 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 then you compare against some difficulty level. 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. and you have a total. which might be someone else's roll or might be a level imposed by the referee. through the invocation of Aspects. in which a player roll is compared against a referee roll. The words are only applicable directly when a single character acts. Each of these use fate dice. 3-4 as blank.75 0 1 2 3 4 19/81 23. While higher numbers are possible.75 10/81 12.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. around which the game is built. in that the term Fair is replaced by Decent. available on the Internet. which yields a result between -4 and +4. Our Ladder here is slightly different from the Spirit of the Century Ladder. yielding a range from -4 to +4. subtract the -s. This yields a particular curve. with two faces marked -. You roll your set of four fudge dice. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. results of 7 against 5 represent a decent success. it is often the difference between two rolls that might determine the quality of success. successes and difficulties are rated by numbers or by the terms on the Ladder. Refer to the provided links if you wish further clarification of any rules based information. you could treat 1-2 as -. you add an appropriate skill. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. when all things are considered.
and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. By leaving the mass relays. ELEMENT ZERO AND THE MASS EFFECT Element Zero ("Eezo") When subjected to an electrical current. commercial fusion torch. This effectively raises the speed of light within the mass effect field. An advanced hybrid race of sentient synthetic/organic warships. the Reapers provide the building blocks for their next harvest. In anticipation of intelligent life reaching for the stars. The last such galactic extinction event happened approximately 50. and that the time to feed has come again. but the latest in a long line of intelligent races to unlock the secrets of their use and discover their purpose. emits a dark energy field that raises or lowers the mass of all objects within it. the idea of technological advancement to the point of collapse is here. 6 . a ship has no motive power. and their focus. or "eezo". and the heat debt acquired by interstellar travel.000 years ago. FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. allowing higher rates of acceleration. Using the energy field created by the mass relays. with a few catches. as are limited FTL routes. They discovered that in the dark spaces between galaxies. or military antiproton drive) in addition to the FTL drive core. and the usages of their Element Zero based technologies. skilled navigators are able to propel the ships light-years in only a few hours. These routes are only able to be navigated using space ships with special Element Zero power cores. slumbering in hibernation. Starships still require conventional thrusters (chemical rockets. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. Navigation is only possible between relays. are not in-fact the creators of the mass relays scattered through the galaxy. all currently discovered uses for element zero based effects generate a heat debt that must be managed.The MASS EFFECT Premise SETTING BACKGROUND Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect. behind them when they again leave for millennia. economy ion engine. allowing them to tap into dark energies to reduce their mass. the Reapers wait for the coded signal from their keepers that technology is progressing. In the Mass Effect setting. dubbed the Protheans. In particular. the last great technological society. With only a core. It is most prominently used to enable faster-than-light space travel. The Citadel. from generating artificial gravity to manufacturing highstrength construction materials. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. In fact. Very massive ships or very high speeds are prohibitively expensive. 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. the rare material dubbed element zero. were the Reapers. allowing high speed travel with negligible relativistic time dilation effects. This "mass effect" is used in countless ways.
sturdy construction materials. to prevent the electricity discharging into the hull and causing catastrophic damage. So. the greater the magnitude of the dark energy mass effect. but can produce impressive offensive or defensive effects. the effects are catastrophic. it's much more efficient to use the mass relays to navigate the galaxy. and both are susceptible to combat hacking. High-mass fields create artificial gravity and push space debris away from vessels. For Biotics. This requires intensive training. personal networks are everywhere. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. whilst limited FTL is possible. the world of Mass Effect is on the brink of imminent collapse. the slipstreams become the links between the mass relays. The stronger the current. as with regular Diaspora T4 societies. we see the presence of technology everywhere. The Geth are a prime example of the doom that is pending with the development of AIs. and each system can have several planetary systems reachable by ships. This reflects back to the Cluster generation mini-game quite easily. In starship drive cores. mass is increased. With a negative current. 7 .If the field collapses while the ship is moving at faster-than-light speeds. The ship is snapped back to sublight velocity. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. but all Biotics are sensitive to the presence of mass effect fields. It also means that most weaponry will be energy weapons. and protect starships in planetary orbit or during space battles. The least developed of the races is humanity. this manifests as an occasional static shock when they touch metal or other people. The military makes extensive use of mobility enhancing technologies. Even colonists have access to advanced tech. and plenty of scientific secrets still to be discovered. Whilst there are still advances to be made. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. When the table sits down to create the cluster. the enormous excess energy shed in the form of lethal Cherenkov radiation. and we never see any nontechnical races competing for resources. amongst a variety of other effects. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. who have jump started their technological creations and exploit Element Zero and mass effects themselves. many Biotics can also create and manipulate their own mass effect fields. and cybernetic implants. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. In manufacturing. driving the Quarians from their homeworld and taking over. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. either by touching a planet surface or interacting with a planet's geomagnetic field. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. while high mass compaction creates dense. Ubiquitous Technology In the games. this charge must be grounded at regular intervals. In space. Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. This still gives us plenty of conflict to game. Some Biotics' talents are not strong enough to be offensively viable. mass is decreased. low-mass fields permit the creation of evenlyblended alloys. 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. With a positive current.
Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. Example – The world of Illium. period. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything. from the relatively lawless Omega. the Citadel. 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. we need a new stat to represent variances between worlds. Example – The completely corporate and privatised world of Noveria. There is a substantial administration system geared towards the issue. weapons. systems and societies. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. O+0: Stability Those employed to look after the public generally do. Example – Any homeworld of the Council races. Example – The Citadel 8 . controlled or illegal narcotics. where slaves. At this level of order. What started as measures to protect the public good are beginning to become quite restrictive. Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station. Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. validation. verification. and all manner of other restricted goods are available for sale. There's plenty of variance in the levels of Order in societies during the missions in the game. those in charge are more concerned with their own power than in serving the public interest. so whilst today's criminal ganglords might provide some measure of stability. Life is strictly survival-of-the-fittest. to the totally controlled centre of galactic politics. tomorrow's gang leaders may die in a hail of blaster fire. the rules and restrictions are beginning to pile up. representing a very minimal structure of a handful of people at most. there are multiple layers of bureaucracy. Any sufficiently charismatic or forceful individual can set whatever rules they like. I've picked ORDER. all exploited by those wanting to work around them. and those who commit crime and are caught generally face the appropriate penalties. revocation and enforcement of many activities. or other associate species of the Council.Cluster Creation Mini-Game Changes NEW SYSTEM STAT: ORDER Due to the universally high level of access to technology. although there are still those willing and able to rort the system without bringing too much attention to themselves. O+1: Progress Typically touted as a fair system for all. especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. O-1: Corruption Whilst relatively stable. licensing and policing of those granted licences are the primary methods of keeping order. O+2: Licensed At this level of order.
but are included in this section for completeness. 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. Chapter 9 . and Stunts”. Mass Effect also has quite a few variations from the base outlines. After all.Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. as the SRD states. I‘ve incorporated two of them: new races and special powers. or that some should be lower. 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 .Making it Work. There are some suggestions on how to model variances to the Diaspora setting in the SRD. (Diaspora. including baseline humans. These differences form the mechanical description of the race. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid. Aspects. and of those ideas. Page 221) There are fifteen racial backgrounds in Mass Effect. They may suggest some Skills should be higher than others. and Stunts that would be more common in the race than in 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. “anything should be able to be modelled with an appropriate balance of Skills. they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type.
develop their stealth and close combat skills as huntresses. native to the planet Thessia. depending on the tactics preferred in their town. they possess an alarming proficiency for killing. As such. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. One-on-one. When they retire. but taking ranks in Biotic training is optional. Asari characters must take the Natural Biotic stunt. and to discover and inhabit the Citadel. and have been at the heart of galactic society ever since. Huntresses fight individually or in pairs. are often considered the most powerful and respected sentient species in the known galaxy. and usually have at least one space skill. and when focused on building their martial abilites are fearsome huntresses. lack of Biotic talent excludes a young Asari from military service. Whilst they are natural Biotics. A very long lived race. diplomats and warriors. there are not many of them. and some kind of profession. Fortunately. Asari typically have the Agility skill quite high. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. a hunter's eye. Politically minded Asari will have good arts. Biotics are common enough that some capability is a requirement to be trained as a huntress.Asari from that point is dedicated to sharpening their mind and body for that sole purpose. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. and as such often have the resolve skill. Asari have been bartenders and dancers. Asari characters favour a few skills over others. diplomacy. Asari can be found in all walks of life. possessing profound tactical insight. and Biotic talent. The Asari. Asari have had a long time to develop many other skills. culture/tech. not all develop their skills. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight. and a dancer's grace and alacrity. but often have good charm or intimidation ranks. and some all of them at somepoint in their life. Asari choose to be warriors at a young age. a huntress is practically unbeatable. traders. Out of physical combat. The Asari were instrumental in proposing and founding the Citadel Council. mercenaries. bureaucracy. Reflecting their physical attributes." The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. and their education 10 . 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.
and related skills such as demolitions and tactics. Given the Batarian government's oppressive nature. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised. though in more lawless regions of the galaxy like Omega. The rest of the galaxy views the Batarians as an ignorable problem. and overstepping one's place is frowned upon. but beneath the notice of the powerful Council races. Batarians place an extremely high value on social caste and appearance. The custom is so deeply ingrained in Batarian culture that they consider the Council's anti-slavery standing to be prejudicial. as well as the threat of slavery by their own kind. The indoctrination by their govenment and caste systems. despite the fact that their exile is largely self-imposed. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. despite being illegal according to Council law. The Council refused. Their government. Their shock troopers are known to be Biotically talented. fuelling the stereotype of the Batarian thug. Almost universally despised. they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest". Casting aspersions on the monetary worth of a social better is considered a serious insult. It is not known what the average Batarian thinks about their enforced isolation. who are forbidden to leave Batarian space by their omnipresent and paranoid government. it is speculated their supreme leadership is autocratic or totalitarian in nature. as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. and have high combat and intimidation.Batarians Slavery is an integral part of the Batarian caste system. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. When humans began to colonise the Skyllian Verge. a region the Batarians were already actively settling. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. Batarians strongly believe that species with less than four eyes are less intelligent. becoming an inward-looking rogue state. 11 . known as the Batarian Hegemony. preferencing vanguard and sentinel packages. It should be noted that these criminals do not represent average citizens. Rogue Batarian slave rings are feared throughout the galaxy. make Batarian counter-culture rebels almost impossible to find. negotiations with a Batarian are likely to be conducted at gunpoint. is still hostile to the Systems Alliance. They have a reputation for being shrewd businessmen and merchants. especially among colonists. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves. and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations. Most Batarians at large in the galaxy will therefore be mercenaries or pirates.
The Elcor follow the recommendations of their Elders. standing on four muscular legs for increased stability. Amongst themselves. such as combat. Drell have quite a few physical skills due to their harsh development. and survival. This process can be involuntary. Elcor move slowly. This has coloured their psychology. within a single lifetime. scent. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. as well as all space and combat skills. Elcor speech is heard by most species as a flat.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 Drell possess eidetic memory. an adaptation to a world where they must remember the location of every necessary resource (vegetation. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. had established a regular trade route to the Citadel. such as demolitions. the Elcor discovered the closest mass relay and. The memories are so strong that an external stimulus can trigger a powerful memory recall. They are massive creatures. so many have high ranks in agility. These are filed away in huge libraries of data discs 12 . Since their subtlety can lead to misunderstandings with other species. With their help. The Elcor quickly became one of the more prominent species in Citadel space. who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact. few turn down the offer. drinkable water and prey migration paths) across vast distances. The Elcor were just making their first forays into space travel when the Asari made contact with them. but as being requested to serve is a great honour. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. These recalls are so vivid and detailed that some Drell may mistake it for reality. but primarily ones that involve physical tasks. The Elcor are native to the high-gravity world Dekuuna. Since then. an evolved response to an environment where a fall can be lethal. EVA and repair. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. making them deliberate and conservative. stamina. resolve. alertness. extremely slight body movements. ponderous monotone. Their Compact with the Hanar allows them to develop many other skills. Any Drell may refuse to serve. which the Drell fulfill by taking on tasks that the Hanar find difficult. though they still have to share an embassy with the Volus.
recon and repair drones. Fortunately. The Geth won the resulting war. from traders and business operators. Because their slow. These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists. and are fond of making thorough. Elcor occupy all sorts of positions. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest. The Geth were created sometime around 1900 CE by the Quarians. The Geth also utilise turrets and drones (rocket. The Geth continued development of new technology and variations of mobile platforms. as labourers and tools of war. When the Geth became sentient and began to question their masters. lumbering Geth Armatures. assault.any ships that ventured into Geth space were immediately attacked and destroyed. Elcor make better colonists than sailors.to create a Dyson Sphere. dubbed the ―Morning War‖ by the Geth.and are consulted when needed. and reduced the Quarians to a race of nomads. to the gigantic. their durable hide allows them to shrug off most incoming fire. The slow speed and immense size of the Elcor makes them easy targets. This makes Elcor policies very predictable. They don't need to trade for any resource—they have all they require to supply their own needs. The Geth did not repopulate the now barren Quarian worlds. provided one has done a great deal of research. only slightly larger than the Alliance's. Geth The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. 13 . The Elcor economy is small. separating their technology base from the rest of the galaxy. While they prevented any contact by other races with themselves. consequently having fewer space related skills. They adopted an extremely isolationist attitude. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. to bouncers. Any attempt to embargo their space would be fruitless. They obtained an ultimate goal in this time period. High brokerage. instead choosing to exist in the computer hubs aboard massive space stations. they should not have combat skills. instead relying on equipment stunts if in military roles. Due to their conservative nature. century-long development plans. Little is known about the Geth in the time between the Morning War and the present. and stamina. 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. specifically). pirates. which could house every single Geth program. the Geth monitored communications and the Extranet. Elcor warriors don't carry small arms. the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers. They see no point to rushing things. Over time. colonists. the Elcor rely on sophisticated VI combat systems. serial killers and actors. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. the Quarians attempted to exterminate them. but extremely well developed. and trade only in finished goods. bureaucracy.
they rely on contra-gravitic levitation packs that use mass effect fields. 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. but are not strong enough to lift more than a few hundred grams each. A small percentage of Geth. However the invertebrate. so the Hanar rescued several hundred thousand Drell and brought them to Kahje.Approximately three centuries after the Morning War. the Hanar made contact with the Drell on their nearby homeworld of Rakhana. The Hanar 'stand' slightly taller than a human. however. They were allowed to peacefully leave the main Geth network. When interacting with mainstream galactic society. where they integrated into Hanar society with the remaining Drell dying out. and vary according to role. Now the Drell serve as a client race of the Hanar. 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. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology. have access to Tech Talents. Their limbs can grip tightly. Hanar are known for their intense politeness when speaking. Drell have integrated with every level of Hanar society. the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal. water-native Hanar cannot support their own weight in normal gravity. The majority of the Geth dismissed the offer. Many Drell become unofficial members of the 14 . whom they refer to as "the Enkindlers". although most of their height is in their long tentacles which have three fingers at the base. Geth encountered beyond the Veil will have programs developed equivalent to skills. in exchange for their assistance. and although to outside observers the relationship can be construed as a form of slavery. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. the reality is very different. and their strong religious beliefs regarding the Protheans. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. Several hundred years ago.
their economy is small and isolated from the rest of the galaxy.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) -. and some even earn the privilege to learn their masters' soul names." Famous for it's tagline "Enkindle this" followed by a gunshot. and will remain formal even with those it wishes dead. and must take special courses to unlearn this tendency if they expect to deal with other species. Even when flustered or angry. Due to this self-imposed isolation and the unique physiology of the race. Few standard technologies (designed for bipedal and fingered species) are available in their space. Hanar are extremely polite. though they are still capable of strangling someone in favourable conditions. possibly as a homage to the Human detective that the Hanar character is based on. Few Hanar are willing to deal with other species. Most Hanar take offense at improper language." The face name is used as a general label for use by strangers and acquaintances.and speak with scrupulous precision and extreme politeness. "This one wonders if the criminal scum considers itself fortunate". and tend to be poetic. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. as the Hanar are too cumbersome out of the water to participate in a physical fight. games and movies such as Blasto: The Jellyfish. a "face name" and a "soul name." That said.family. Hanar characters should have no combat skills at all." or the impersonal "it. The Hanar have two names. and they produce very few goods that are usable by others. For example. frequently appearing in magazines. Instead they refer to themselves as "this one. Economic contacts are limited to a handful of trade stations on their borders. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. almost to a fault. a Hanar will still maintain exquisite poise. One industry that Hanar seem well suited to is the Entertainment Industry. which occasionally causes clashes with other Citadel races. The soul name is kept for use among close friends and relations. a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers. a movie about a Hanar Spectre who has "a gun in every tentacle. As such. Hanar characters will be exceptional by choosing to associate with non-Hanar races. The Hanar communicate using sophisticated patterns of bioluminescence -. 15 . Drell servants usually carry out Hanar assassinations. so should have some driving Aspects to explain why. the trailer also shows another key scene where the Hanar says." It is only around those who know their soul name that they would ever consider using the first person.
begun in 2157. Humans. because they have far greater genetic diversity compared to other species with more peaks and valleys. Once humanity does get a seat. While religions tried to assimilate this discovery into their doctrine. This makes human genetic material useful in biological experiments. humans have no close allies among the other races. Human explorers on Mars uncovered a longruined Prothean observation post. humans have had to follow the edicts of the Council without having much influence on their decisions. the Second Fleet then launched a massive counter-attack. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. Unlike many species in Citadel space. It has been noted that humans are unusual in the galactic community. thus introducing humans to the galactic community. The conflict began when the Turians attacked a human fleet attempting to activate a mass relay (illegal under Council law) and then occupied the human colony of Shanxi. as the first step to getting a seat. Human ambassadors have been pushing to induct a human into the Spectres. and the mass relay networks shortly thereafter. though they are trade partners with the Turians and Asari. humans have rapidly risen in prominence. with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. Without alliances or key political positions. Since then. as a control. they will be able to influence the Council's rulings. although the repercussions from the First Contact War are still being felt. humans expanded to other systems. With the help of the fledgling Systems Alliance.Humans pelled them from Shanxi. protect their own interests and have a say in the governing of Citadel space. known by humans as the First Contact War. As a consequence of the Alliance's swift and decisive action during the First Contact War. a global rush began to decipher the petabytes of data from the outpost. Discovering information on a mass relay orbiting Pluto. from the planet Earth. which caught the Turians by surprise and ex- 16 . They independently discovered a Prothean data cache on Mars in 2148. explorers managed to open the Charon Relay and discovered it led to Arcturus. Led by Admiral Kastanie Drescher. which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. The conflict caught the attention of the Citadel Council. The Council forced the Turians to pay heavy reparations. the Council's elite operatives. opening any mass relays they could find. the Alliance became the representative and supranational governing body of humanity.
perhaps excluding intimidation. starting the Krogan Rebellions and forcing the Turians to unleash the genophage. close combat and resolve. and they are highly resistant to environmental hazards. "looking out for number one" is simply a matter of course. the rapidly-expanding Krogan became a threat to the galaxy in turn. ultimately. radiation. 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. Ironically. The weak and selfless do not live long. Unfortunately. The Krogan managed to not only survive on their unforgiving homeworld. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. and overabundance of vicious predators. and governments alike. In their culture. scarce resources. a world known for its harsh environments. eliminating the Krogan numerical advantage. As such.Krogan Krogan have always had a tendency to be selfish. and should also invest in brawling. With the help of the Salarians. the Krogan were 'uplifted' into galactic society. but due to the overabundance of predators on their home planet. Krogan typically have few social graces. including toxins. but actually thrived in the extreme conditions. unsympathetic. Their thick hides are virtually impervious to cuts. Krogan characters should have the stamina skill in one of the top three tiers. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). This genetic 'infection' dramatically reduced fertility in Krogan females. and extreme heat and cold. population. private armies. Many who have left Tuchanka have found employment as professional mercenaries. and security enforcers for gangsters. after the Rachni were eradicated. and blunt. scrapes or contusions. Biotic individuals are rare. causing a severe drop in births and. bodyguards. as Krogan society became more technologically advanced so did their weaponry. 17 . though those who do possess the talent typically have strong abilities. They respect strength and self-reliance and are neither surprised nor offended by treachery.
and quickly develop high EVA and medical skills to protect themselves. 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). all Quarians habitually dress in highly sophisticated enviro-suits. to protect them from disease or infection if they are injured. If they travel on a sterile ship of the Migrant Fleet. a huge collection of starships that travel as a single fleet. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems. this aspect changes to "No substitute for home cooking" or something similar. but they also take ranks in repair. the Quarians fled in the Migrant Fleet while the Geth took over their systems. As a result.Quarians Quarians are trained extensively before they leave on their pilgrimge. The most important fact of Quarian biology is their weak immune system. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. a species of rudimentary artificial intelligences. Most Quarians focus on two space skills. the Council stripped the Quarians of their embassy. resolve. Since their homeworld Rannoch was conquered. to serve as an efficient source of manual labor. 18 . The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. science and survival. the Quarians became terrified of possible consequences and tried to destroy their creations. when the Geth gradually became sentient. effectively cutting the Quarians out of Citadel politics as a punishment for their actions. and favour MicroG combat or energy weapons. the Quarians live aboard the Migrant Fleet. Soon after. Ever since. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. However. some take all six. After being refused aid from the Citadel Council. All Quarian characters should take the Aspect "Life seen through a window". Approximately three hundred years ago the Quarians created the Geth.
and tactics. Salarians are known for their observational capability and non-linear thinking. using their brokerage. Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. The Salarians also played a significant role in the evolution of the Krogan species. Also valued are all space based skills. spearheaded in the field by Special Tasks Groups (STG). The Salarians provided the Krogan with advanced technology and a new. This manifests as an aptitude for research and espionage. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. Many Salarians have high alertness informing their decisions. Salarians over the age of 40 are a rarity. allowed the Krogans the time. talk fast. their metabolic speed leaves them with a relatively short lifespan. numbers and energy to spread through Citadel space. see the Salarians as manipulators. Though their military is nothing special.Salarians The second species to join the Citadel. Unfortunately. a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth. as they did before contact with the Salarians. and EVA skills to augment their chosen professions. They are constantly experimenting and inventing. 19 . Salarian Characters excel at invention. preferring to use cutting-edge technology rather than settle for anything less. the Salarians are warm-blooded amphibians with a hyperactive metabolism. aggressively claiming formerly allied planets as their own. The peaceful home planet and better technology put less strain on the Krogan as a species. With this in mind. To Salarians. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. and move fast. other species seem sluggish and dull-witted. especially the Elcor. repair. The Salarians see information gathering and even spying as a matter of course when dealing with other races. demolitions. Salarians often have ranks in intellectual skills such as archaeology. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. bureaucracy. but some races. medical. As such they are well respected. Salarians think fast. including a few humans. tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). and it is generally accepted that they always know more than they are letting on. and as such are well suited as traders and mercenaries. combined with their exceedingly high birth rate. science. This comparatively easy life.
intimidation. schools. repair. so they tend to be poor entrepreneurs. which virtually sterilised the Krogan and sent them into a decline.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. 20 . oratory. The corps of engineers builds and maintains spaceports. The merchant marine ensures that all worlds get needed resources. the Turians are the most recent of the Citadel races invited to join the Council. It is not just an armed force. offering protection in exchange for their fiscal expertise. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. It is rare to find one who puts his needs ahead of the group. and power stations. demolitions. Known for their militaristic and disciplined culture. To compensate. Every citizen from age 15 to 30 serves the state in some capacity. The fire brigades serve the civilian population as well as military facilities. from a construction engineer to a sanitation worker. The military police are also the civic police. Also prominent are bureaucracy. it is an allencompassing public works organisation. The Turian military is the center of their society. Aspects should also be chosen to reflect their loyalty to the team. they accepted the mercantile Volus as a client race. as anything from a soldier to an administrator. water purification plants. Turians are noted for their strong sense of public service. Turians have a strong inclination toward public service and self-sacrifice. The Turians deployed a Salarian-created biological weapon called the genophage. The Turians then filled the peacekeeping niche left by the oncecooperative Krogan. and eventually gained a Council seat in recognition of their efforts. All Turians characters should have at least five skills from the combat and space skill sets reflecting time spent in public service. stamina and survival.
like AIs. 21 . An Artificial Intelligence (AI). expensive education. as variations in the quantum hardware and runtime results create unpredictable variations. to create a kind of virtual immortality. The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent. A VI is Rogue when it no longer does what it is intended or instructed to do. so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user.Virtual Intelligence and A. just made with clever programming. The Geth serve as a cautionary tale against the dangers of rogue AI. although it is illegal to make VIs based on currently living people. but not the definition. they can still get out of hand). use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential. They are not to be confused with artificial intelligences like the Geth. only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. conscious entity deserving the same rights as organics. The newest biotic implants. They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life. An AI cannot be transmitted across a communication channel or computer network. they aren't actually self aware. however. Creation of a conscious AI requires adaptive code. Without its blue box.I. when the Geth rebellion put an end to most of their research into synthetic intelligence. Though they appear to be intelligent. a slow. is a selfaware computing system capable of learning and independent decision making. To gain some measure of control over the creation and study of AI. Advocacy groups argue. Loading these files into a new blue box will create a new personality. and in Citadel space they are technically illegal. A virtual intelligence (VI) is a sophisticated program designed to make modern computer systems easier to use. Some VIs have 'personality imprints'. an AI is no more than data files. and a specialized quantum computer called a "blue box". Manufacturers of the blue box hardware required for the creation of AIs are also similarly restricted. it would be more broken than rogue. This is what gives Rogue VI its definition—had the VI simply not worked. speech pattern and appearance based on specific individuals. A lot of armour upgrades use VI enhancements.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. react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation. that an AI is a living. with their behaviour parameters. however. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports. the term "synthetic" is considered the politically correct alternative. the L4 iteration.
Volus mostly make their influence felt through trade and commerce. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. work as some of the best financial advisers in Citadel space. Known for their unique biology and aggressive behavior. When a clan population grows too large. such as Omega. Volus must develop EVA skills to keep themselves safe. trader or accountant. as should some profession such as banking. Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. "know your customer's need better than they do". Because the Volus are not physically adept. and many. 22 . which is a sore point for many Volus individuals. the Volus must wear pressure suits and breathers when dealing with other species. and most have extensive assets to draw upon. as do oratory and tactics. The Volus have a reputation as traders and merchants. the Vorcha use combat. The rest of galactic civilization regards them as pests and scavengers. However. they have never been invited to join the Council. both against rivals of their own species and against any alien who stands in their way. although many have found their way off-world as stowaways on ships visiting their homeworld. Volus culture is dominated by trade. or even other tribe members. The Vorcha are not themselves a space-faring race. and only two at most. Like the Quarians. In fact. 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. both singly and in groups. younger members will depart to start a new clan elsewhere. resources. and can even seem overly-pacifistic and cowardly to other. Brokerage should be in the top three tiers. and their presence is generally seen as a blight. and they have a long history on the Citadel. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations. if at all. 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. but are also a client race of the Turians. They are extremely aggressive. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. whether it be of land. Because they are not physically adept compared to most species.Volus Vorcha The Volus are an associate race on the Citadel with their own embassy. as their default form of communication resulting in their communications being primarily non-verbal. more militant species. they tend not to be very violent. but are unlikely to have much in the way of space skills. Volus characters should not have any combat skills above tier four. They hail from Irune. Vorcha society is built around combat. They are comfortable with bureaucracy. As a result. Culture/tech skills are part of the business ethos.
the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally. as well as three toes on each foot. making it almost impossible to lie to a Yahg. Their hands each have three fingers which include a thumb. two large horns and facial markings on their heads. and two other fingers. Consummate predators. known for their violent and aggressive nature. Yahg have four pairs of eyes. large body standing over a Krogan which provides considerable physical strength and agility. Once the leader is established. The Yahg are a sentient race of towering humanoids native to the world of Parnack. the Yahg possess unrivalled perceptiveness and mental adaptability. the Yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation. 23 .Yahg The Yahg evolved to fill the niche of apex predator on Parnack. Discovered by the Citadel Council in 2125 CE. The Yahg also possess a muscular. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species. They have scaly skin ranging from red to brown. a triangular mouth adorned with sharp teeth. each pair designed to track and predict the movements of prey. A group of Yahg will not cooperate until a single leader has attained dominance through either social maneuvering or brute force. Yahg society is built around a pack mentality.
Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. and should have no ranks in the Tech Training skill. and tactics. 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 should not have more than three combat skills in total and the highest at a tier one lower than their Biotic Training skill. they are by no means the only character concepts allowed. Whilst still prevented from taking Tech Training. Soldiers should have at least three or four combat skills. 24 . They lack advanced combat training. The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. with one of them at tier two and the other at tier three. The Biotic specialist. They should also take ranks in stamina and resolve. Whilst still prevented from taking Biotic Training. whilst there are only six basic classes in the game. Receiving more combat training than the Adepts. Receiving more combat training than Engineers. with the highest combat skill at tier four. They lack advanced combat training. in that to play as a certain class type some skills should be valued over others. if at all. They should also consider taking advantage of the Combat Excellence stunt. They should also take ranks in agility. and should have no ranks in the Biotic Training skill. with resolve and stamina also valuable. stealth and tactics. 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 have no ranks in Biotic Training or Tech Training. and as such. Adepts should have the Biotic Training skill in the first or second tier. Also. Possessing an unusual combination of skills. The weapon and combat specialist. I came to the realisation that classes are not all that different from non-human races. but should have ranks in demolitions. stamina. Engineers should have the Tech Training skill in the first or second tier. The Tech specialist. all ranked relatively highly with one in tier one or two. such as charm. with the highest combat skill at tier four. or oratory. and their attendant specialisations. intimidation. Such specialised fields leave little time to develop combat skills. should have only one combat skill at tier five.CLASS PACKAGES After a bit of tinkering. Sentinels are Biotics with Tech training. Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three.
and so on. This is done using a technique called 'physical mnemonics'. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. the expensive procedure is performed by the military. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. The natural electrical impulses in the body can create mass effect fields from these nodules. then outfitted with a surgically implanted amplifier in the brain . though some left. Two new skills are introduced to allow characters to access these abilities.to use their talents to any useful degree. Finally. They were also probably raised away from their parents. generate protective barriers or restrain enemies. as it suits the genre and play style from the games. are individuals who were exposed to dust-form element zero in utero and. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. stable Biotic talents that are worth training. humans who were exposed in utero. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. did not manifest Biotic talents. or gainfully employed? Biotics All Asari are natural Biotics from birth. and even if Biotic talents manifest themselves. there is no real issue with ignoring that particular rule. which is a long. entered military service when they reached their Starting Out phase. However. they aren't always permanent. and the last with a new skill. beating the odds. the second with a stunt. Biotics of other species. All Biotics are sensitive to mass effect fields. there is a risk the eezo will cause medical complications instead. and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. could also have been influenced by their Biotic Powers. and the extent of their training are the core concepts we want to integrate. and as a result many Biotics develop their powers with military application in mind. or escaped and became mercenaries. yet 25 . but not all. Biotics were typically discovered at a very young age. Usually. A Biotic has to essentially develop conscious control of their nervous system.usually at puberty . The events leading to their Moment of Crisis. With Mass Effect being Space Opera in theme. The first one we can do with an appropriate Aspect. about one in ten exposures will result in a person with moderate. developed eezo nodules throughout their nervous system. producing the effects seen as Biotic abilities. In extremely rare cases. Weapons are an important aesthetic from the games. if a weapon does not have the ―civilian‖ aspect. In humans. Most. a Biotic can generate and control dark energy to move objects. In the core rules. can develop them in puberty through further exposure to element zero. Once trained. or otherwise went rogue. and are handled a little more freely here than in the original version of the Diaspora rules. though not all choose to develop their abilities. the quality of their implant. or who had defective implants. slow process. but each Biotic must first be trained. however if they don't there are still stories that can be told about characters who didn't receive training. The medical risk to their body.NEW SKILLS AND STUNTS Another of Mass Effect's differences is the presence of Biotic and Tech related powers. then the character needs a Military Grade weapon stunt to utilize it. This effectively inverts the function of the "Civilian" weapon stunt. such as humans. or after being Sidetracked. such as terminal cancer.
making them more vulnerable to attack. This effect lasts 3 turns. and so on. a player may choose a number of effects equal to their Biotic Training skill level. This effect lasts 2 turns. and so on. by either launching them away or knocking them over. such as crates or pieces of furniture. Barrier Using this effect creates a barrier against the skin to protect against energy weapon attacks. This effect conserves the momentum of its target. 26 . Throw / Pull In combat. leaving them floating helplessly and vulnerable to attack. Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. It can also attract objects from the environment. or until another Biotic effect is used. Some examples are listed below. rendering them helpless when they land. When activated. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. If the same target is Warped for two consecutive turns. During character creation. Place an appropriate Aspect on the target as you would for a maneuver. Singularity This gravitational power sucks multiple enemies within a radius to a single area. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. In game terms. so a charging enemy will rush over the characters heads. modified by their BioAmp Implant stunt. as well as dealing damage over time. increasing the damage the enemy takes. and last until the next turn only unless otherwise specified. Lift Using Lift will cause enemies to float helplessly in the air. Warp This effect lowers the armour on a target.New Skill: Biotic Training Mass effect fields are difficult to generate and control without training. Place an appropriate Aspect on the target as you would for a maneuver. Enemies in Stasis also become impervious to damage. this effect is mostly used to keep opponents at a distance. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field. the Biotic Training skill allows the character to create various effects. When activated. Powers are available at two levels. These effects all require a successful Biotic Training skill roll to activate. freezing the target in place and making them unable to attack. or until another Biotic effect is used. Shift an enemy one zone on a successful activation. an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects. Thus. Primary Biotic Effects Stasis This effect causes an enemy to be temporarily locked in a mass effect field. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect. Place an appropriate Aspect on the target zone as you would for a maneuver. Advanced powers usually combine effects and require much more skill and fine control to manifest. Primary and Advanced. and place an appropriate Aspect lasting till the characters next turn.
less one from this Effect. the character must not attack. or +2 against armoured or synthetic targets. but on an organic target instead. with the exception that they may ignore any border pass costs equal to 1. place manouvers. as well as Close Combat present in the skill pyramid. the character loses all benefits and must start again. they take a full turn move as per the standard rules (Diaspora page 102). but only on a successful result against their defense. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. If the target is no longer valid. which does not count toward the next use of this Effect. attuning themselves to their declared target. the character may make a Close Combat check. The character applies the effects of the Throw Effect to the target if they have it. After the attack. Higher pass costs must be eroded with shifts as normal. and if the target is still alive. At the end of the move. with a bonus of +4 against unarmoured biological targets. Dominate Prerequisites: Stasis Effect. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. place an "Immobilised and Helpless" aspect on the target. Next turn. the player makes an attack against the target. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception. as well as Resolve present in the skill pyramid. move or reduce any barrier ratings for their current turn in preparation for their attack. the character is unable to act for one turn. Reave Prerequisites: Warp Effect. 27 . 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. When the character attacks an unprotected organic. place manouvers.2 = +1 to defense. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. Place a "Dominated" free tag on the target until the player's next turn. whilst also giving a temporary defensive bonus when the power is used against unprotected organics. Charge Prerequisites: one of either Barrier or Throw Effects. and the benefits of the Barrier Effect to themselves if they have it. the character must not attack. To use this Effect. There must be multiple enemies present to activate this talent. After the attack. The following round. move or reduce any barrier ratings for their current turn in preparation for their attack. To use this Effect.4 = +2 to defense. rank 3. the target becomes immune to further domination attempts. and applied to each separate border/barrier. Next turn. That target is unable to act next turn and loses the applied aspect at the end of that turn. rank 5 = +3 to defense). as well as Medicine present in the skill pyramid.Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers.
New Option: Biotic Combos As an additional option. Targets with the Shielding armour stunt that are hit are unable to move next turn. instead of the ground. The following effects are applied to all valid targets along that line. This ability is unable to be used in consecutive turns. leaving it on the table for the remainder of the turn. To use this Effect. the target loses all momentum becoming stationary as the ability takes effect. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2. All targets take damage if the check exceeded their defense rating. and any shifts are dealt to armour first. When Slam resolves. unsecured objects (explosive barrels. including airborne targets close to the ground. and benefits from Science present in the skill pyramid. and the originating character may not use another Biotic Effect until after the end of the next turn. equal to the number of shifts generated. The player must decide which scope the aspect belongs to at the time they place the aspect. The character applies the effects of the Lift Effect to all unshielded targets if they have it. as well as Tactics present in the skill pyramid. and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects. the character must not use their free move this turn. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. which can only be tagged by other Biotic skill checks. To use this Effect. The target rolls to defend only. NPC's. 28 . they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. 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 character must not use their free move this turn. The character draws a straight line across the map. If the character has 3 or more ranks in the Science skill. The Shockwave is present until the start of the next turn. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. equal to (Tactics Rank -1) zones in length from their position. If the character has 3 or more ranks in science. which otherwise resolves after all other characters have acted. The character uses Slam like they would use their Biotic Lift ability. However. etc). they may pay 1 FP to immediately resolve the following effect.Shockwave Prerequisites: one of either Lift or Singularity Effects. 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. unlike Lift. placing an appropriate aspect on a target.
Players choose which track they will apply the damage to each time. The purpose of this implant was not to develop combat powers. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts. because the L1s were implanted after puberty. Asari have no need to augment their innate abilities with a Bio-amp. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. but must still invest in the Natural Biotic stunt below. If reduced to zero or below. Geth are unable to be Biotics. New Bio-Amp Implant Stunts the number of Biotic effects the character can manifest. The effective rating of the Biotic Training skill varies each time the character begins combat. the character is unable to manifest any Biotic Effects this scene. L2 Implant The results of this implant vary wildly. L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. while a few are powerful and stable. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. but assume any drawbacks associated as well if implanted.New Stunt: Bio-Amp Implant Unless your character is an Asari. If reduced to zero or below. but without the associated drawback aspect. Asari are only restricted by training to the number of Biotic Effects they can produce. also determining the number of Biotic effects the character can manifest. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. Krogan characters with Bio-Amps are called Battlemasters. Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3. being a Biotic is an acquired ability. but to save the life of the character. this is the effective rating of the skill for the remainder of the scene. this is the effective rating of the skill for the remainder of the scene. the character is unable to manifest any Biotic Effects this scene. and can reduce this damage by taking Consequences like normal. the character begins to take one composure or health track damage for every successful activation. some L2s are hardly stronger than an L1. 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. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. cumulatively. also determining 29 . The character may not take the Biotic Training skill at any level. but suffer discomfort from their implants. others are strong but unstable. Their implants are almost universally equivalent to current L4 Bio-Amps. If raised above 5. Natural Biotic (Asari only) As the only known species that are all natural Biotics.
with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years. 30 . with many Battlemasters still alive today. There is no restriction to the maximum rating of the Biotic Training skill. There are no officially acknowledged side effects. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. and force police or military personnel to kill them to stop the devastating rampage. 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. They spend those years in increasing levels of pain. Also restricted to a maximum rating of the Biotic Training skill to 3. this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect.L3 Implant A good. Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI". L3-R Implant Short for 'L3-retrofit'. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities. Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies. L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. They would make good candidates for L1 implants. if they could ever be convinced to do so. stable implant. before eventually going insane with the agony. although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago.
It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. They are handheld devices that combine a computer microframe. This allows for field repairs and modifications to most standard items. as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). bypass security alarms. from a distance. 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. and light alloys.Omni-tools Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. The fabrication module can rapidly assemble small three-dimensional objects from common. and must cool down until the end of their next turn. Decryption Used to unlock sealed doors. Versatile and reliable. Energy Drain Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. as well as the reuse of salvaged equipment. 31 . 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. or the target of elite Special Forces themselves. and can be used to disrupt Biotics. 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. and even starship systems. unless otherwise stated below. most common energy weapons. Electronics New Skill: Tech Training Anyone can play games or watch news clips on their omni-tool. reusable industrial plastics. it can also be used to augment another character's Computer (space) check. preventing them from firing for one turn. the target's weapon is too hot from the sudden draining to be used immediately. After a successful attack in this manner. and access secure systems. decryption. an omni-tool can be used to analyse and adjust the functionality of most standard equipment. sensor analysis pack. ceramics. including weapons and armour. Systems crash at the blink of their eye. no codes are safe from their access. 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. such as hacking. Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill. They're either elite military. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character. and even enemy weapons malfunction on command. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. or repair. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. Due to the highly technical nature of most devices. Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy.
granting a cumulative penalty to alertness checks. 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. Combat Drone Prerequisites: Hacking Talent. Penetration 2. The following round. This effect lasts 2 turns when activated. Through superior technique or inspired creativity. Place a "targeting malfunction" free tag on the target until the player's next turn. The following round. This talent may be taken multiple times. the target becomes immune to further overload attempts. Harm 2. as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvantage). Once destroyed. 32 . The character must have at least one rank in the medicine skill to use this talent. the target becomes immune to further hacking attempts. 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 character must have at least one rank in the repair skill to use this talent. Hacking Artificial or synthetic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their targeting systems. Place a "system rebooting" free tag on the target until the player's next turn. Have-a-Thing: Combat Drone Range: 0/1. during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. this talent allows the user to reduce the effectiveness of enemy scanners.Have-aThing (Combat Drone) Stunt. Advanced Tech Talents All advanced Tech Talents require the Computer (space) skill to be present in the pyramid. Overload Artificial or synthetic lifeforms attacked with this talent can be shut down for one round by overloading their power systems. 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. There must be multiple enemies present to activate this talent. the Combat Drone is unavailable until the next refresh phase. Advanced Hacking Prerequisite Talent: Hacking.First Aid Used in this way. The character must have at least one rank in the medicine skill to use this talent. and also can also be attempted against lone targets. Jamming Broadcasting a signal that mimics the properties of solar interference. By investing in this talent and the linked Stunt. NonLethal. causing a -2 penalty to alertness checks. Place a "disoriented and confused" free tag on the target until the player's next turn. or other appropriate point in play. your Hacks to disrupt an artificial or synthetic life form‘s targeting systems are able to be repeated against the same target. 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. as well as their linked Primary talent.
33 . Tech talents can only be used with such an omni-tool due to their specialised nature. or passing through. excluding the user. causing Health stress equal to the number of shifts. the weapon detonates. 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. Attacks made against the character reduce the bonus by 1 for every shift. or removed by ablation. many MG Omni-tools find their way onto the black market and into the hands of criminals. Target the zone you are in. All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. 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. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. and unshielded targets must resist 3 shifts of Composure damage. or one adjacent zone. Advanced Overload Prerequisite Talent: Overload. On a success. On a success. This talent is unable to be used in successive turns on the same enemy. which can only be tagged by other Tech Training skill checks. New Option: Tech Combos As an additional option. absorbed by armour as usual. all targets within. and when neutralised through any means except voluntary deactivation. and make a Tech Talent roll against a difficulty of 2. the highest capabilities come from having and training with military grade omni-tools. Until the aspect expires. the user's Omni-Tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1. place a ―Frozen and Immobilized‖ aspect on the zone for one 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. Illegal to have without being a current. serving member of a military organisation or affiliate. This talent is unable to be used in successive turns. and others. causes a detonation that disrupts the zone the character is in. that zone must make a Stamina check against the number of shifts you rolled. Your base Jamming duration is extended by one additional turn. Armour with Shields Stunt. Incinerate Prerequisite Talent: Energy Drain.Cryo Blast Prerequisite Talent: Neural Shock. 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. Tactical Cloak Prerequisite Talent: Jamming. The player must decide which scope the aspect belongs to at the time they place the aspect. or else immediately end their turn. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated. mercenaries. New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common. When activated. Tech Armour Prerequisites: Hacking Talent. boosting the user's shields by +3 until deactivated.
Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. although there are limitations on what is required to take it. The character must meet all requirements to use this stunt. Once per scene. 34 . this stunt allows the player to double the Harm rating of one of their weapons for one 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‖. the weapon immediately activates the free ―Overheated‖ tag. but must meet all other prerequisites and possess an appropriate weapon to use them. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. 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. many hours of experience under heavy fire.New Stunt: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt. It then immediately activates the free ―Overheated‖ tag on the weapon. that is without doing any other action. Once the shot is taken. and regain their balance and protection. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. 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. and no ranks in either Biotic Training or Tech Training skills. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. With one round of focus. Military Grade Immunity (CombatExcellence) Representing many. 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‖. The character must not do anything for that turn except shoot. Tactics skill present in the pyramid. 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.
You may continue to pay a FP each round until the end of the scene to continue this effect. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. or the end of the scene occurs. 35 . armour with the Shields stunt. As a full round action. you may change out the ammunition used by your weapon. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. granting them more time to refine their actions. The character resumes their Taken Out status and the consequence is removed when any of the following conditions are met: no FP are spent to keep the character active. You may spend a Fate Point to confer a +4 bonus to the armour rating granted by your shields until the end of your next turn. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. This consequence is additional to any that the character already possesses. allowing them to rejoin the scene. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. and may be at any rating. Once per scene. You may not use this ability in consecutive turns. As a combat action. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. providing a brief. The finely tuned senses of the user seem to slow down time around them. the character takes enough stress to be Taken Out again. Fortification reinforces armour when struck.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. Until the ―Overheated‖ aspect is tagged. huge bonus through overcharging. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. or replace normal rounds for a variant ammunition type. You may remove any current variant ammunition for normal rounds. when it then activates the ―Shields are Down!‖ tag on the armour. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. Assign an aspect to the temporary consequence as usual. 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. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings.
as he used it more times than he used Intimidate and more times than he currently has ranks in it. the new rank of the intimidation skill. He intimidates his way into the club where he is to meet her. John's Turian Spectre now has Intimidate 3. Even though he used charm twice last session. John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. 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. Option 1: Skill Progression To emulate the progression of the character's path towards Paragon and Renegade. he must use intimidate at least three times or charm twice. In this option. Now. After an exciting session of combat. and Arts 1. Sent to recover an important member of the finance ministry. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. John's character forces them to keep the deal. John now has the option to promote the Charm skill up the pyramid. A good action will not make up for an evil one. If he wants to promote the skill further. By threatening to follow through himself if they break the deal with another successful intimidation check. when the player has the option to promote a skill up the skill pyramid. 36 . Charm 2. the same number of times as the number of ranks his character has in the skill. During play. they must count their usages for both skills from this point. Here are some examples: John is playing a Turian Spectre candidate character with rank 2 Intimidation and rank 1 Charm. characters should take both the charm and intimidation skills at tier five at character creation. and they must be used more than the other. Later in the same session. To promote either skill further. he must start counting again. then he'd have to successfully use it three times. Mass Effect keeps track of the Paragon and Renegade points on separate scales. If they do so. players are tracked with respect to how they treat other characters in social situations. once he promoted it. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. A few sessions later. and Intimidate with Renegade choices. Arts 2 and Charm 1. the character now has Intimidation 3. the Turian manages destroy the smuggler's base whilst saving the informant in the process. If they used either skill the number of times that they have ranks in it. His first assignment is to find the location of a smuggler base from an inside source in the cartel. before successfully charming the information out of her. John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice. Charm is linked with Paragon actions. During the next refresh. then in the refresh phase. Swapping with his Arts skill again. Swapping with his rank 3 Arts skill.PARAGON AND RENEGADE EMULATION In the Mass Effect games. therefore. John's Turian has been accepted into the ranks of Spectre agents. the player should record the number of times they use them. being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. the one they should move is the one they used the most out of charm and intimidate.
Increase the Paragon track for good or positive actions that benefit others. and do not count against the maximum number of consequences allowed for stress taken on the original Health. You may reduce one Status track to 5 boxes instead of the normal 6. one Moderate (+2). but may still be spent as normal instead. Lasting Reputation Events that you are a part of are particularly memorable for those involved. for good or ill. or the way your gaze seems to have a particular intensity. the player can begin to generate Status Consequences for that track. This option uses the generation of Spin to increase your Status tracks. that Spin cannot be used to raise a Status Track. Status Consequences are rated 2/3/4 instead of 1/2/4. In Diaspora. When a track is full. self-interest or gossip. players may take one of the following stunts during character creation. Give the Consequence a descriptive Aspect appropriate to the situation and reduce the number of hits on the full Status tack by the chosen consequence rating. Whenever a character would generate spin outside of a direct combat situation. and are 6 boxes in length. beating your opponent in an opposed roll by three or more shifts generates Spin. an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. Composure and Wealth stress tracks. and the Renegade track for conduct that is selfish or callous.Option 2: Status Stress Tracks This style of play adds two new Status Stress tracks to each PC character. The Consequence may be tagged by the player for the rated bonus outside of combat. Status Consequences are recorded separately from consequences generated on normal stress tracks. You are able to bank an extra Minor (+1) consequence in addition to the existing three you can bank. Both tracks start empty at character creation. Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. Status consequences are removed from the character once tagged by the player. the effect on you is that you can leverage your status more effectively than others. The track must be raised to full again before more Consequences can be generated. 37 . Perhaps it is something in your voice. one Minor (+1). and one Severe (+4). representing the preceding reputation of the character. NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect. In the event that the roll generates Spin when a Status Consequence was tagged. Additionally. one for tracking Paragon status. It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. they may choose to spend that +1 Spin bonus to add one to an appropriate Status track. allowing you to generate Status Consequences sooner than others. 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. Cult of Personality Others spread words of your deeds and misdeeds far and wide. Whether it‘s due to admiration or fear. When a character that has a full Status track gets more Spin. the player can choose to generate one Status Consequence. You may only take this stunt once. the other for Renegade status.
Garrus frequently got into heated arguments with his superiors over his methods. Commander Shepard and the crew of the SSV Normandy. Denied. He does refer to the world of his birth. described as a hot head who still thinks he can change the world and should 38 .Growing Up Not a lot is known of Garrus' past from the game. • "Palaven was hot" • "Do it right or don't do it at all" Phase Two . aka CSec. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. and that he had a very by-the-book father. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman.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. have more respect for the law.On Your Own Released from his obligations to others. He displays exceptional weapon skills. However. Garrus is forced to admit that he has no proof. Under extreme time pressure. Due to his military training. and new Spectre. Garrus is now free to do things his way. • "Idealistic and Hot Headed" • "The one that got away" Phase Four . • "More to life than C-Sec" • "Finish the job once started" Phase Five . he has strong Tech Training skills.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. also becoming an Investigator. 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. culminating in a disasterous situation. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce. Garrus later left the military and followed in his father's footsteps by joining C-Sec himself. but does have a lead he needs more time to follow. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs. This fresh perspective frequently contrasts against things his father demanded of him. Palaven.SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. Garrus meets the humans assigned to the case. • "Military Training" • "Father knows best" Phase Three . including his decision to accept his father's wishes in not taking Spectre training. and being a former C-Sec Investigator. as being hot. Garrus' father intervened to prevent him going. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. One of a thousand potential candidates for the Citadel's elite Spectre training. Using the Choosing Aspects Phase One . and is at home on starships having useful gunnery skills. Garrus is told to drop the investigation. shown to be able to headshot an enemy under difficult conditions.Moment of Crisis Passionate about his job. and were already as good as dead. discussions with his new friend. as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing. He attends the ship's landing craft as an engineer." We'll take these for our aspects. and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator.
Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. and First Aid Tech Talents. Intimidation. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore.Growing Up The son of a serving Alliance military man. Tech Training • Rank 3: Agility.Racial Background and Class Package options as guides. Kaidan immediately jumped to the rescue of his closest friend and lost it.Starting Out Attempting to accelerate the training. scarred from his childhood training. conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. This represents Garrus' commitment to finish a job once started. Kaidan and his friend drifted apart. a veteran of the First Contact war between humans and Turians. • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . Decryption. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space). Tactics • Rank 2: Gunnery(space). 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. and the guts to do things his way. By taking the Tech Training skill. Medicine. we now have to choose some Tech Talents as part of the stunts. Vehicle Garrus has a combination of five combat and space skills like most Turians. Stealth • Rank 1: Culture/Tech(Turian Hierarchy. Conatix hired an ex-military Turian. unleashing a full Biotic charge. so I stuck close to them.Moment of Crisis Realising their mistakes. The Citadel). Electronics. with Damping. Brawling(combat). The Turian used aggressive and provocative tactics. no matter the cost. Choosing Aspects Phase One . He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. breaking the trainer's neck. 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. Overload. and Kaidan's retorts singled him out for punishing lessons. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. Resolve(track). Conatix quietly shut down the program and had the records sealed. Engineering(space). Repair. other skills as befit a military background. The fourth is another mild Consequence. and head of the SSV Normandy's Marine detail. • Resilient: The player may use four Consequences instead of three. he aghast 39 .
• "Alliance Marines . Communications(space). Electronics. • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects.On Your Own After being saved by his new First officer. we now need to pick his Biotic Effects and Tech Talents. Refusing the risky surgery to upgrade his L2 implant. from a Geth attack that killed his best friend. Stealth • Rank 3: Alertness. Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's Spectres. he also has the skills to function on the ship he serves on. Kaidan explored alternatives to using his Biotic powers. and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level. He trained extensively with Omni-tools. Demolitions. as he is familiar with Decryption. • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks. and has trained to use a military grade Omnitool to keep his squad alive. Medicine Forced to his limits and beyond. Dropping off the radar awhile. and she fearful that he would lose control again. Lift. Kaidan has extraordinary staying power for a human. I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training. as his father did before him. and First Aid. Kaiden focused on other ways of being useful without necessarily using his Biotic powers. he attempted to figure out what to do with his life. Computer(space). Stamina(track). Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. He knows Barrier. Receiving several commendations for his actions. Turian Hierarchy). Commander Shepard.at what he was capable of. Energy Weaons(combat). Tech Training • Rank 2: Agility. Keeping his squads alive through alternatives to open firefights.Sidetracked Serving in the human Systems Alliance military. • "Be cautious. sought ways of completing missions without raising alarm. Kaiden has added the Medicine Talent to his Tech Training options. Tactics • Rank 1: Culture/Tech(Systems Alliance. EVA. Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO 40 . and Throw. By having both Biotic Training and Tech Training skills. Stasis. Using the Racial Background and Class Package options as guides. 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. • MG Tech Training: Always searching for ways to keep his squad alive. before deciding to return to the Alliance and join the military.Ooh Rah!" • "Implant Migraines" Phase Five . be in control" • "There's got to be another way" Phase Four . Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up. and learnt how to keep his squad alive through the tough missions.
due to the almost entire lack of actual ruins to investigate. one Commander Shepard. and then rescued from the newly rampant Geth. With all this unexpected time spent with the team. Liara also has exceptional Biotic abilities and other technical skills. since genetic traits and cultural insight is gained from mating outside their species. slavers and other dregs of the galaxy.Sidetracked She is discovered. She begins to calm down when she realises that her expertise. a great insult among contemporary Asari.Growing Up Daughter of prominent politician Matriarch Benezia. Deciding to avoid the issue altogether. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. Science Choosing Aspects Phase One . Liara earned her Doctorate and has become the foremost authority on Prothean ruins.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. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . 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. I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training. Liara begins to feel the pull of attraction towards her new commander. are the only way to help Shepard to interpret the vision. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. the Protheans. however. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. so it's considered wasteful for Asari to reproduce together. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers. she is initially jealous that her decades of research seem to have been for nothing. Liara has no idea who her father is. • "My Mother the politician" • "Feared Pureblood shame" Phase Two . Liara. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure. • "Escape the present" • "Obsessive about Protheans" Phase Three . Raised alone by her mother. Liara began studying what little was known about the last great space-faring race before the Asari. and joins the squad to help in the upcoming battles. but look at that over there!" Choosing Skills A pre-eminent Archaeologist. They frown upon intra-species conception.Moment of Crisis Spending much of her time alone on strange and often dangerous planets. Think!" • "What does this button do?" Phase Four . The results of such unions are occasionally referred to as "purebloods". Using the Racial Background and Class Package options as guides. Liara suspects that "he" was another Asari. by the first human Spectre. an ancient Prothean defence that she triggered by accident.On Your Own Peeling back the mystery. Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. 41 . • "Think. but evidence is anecdotal. and relishes the time spent getting to know each other. she has very little practical knowledge about them to go on.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. and her ability to meld using Biotics. which in the current cultural times is considered taboo.
• Rank 3: Agility, Communications(space), Survival • Rank 2: Charm, Computer(space), Navigation(Space), Tech Training • Rank 1: Assets, Bureaucracy,Culture/Tech(Asari Republics, Protheans), Medicine, Stealth Spending several decades looking for the faintest traces of a civilisation that vanished more than 50,000 years ago, Liara has developed skills to help her obsession, and to protect herself from those who think her an easy target just because she's alone. Choosing Stunts • Natural Biotic: Liara has spent considerable time on her Biotic abilities, and knows the Biotic Talents Throw, Lift, Warp, and Singularity. • Versatile Biotic: By spending one combat turn doing nothing else, Liara is able to swap out one Biotic Talent she hasn't used this scene for one of those listed here: Barrier, Stasis. • Military Grade Omni-tool: taken from slavers who thought they could handle her, Liara has added its capabilities to her own, learning First Aid and Electronics. Tracks • Health: OOO • Composure: OOO • Wealth: OOO O
Tali'Zorah nar Rayya
Initial Concept Tali'Zorah nar Rayya is a young Quarian engineer out in the galaxy on her Pilgimage, searching for a suitable gift to return to the Migrant Fleet.
Choosing Aspects Phase One - Growing Up Growing up on the Migrant Fleet, Tali learnt the history of her people, living the shame of a people outcast from their own worlds and removed from galactic politics due to their own hubris. A mechanical genius, Tali spent hours learning, tinkering, and playing with engines, computers and anything else that fascinated her. Life on the Rayya, with all her shipmates also her family, whilst cramped and noisy was a happy time for the young girl. • "Mechanical Genius" • "Never trust an AI" Phase Two - Starting Out As the daughter of the head of the Admiralty Board, the highest authority in the flotilla, hopes were high for a young Quarian about to embark on her pilgrimage. A rite of passage for all Quarians, the pilgrimage serves a few important services to the flotilla. Foremost is to keep the fleet in contact with the rest of the galaxy, with Quarian young adults exploring and discovering important information and technical discoveries that would be of use to the entirely shipbound population left behind. Secondly, it provides an outlet for the energy of youth, giving them space to grow and learn from their own mistakes without risking their precious ships, whilst also reducing the number of people the taxed shipboard environment systems must support. • "Family Expectations"
• "Wanting to be valued" Phase Three - Moment of Crisis Curious, Tali's pilgrimage drove her to track down the Geth after hearing reports of their return from beyond the Perseus Veil. Isolating and disabling one, she retrieved its core memory module and discovered an audio file revealing the identity of the one who instigated the Geth attacks on Eden Prime. Fleeing to the Citadel, she attempted to sell the file in exchange for a hiding place before being ambushed by agents of the one behind the Geth attacks. Rescued by Commander Shepard, who has been trying to track down the information she was trying to sell, Tali gratefully plays the audio file in exchange for joining the Commander's team and stopping the Geth. • "Rage Against The Machines" • "Once Burned, Twice Shy" Phase Four - Sidetracked Taken aboard the SSV Normandy, Tali is amazed at the superior performance that the joint efforts of Human/Turian engineering have managed to get out of a ship so small. Spending her time aboard ship with Engineer Adams discussing technical specifications and performance curves, she quickly becomes unnerved by how quiet the ship is compared to the Flotilla ships. She comments that to a Quarian, a quiet ship means a dead engine or worse, a malfunctioning air filter and that it's like half the crew is missing. As the true extent of the mission she has joined is revealed, Tali shows a strong sense of duty, stating "Our Pilgrimage proves we are willing to give of ourselves for the greater good. What does it say about me if I turn my back on this?". • "Talkative when nervous" • "The Greater Good" Phase Five - On Your Own Integrated into the team of experts that Commander Shepard has been assembling, Tali never-the-less feels very young and inexperienced and hopes that she can prove herself worthy of such an important task. Returning to the flotilla to hide is no option when the entire fate of the galaxy is hanging by a thread, so the Geth must be stopped at all costs. • "Must Prove Myself" • "Stop the Geth" Choosing Skills Tali has a lot of technical skills, and has been trained in skills useful to her whilst on her
Pilgrimage. Using the Racial Background and Class Package options as guides, I picked her skills as follows: • Rank 5: Engineering(space) • Rank 4: Computer(space), Tech Training • Rank 3: EVA, Pilot(space), Repair • Rank 2: Close Combat(combat), Energy Weapons(combat), Resolve(track), Stealth • Rank 1: Art, Demolitions, Culture/Tech (Quarian Migrant Fleet, Geth), Science, Survival As suits her mechanical aptitude, all of her top six skills are engineering or space related. Whilst in the game she never needs to use her boot knife, it stands to reason that she probably knows how to use it. The rest of her skills reinforce her technical focus, and her love of art lets her appreciate the beauty in all things, especially music and brand new tech. Choosing Stunts • MG Omni-tool: Playing with spaceship engines and other systems almost from birth, Tali was given a Military Grade Omni-tool to take her skills to the next level. She knows Damping, Decryption, Electronics, and Energy Drain. • Quarian Machinist: Her Quarian background has given her special insight into Artificial Intelligences, granting her the Hacking Tech Talent. • Integral Equipment - Pressure Suit: Like all Quarians away from the Migrant Fleet, Tali possesses a pressure suit to protect her immune system and consequently has onboard equipment to help breathe. She may always act as though she has a pressure suit on, though does not gain the armour effects. Tracks • Health: OOO • Composure: OOO O • Wealth: OOO
Initial Concept: Urdnot Wrex is a Krogan mercenary, a feared Battlemaster who blends Biotic powers with devastating firepower.
Wrex managed to escape the ambush, but not before sinking his knife deep into Jarrod's chest. • "Instinct for Traps" • "Last Krogan Standing" Phase Three - Moment of Crisis Realising the proud warrior culture that once valued courage, strength, and honour – values embodied by the Krogan Monument – had now been reduced to glorifying pointless violence, Wrex turned his back on the rest of the Krogan and left. Over the past three centuries, he has served no master but himself; working as a bodyguard, mercenary, soldier of fortune, and bounty hunter. Tales of his exploits have even made it as far as the Quarian Flotilla. Despite his brutish appearance, Wrex rarely loses his temper. The mere threat of his anger is usually enough to get what he wants. When his fury is unleashed, however, it is a truly terrifying sight. He doesn't speak often, but when he does his words are direct and often shockingly blunt — that tends to get people to listen. • "Been There. Done That. " • "Words Win Battles Too." Phase Four - Sidetracked Hired to kill a human male named Fist on the Citadel, Wrex initially teams up with Commander Shepard to get closer to his target, as Shepard is also looking for him to lead him to his true target. Once Wrex and Shepard deal with Fist, Wrex appreciates Shepard‘s professionalism. Sensing some deeper aspects to Shepard's case, Wrex decides to offer his services full time, feeling that a storm's coming, and Shepard and his target are right in the middle of it. • "Consummate Professional" • "Taste for Adventure" Phase Five - On Your Own Now part of Shepard's crew on a mission to save the galaxy, Wrex is interested in the team of specialists he's assembled, especially the other Biotics. As a Battlemaster, Wrex was deemed suitable for the surgery necessary for the program, so is respectful of their abilities. Keen to test himself against the biggest threat to the galaxy since the Rachni Wars, Wrex feels that there is no challenge he can't beat, and feels that given time there is even some hope for his people. • "Biotic Battlemaster" • "Hope For The Future"
Choosing Aspects Phase One - Growing Up Born into Clan Urdnot, Wrex quickly gained fame for his prowess in battle. He became a leader of one of the smaller Urdnot tribes while still a youth – the youngest Krogan to be granted the honour in a thousand years. After the Krogan Rebellions ended, most remaining Krogan tribes wanted to continue fighting, and most vocal of those was Wrex's father, Warlord Jarrod. Wrex had different ideas. He believed that the Krogan didn't have the numbers to go to war, and even if they did the genophage ensured they couldn't replenish their numbers quickly enough. Instead of battle, he led his tribe to focus on breeding, for at least one generation, and called for other tribes to follow. • "Born Battle Champion" • "Lead by Example" Phase Two - Starting Out Gradually, other Krogan tribes began to come around to Wrex's ideas. This angered the Warlord Jarrod, who decided to arrange a Crush (a meeting on neutral ground) with all of the tribes. Wrex, sensing it was a trap, reluctantly agreed. Wrex and his best warriors met with Jarrod's group in the Krogan ancestral burial grounds called the Hollows, a holy place among the Krogan where violence is forbidden. When it became clear to Jarrod that Wrex wouldn't agree with him, he signalled his men. They leapt from their hiding places and ambushed Wrex's warriors, cutting them down.
and the four quads to see it through. it grants Wrex the Barrier. but better Biotic skills. Close Combat. • Military Grade Brawling: used to represent a lifetime of mercenary work. Animal Handling. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO 45 . 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. The blood of a thousand battles runs through his two hearts and four lungs. and Warp effects. Alertness. Culture/Tech (Krogans. Profession (Mercenary) • Rank 3 Skills: Brawling. and +1 to Brawling rolls in defense. • Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. Oratory Wrex has excellent combat skills. Resolve(track). Stasis. Mercenary Groups). Energy Weapons • Rank 2 Skills: Intimidation. Equivilent to a current L4 generation BioAmp without the VI interface. This emulates the Krogan biological redundancy. Survival. or incite one. He has the words to diffuse a situation.Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. Throw. Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. adding +2 penetration to Brawling attacks. This applies to Consequences mitigating hits to any track. Tactics • Rank 1 Skills: Agility.
and cannot both be placed on the same weapon. Double Tap. this weapon is unable to be used for ranges other than those specified. Time for some fun with equipment. They should not have much penetration power. Double Tap and High Recoil stunts are all appropriate. and the Advanced Optics.Personal Combat Mini-Game Changes WEAPON TYPES To aid narration. naming conventions should be considered. New T3+ Energy Weapon Stunts The following stunts may be taken on any energy weapon unless noted below. Here‘s a brief set of guidelines to help you design your own. which then clears at the end of the players next turn. doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. Penalty reduced from -2 to -1. Both Barrels/Double Tap Transfer Aspect. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. After all. Cost -1bp. Assault Rifles Awkward at close range. and Advanced Optics stunts. offset by their clip size and rate of fire. and a low penetration of 1 or 2. pistols should have a range of 0/2. assault rifles should have a range of 1/3. but the Both Barrels and Dispersed Fire stunts should be considered. They benefit from the Dispersed Fire. EQUIPMENT In creating the gear below. I began by deciding at what level to set for the purposes of equipment design. A high penetration is valuable. 46 . Pistols Designed for use over short to middle distances. and that all weapons should take the Thermal Clip stunt. Shotguns The ultimate close range weapon. SMGs often have similar ranges to pistols (0/2). Cost 1bp. Sniper Rifles The ultimate long range weapon. Cost 1bp. generally have low accuracy and damage per shot. Sub-Machine Guns Designed for rapid fire. we have a pretty good idea of the expected differences between different types of weapons. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. and keep some consistency as the table creates their own weapons. Cost -1bp. sniper rifles should not have a minimum range below 3. They benefit from both the Double Tap and Advanced Optics stunts. They should have the Dispersed Fire and High Capacity stunts. shotguns should have a range of 0/2 and take the Limited Range stunt. "Overheated" tag must be free to use this stunt. Advanced Optics2 Transfer Aspect. Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical. 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. I decided to have all weapon and armour gear at T3 across the board. Limited Range2 Transfer Aspect.
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. Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. this is a basic assault rifle. applying its offensive roll to each target in a zone. 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. 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. and is available extensively. 47 . this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. This shotgun has been rigged to take an extra shot for massive damage at the expense of immediately requiring cool down time.
Instead. use them to provide inspiration for colourful aspects such as ―Never been let down by an Armax‖ or ―As cool as Devlon Industries gear‖ and so on. but rarely differs substantially from other weapons of the same type. This weaponry is always in demand for research purposes. 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. 48 . 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.Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. Note 2: See the Spectre Gear Options section on page 49. but may be retrieved from defeated Geth.
Advanced Spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free. Duration based effects must cool down between uses by one turn per increase. Costs Basic Spectre gear costs 5. Advanced Spectre gear costs 6. They can choose to add 3 Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres. Creation Basic Spectre weapons should be created with a +1bp bonus. lasting 3 turns or until another Biotic effect is used. and Master Spectre gear costs 7. to the effective armour of the character for the purposes of the defense roll against energy weapons. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased. Alternatively. and Master Spectre weapons are built with a +2bp bonus. one additional zone able to be reached by a talent. Some examples are below: 49 . or extending the effect by one additional turn. so there is no Spectre rated armour available for purchase. but any nonauthorised users will be tracked down by other Spectre agents for item retrieval. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects. There are no Spectre armour manufacturers. This may be a further +1 increase to a skill bonus. Advanced Spectre Bio-Amps augment two Effect variables. and cannot be changed afterward. they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. 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. an additional -1 penalty to enemy skill checks. Basic Spectre Omni-tools augment one Talent numerical value. This may be a further +1 bonus to the effective armour defense rating of the character. or an extension by one additional turn of an effect. for use solely by the Citadel Council‘s elite Spectre units. lasting 4 turns or until another Biotic effect is used. For example: A character that knows the BarrierBiotic Effect with a HMBA Basic Bio-Amp has two choices. an additional -1 penalty to the armour defense rating of an enemy.Spectre Gear Options High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. and Master Spectre Omni-tools augment three Talent variables. Spectres may authorise squadmates to purchase and use such gear. and Master Spectre Bio-Amps augment three Effect variables. Advanced Spectre Omni-tools augment two Talent variables. Basic Spectre Bio-Amps augment one Effect numerical value.
and cannot be changed afterward. character histories. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. and all lead to potentially interesting stories of obligation and debt. Bribery.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. Alternatively. 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. Both of these Talents now require one turn of cool-down between uses of the same Talent. and not augment any other known Talent. 50 . instead of the standard +1 bonus. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased. there are other ways of obtaining these items. Use the lists below to inspire aspects. 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. blackmail. The character must now wait two turns after using this Talent before being able to use it again. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. and the place of law and order in the galaxy. being hunted. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets. and corruption are all viable tactics for underhanded characters to use. 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. there are plenty of corporations out there to choose from. or to assist in narration. Whilst such advanced gear would seem to favour characters with a high assets skill rank. theft. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. infiltrating manufacturers warehouses.
Cost -1bp. using a mass effect field to protect the wearer. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged. Provides a +2 bonus to agility checks. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. the benefit of this stunt is also negated.New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite. If available. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. 51 . 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. "Taking Cover!" is cleared when the character moves. Cost 1bp. Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn. confers the taggable aspect "Taking Cover!". Shields require spending a fate point to recharge. this stunt provides more energy to run any systems that draw their power from the armour. ―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. Cost 1bp. but until they do. armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. Booster Power Pack Transfer Aspect. Transfer Aspect. Requires the "Shields" stunt also. Recharge Booster Transfer Aspect. but cannot be spent on the same turn that "Shields are Down!" has been tagged.
Instead. will manufacture for all races. Manufacturer1. and are not available to other races. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. Note 3: The Krogan armour manufactured by the Geth are not available to player characters.2 Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation Sample Armour Manufacturers Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes Note 1: Volus. use this table as inspiration to describe or inspire character aspects. whereas others like the Serrice Council produce solely for one race. 52 .Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. like Devlon Industries. and is here purely for reference and inspiration for aspects or plots. Elcor. Some. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖. and Hanar all produce their own armour. 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.
+2 Pen to targets with an uncompelled Shields stunt.a mass of super-cooled subatomic particles . Popular with pirates. With nine different ammo types. Cryo Rounds New Variant Ammunition: Anti-Personnel Rounds Cooling lasers collapse ammunition into small Bose-Einstein condensate . removes the Thermal Clip stunt. and can only be installed or removed from the weapon during the refresh phase of the game. Ammunition must be purchased separately from weapons. High Explosive Rounds Designed to shred flesh and other organic matter. • Harm of the weapon is reduced to 0. activates the weapon's "Overheated" tag and extends it for one additional round. high explosive rounds have one major drawback: a massive increase in weapon overheating. They are similar in construction to hollow point rounds. • causes 2 additional shifts on a successful hit. • -1 Harm. there's plenty of opportunity for customisation. these rounds are particularly effective against synthetic targets. and provide +2 shifts if tagged by another player who successfully hits. Successful hits confer the free taggable aspect "Toxic Shock" to the target. • +1 Harm to targets with a 0 armour defense rating. • -1 Penetration to targets with an armour defense rating greater than or equal to 2.) • if used in two successive rounds. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn. these rounds are coated with a highly toxic compound. Chemical Rounds Designed to detonate on impact. All variant ammunition costs 3 to purchase. Armour Piercing Rounds Specifically designed to puncture metal. this could mean back in the attacking character's zone.capable of snap-freezing impacted objects. 53 . these rounds are particularly effective against living targets. 1dF zones away (yes. criminals and mercenaries. • If installed on a weapon with a maximum range not exceeding 2.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. places a free taggable aspect "Massive Fireball!" around the target. • on an unsuccessful attack. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4.
usually one that occurs between scenes. upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. For situations not discussed in the details of the Ammunition stunts. Sledgehammer Rounds These rounds hit with incredible force. This consequence can be removed by a character with the First Aid Tech Talent. It would have its base stats against any other target. which is greater than maximum of 2 zones required for the ability to take effect. • -2 Harm. as due to their Dispersed Fire stunt. knocking opponents completely off their feet. This sickness makes it more difficult for Biotic or Tech abilities to be deployed. Thermal Clip). a weapon's Harm and Penetration are as per listed normally for the weapon. or disappears after a short rest. • on a successful hit. if Cryo Rounds were installed into the sample Assault rifle listed on page 31 (Range 1/3. This makes them perfect for shotguns. the actual damage done to the target is typically less than what's done by a standard round. Harm 4. knocks the target over and confers the free taggable aspect "Knocked prone". a hit will place the tag on all targeted enemies. inducing low levels of radiation sickness in targets. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. • extends the "Overheated" tag for one additional turn after being compelled. +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt.Incendiary Rounds Radioactive Rounds Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance. Low Recoil. 54 . • on a successful hit. or with a tagged Shield aspect "Shields are Down!" These rounds are stamped with a minuscule amount of radioactive material. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". Penetration 2. Phasic Rounds Instead of projectiles. then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour. For example. causes +1 shift to all subsequent successful attacks against target until player's next turn. However. Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. • +1 Harm to targets with one or both Biotic Training and Tech Training skills.
the player rolls 1dF. • +1 to Alertness when operated by an individual in powered armour. Users already prone still receive the free taggable aspect. 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. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". • +4 to Penetration. • +2 to Harm. This allows it to be compelled again before the player's next turn. Weapons can only accept two Weapon Mods at any time. and cannot be applied to weapons with the "Civilian" aspect. They are more expensive to obtain than other weapon mods. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. Weapon Mods must be purchased separately from weapons. 55 . Stacks with Alertness bonus from Powered Armour "Sensors" aspect. • Cost of this mod is 4. variant ammunition isn't enough to give you an edge over your enemies. Frictionless Materials Increases the damage of the weapon at a cost of increased recoil. All weapon mods cost 3 to purchase. • After every turn in which the weapon is fired. Combat Scanners increase the chance of detecting enemies. it instead clears at the end of the players current turn. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. • -1 to Agility checks. • -1 to Harm. • +2 to Penetration. Kinetic Coil Frictionless Materials give rounds more power at impact. this mod ceases to provide its bonuses and penalties. that's when you need to go and upgrade your guns. This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. If weapon and armour are separated. and can be installed or removed from the weapon during the refresh phase of the game. Agility checks now at -3 if no "Servo" stunt on armour. For example. this mod cannot be applied. High Caliber Barrel New Weapon Mods Combat Scanner Designed to interface with the Sensor packages installed on powered armour. When you want to get that edge back. if it would normally clear at the beginning of their next turn. • Replaces "Low Recoil" aspect with "High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). and must be installed on higher quality weapons. If "High Recoil" is already present.
such as Cryo Rounds or the Improved Heat Sink weapon mod. redirecting the energy of incoming projectiles away from the body. These mods may only be installed or removed from the armour during the refresh phase of the game. until the bonus is reduced to a minimum of +0 for the remainder of the scene.1 to Agility checks. Hardened ceramic plates can be applied to body armour suits. this mod cannot be applied. • Replaces "High Recoil" aspect with "Low Recoil" aspect. If "Low Recoil" is already present. it now becomes more difficult to move due to its awkwardness. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect. Rail Extension New Armour Mods Modifies the length of the barrel to increase damage. • +1 to Harm. Scram Rail Ablative coating is designed to chip away when impacted. resistance to weapons force and resistance to Biotic and tech attacks. • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. Recoil Damper Ablative Coating Reduces kickback to improve accuracy at the cost of decreased power. Advanced VI functionality reduces weapon kickback to improve accuracy. All Armour Mods cost 3 to purchase unless otherwise stated. Armour Plating This prototype upgrade greatly increases damage. and each armour can be modified to take a maximum of two Armour Mods. the player rolls 1dF. negating the benefits of the "Lightweight" aspect. • -1 to Harm. • -1 to Harm. 56 . Combat Exoskeleton This prototype armour upgrade combines mechanical augmentation. • After every turn in which the weapon is fired. • Armour gains the "Very Heavy" aspect. • +3 to Harm. • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. • . • +2 bonus to Defense rating of Armour. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat. Comes at a cost of reduced power. element zero microcores and firewall technology to give the wearer brute strength.Kinetic Stabiliser New T3+ Powered Armour Modifications With all those lethal variant ammunition and weapon mods out there. 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. but causes a greater chance of weapon overheating. and which may be compelled for all sorts of scene effects. • +4 bonus to Defense rating of armour. increasing their effectiveness. All mods require the aspect "Powered Armour" to be installed. it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive.
• Grants a +2 bonus to Close Combat checks. and also remove the Defense and agility penalties. First Aid Interface A prototype upgrade designed specifically for heavy combat use. • This armour costs 4 to purchase. 57 . Designed for heavy combat use. and counts as two Armour mods. • -2 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. • 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. • +6 bonus to Defense rating of armour. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents.Biotic Effects and Tech Talents. Exoskeleton • +4 bonus to Defense rating of armour. • This armour costs 4 to purchase. • -2 to Agility checks as the mod draws power from the system intended for the servos. 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). this armour provides maximum protection for the user. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2. • -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 Defense bonus and remove the agility penalty. it provides maximum protection for the user. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. • This armour costs 4 to purchase. 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. Energized Weave Microprocessors wired into a combat suit can monitor vital functions and release small. • -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. and counts as two Armour mods. Energised Plating Mechanical augmentation increases the brute strength of the wearer. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4. localised doses of medi-gel to accelerate the healing process.
• Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. • Any time the "Shields are Down!" tag is activated. • 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. localised doses of medigel to accelerate the healing process. • This bulky armour mod decreases the power available to run other systems. • -1 to Stamina checks (this does not confer any changes to the Health stress track). Kinetic Exoskeleton This prototype armour upgrade combines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. the shield bonus from this mod is also negated. Requires the Shield aspect on the armour to be installed. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions To generate kinetic barriers. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. • This armour costs 4 to purchase. • 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). causing a -2 to Agility checks. • +1 to Agility checks. and counts as two Armour mods. maximising healing and minimising recovery times for the user. The greater the capacitor storage. • Any time the "Shields are Down!" tag is activated. • Chemical rounds are unable to confer the "Toxic Shock" aspect. Medical Exoskeleton Specialised microprocessors wired into a combat suit monitor vital functions and release small. causing a -1 to Agility checks. Shield Battery A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. and counts as two Armour mods.Kinetic Buffer (this prevents an opponent using the Consequence to your disadvantage). combat suits rely on capacitors to store energy from a generator. • +2 Shield bonus to the Defense rating of the armour. 58 . This interface also provides resistance to toxic attacks. • +1 to agility checks. • This very bulky armour mod decreases the power available to run other systems. • +2 Shield bonus to Defense rating of armour. the shield bonus from this mod is also negated. • This armour costs 4 to purchase. Requires the Shield aspect on the armour to be installed. Medical Interface This mod draws on the user's stamina to boost their agility. • +3 to Defense rating of armour. the more potent the barrier.
Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. May not be compelled two turns in a row. The prototype armour mods provide some of the better bonuses. and causes a -2 penalty to Agility checks. 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. Although it has reduced stopping power. +2 Penetration to targets with an uncompelled Shields stunt. • -1 to Harm. She also added the ammunition mod at the same time so that the weapon will never overheat. • 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. • +1 to Biotic Training and Tech Training skill checks. • Chemical rounds are unable to confer the "Toxic Shock" aspect. Here's a look at some of the possibilities. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range.Stimulant Pack Advanced Gear All weapon and armour gear starts at T3 across the board. • If installed on a weapon with a maximum range not exceeding 2. and that penetrating those shields is paramount. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. Costs: Pistol 4.) • 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 3 Final Weapon Stats: • Range: 0/2 (Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. gases. Tali knows that the Geth nearly always have shielded systems. and become unreliable when dramatically necessary. and a host of other toxins. though they count as two mods instead of just one. removes the Thermal Clip stunt. Cryo Rounds 3. 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. 59 . Relying primarily on her Tech Training. Tali needs a weapon that she can rely upon if the battle gets too close.
1 to Agility checks. Wrex becomes a battlefield juggernaught. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. unstoppable warrior. AP Rounds 3.) • 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. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4.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. • This armour costs 4 to purchase. Costs: Rifle 4. +2 bonus on armour defense the turn after "Taking Cover!". and cannot be applied to weapons with the "Civilian" aspect. 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. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. 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. Frictionless Materials: • +2 to Penetration. may be compelled for all sorts of scene effects. Frictionless Materials 4. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. Costs: Armour 4. and knows that with correct field placement. the awkwardness of his modified rifle should never become a deciding factor. negating the benefits of the "Lightweight" aspect. ―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. • +4 bonus to Defense rating of armour. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. and counts as two Armour mods. No movement required to activate. • Cost of this mod is 4. a Krogan Battlemaster running in at a charge is terrifying beyond belief. Rail Extension 3. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . and clears"Shields are Down!" tag automatically. • . Little tricks. 60 . like the defense against Biotic Effects and Tech Talents.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. Rail Extension: • +1 to Harm. With enough protection to allow him to get up close and personal in a fight. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". He appreciates the ability to take down highly armoured foes from great distances. Combat Exoskeleton 4.
Improved Heat Sink 3. • Both Barrels • Limited Range • On a hit. knocking them all prone in the process. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. This shotgun is able to double its Harm rating every turn. Frictionless Materials 4.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". and apply that to every target in an area. • Cost of this mod is 4. knocks targets over and confers "Knocked Prone" free tag. Costs: Rifle 4. and cannot be applied to weapons with the "Civilian" aspect. applying its offensive roll to each target in a zone). Sledgehammer Rounds 3. 61 . • -1 to Harm. 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. clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. Frictionless Materials: • +2 to Penetration. Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra.
Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse." and may have been edited by Cerberus agents to discourage casual explorers. Any methods of advancing humanity's ascension are justified. these snipers find cover and hit with Assassination. including illegal or dangerous experimentation. Husks. Cerberus effectively has access to almost every settled system. Each cell is led by an operative who reports directly to the Illusive Man. Due to their widespread network. However. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. • Research Technicians: The technicians are normally Biotics. Cerberus operatives accept that these methods are brutal. Cerberus has operatives all over Citadel space and the Terminus Systems. Led by a mysterious figure known only as the Illusive Man. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts. sabotage and assassination. Cerberus Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. thus rendering the Illusive Man blind in those areas.ADVERSARIES Apart from chasing after rogue Spectre agents. they use powerful Throw attacks. which includes Rachni (soldiers and workers). and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. They have also been described as a pro-humanity terrorist or paramilitary group. destroying Batarian pirate and slaving rings. Cerberus is very well-funded. collecting bounties on escaped Tech criminals. or hunting rogue psychotic Asari purebred Biotics. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. This ensures that should one cell be compromised. or other dangerous nasties. 62 . Cerberus also runs several front corporations meant to fund and support their operations. terrorist activities. which they don‘t just use against vehicles such as the M35 Mako. but believe history will vindicate them. Their core belief is that humans deserve a greater role in the galactic community. • Cerberus Defenders: Found protecting research technicians. and use modified shotguns (page 61). Cerberus operates many other kinds of cells than purely para-military focused ones. the others would not be captured. creatures and organisations out there for the characters to encounter. there are other races. but which has now gone rogue. and colony in the galaxy. highly armoured. reporting regularly. ranging from political to scientific but all united under the common goal of advancing humanity. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. major trade stop. though unarmoured. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on. • Cerberus Snipers: Often found indoors. Cerberus bases are usually guarded by the following forces: • Cerberus Commandos: Highly trained shock troops armed with assault rifles or pistols. due to their activities. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers. Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. they are rapidly deployed.
63 . Geth encountered beyond the Veil will have programs developed equivalent to skills. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). and Jamming. • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. Some have a stunt that grants them the equivalent abilities of an Omni-tool. Has the Geth Shield Boost ability (treat as Ablative Armour). 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. • Geth Rocket Trooper: Equipped with Geth pulse rifles. Very strong shields and extremely resilient with shield recharger. Overload. have access to Tech Talents. Capable of using Assassination (see page 20). Specialised for close quarters combat. • Geth Hopper: Cyberwarfare and ambush platform. barriers. The Geth are entirely synthetic creatures. Capable of Radar Jamming but no shield recharging. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. Utilize both disruptor and scram rockets heavy weapons platforms. Heavily shielded and very resilient with shield rechargers. Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. and vary according to role. and Toxic rounds. such as the Neural Shock Tech Talent. and thus immune to effects that target only organics.Geth As described in the Racial Backgrounds section. Equipped with Geth pulse rifles and rocket launchers. Resilient to gunfire. Also possesses shields. • Geth Sniper: Armed with Geth sniper rifles and shielding. Geth barriers and capable of recharging shields. Extremely strong armour and shields with recharger. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping). • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. has the ability to charge. Carnage (see page 20) and the ability to recharge shields. • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. with the number of Talents equal to the skill rating. Extremely resilient to small arms and ground vehicle fire. Has shielding but no rechargers. shielding and rocket launchers. and can utilise Carnage. Attacks using the Geth sniper beam. • Geth Juggernaut: Similar to Geth Destroyers. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. specialised for long-range combat. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding.
though it is effective psychological warfare to make soldiers fight their own dead. and is also the manufacturer of the FENRIS. The Geth used a ship full of Husks. Over time the body's organs. often fielded by the Alliance. The husks will charge at their enemies and. variant weapon ammunition. if marines try to recover their dead comrades – the Husks are released and attack. the dual "eye" on the unit turns from white to red. as an individual husk can only generate one electrical blast. once close enough. When the spikes are approached – say. skin and water content are converted into cybernetic materials. never seek cover during a firefight. Many mercenary groups make extensive use of them. and so on. They count as both biological and synthetic creatures for the purposes of Tech Talents. with an equivalent skill level of 3 ranks. give off a powerful electrical blast which disables shields and causes massive damage. prior to determining whether the effects of the blast generate composure track shifts. Thereafter. LOKI Mechs are incapable of any complex tactics. husks attack with a brawling skill level of rank 2. They possess a basic personality suite and are easily programmed for various security tasks. and their civiliangrade firewalls are insufficient to deal with modern hacking.Husks Husks are synthetic "zombies" created by the Geth. When a human is captured they are placed on impaling devices. blood is changed to a sickly green fluid. huge spikes that Alliance marines have nicknamed "dragon's teeth". partly as a trap and partly as a warning to other organic races not to enter their space. and the body generates an electrical charge. there is never only one husk around. and YMIR classes of mechanical infantry units. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. Unfortunately for those that encounter them. Originally used by the Alliance for colony guard duty. • 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. allowing their programs to be easily overridden and turned upon their owners. 64 . typically as expendable assault units. or where the use of organics for "around the clock" shifts is unfeasible. MECHs Earth based weapons manufacturer HahneKedar has become a major supplier to the Systems Alliance military. LOKI. A LOKI Mech that switches to its security protocols is easily identified. commonly called MECHs. No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. they have also seen use in groups on the shiftier side of the law when raw manpower is needed. They have an inbuilt level of equivalent armour with a defense rating of 2. the MSV Cornucopia. Husks that reach the same zone as any character attack first with an electrical blast. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated.
Heavily armoured and shielded. the YMIR Mech has better firewalls than other models.• FENRIS Mech: Like other mechs produced by Hahne-Kedar. noisy.and drugsniffing dogs would. To protect the workings of the weapon arms from small arms fire. After the target is struck. these covers must open. altered. the YMIR does have a few limitations. or Model 34-A. the mech will explode. Despite its fearsome weaponry. it must pause to fire rockets to ensure a stable launching platform. 65 . If shot while in this deactivated state. a FENRIS Mech will accelerate to a set speed and jump with its rear legs. For many humans. and have been seen deployed alongside LOKI Mechs. As a military model. Kinaesthetic programming is limited due to the complexity of the design. giving warning to those able to see the mech. the mech will deactivate and remain stationary. limiting its movements to a slow. and FENRIS Mechs can be turned against those they are tasked with serving. walk and cannot attempt to climb steps. the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. but is still vulnerable to hacking by dedicated hackers. YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. they are stunned by a taser device embedded in the 'head' of the FENRIS. or overridden by an experienced hacker. bringing the target down with its front legs in an animalistic pounce-like motion. When a FENRIS Mech is severely damaged. they are identifiable by their white armor and red lights. A major disadvantage to FENRIS Mechs. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions. is that their software programming can be hacked. and indeed to all mechs. is a massive killing machine designed for anti-infantry purposes. FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. Whilst it can fire its twin Cannons on the move however. they are fitted with protective actuated shield covers. When attacking. • YMIR Mech: The Battle YMIR Mech. used in the same manner bomb. In order to fire either weapon. as they tend to constantly advance on enemies to engage at point-blank range.
Their use of Throw and Warp makes them dangerous. They control 20% of Omega. mercenaries will commonly raid remote outposts or unprotected starships when unemployed. a biotic can be found amongst mercenary bands. meaning their equipment is usually produced by a variety of manufacturers (unlike military forces. Krogan mercenaries regenerate their shields particularly quickly in a fight. consisting exclusively of Krogan and Vorcha. They are usually hired by criminal organisations that require "heavy muscle". • Blue Suns.Mercenary Organisations Mercenary bands operate throughout the Attican Traverse and the Terminus Systems. Mercenaries are usually found at their bases on remote worlds.a 'private security' firm and one of the most powerful groups in the Terminus Systems.a major mercenary corporation active in the Terminus systems. Notable Mercenary organisations • Blood Pack. usually equipped with an assault rifle or a shotgun. Given that their occupation requires them to be efficient and capable. they are usually lightly armoured.a minor mercenary band.a pirate group that acts as the"muscle" of Omega. and focus on vehicles such as the M35 Mako. though are most commonly Turians. 66 . or protecting their employer's investments or operations. Batarians or Krogan. • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher. Mercenaries hail from all races and backgrounds. most fill one of the following roles: • Mercenary: The standard mercenary. or by individuals who want protection or assassination services. mostly wiped out by Council Spectre agent Saren Arterius. • The Talons. mercenaries tend to use superior weapons and armour. • Eclipse. • Mercenary Adept: Very occasionally. Able to field a variety of personnel to fulfil their contract. • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders. They often have the ability to use Immunity. and line up for an Assassination shot. Humans. Sometimes euphemistically referring to themselves as 'private security organisations'. • Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers. • The Grim Skulls. but they are lightly armed and armoured.a Turian group based on Omega. smuggling tainted element zero. which prefer to select equipment from a single company).
They are most at home in vents and tunnels. and rarely. It is said that they only attack when the hive is particularly strained for warriors. It is also unique among Rachni in that it possesses some Biotic ability. they respond with brutal force. Acting in swarms. The Rachni are territorial. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. Rachni Queens are the largest and most intelligent of the species. determined to remain isolated from the rest of the galaxy. Rachni Queens are capable of possessing the minds of other Biotics. Should their territory be invaded on purpose or even by accident. able to survive environments that kill most sentient species. It stands to reason that if the galaxy‘s newest spacefaring race. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. they rush up to the squad and explode in suicide attacks. the humans. 67 . They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. The Rachni aren't as extinct as the galaxy had been led to believe. have encountered them. causing heavy toxic damage. the spacefaring Rachni were driven to expand and defend their territory. tending to the needs of the queen. causing heavy toxic damage which ignores shields. seen. on difficult to terraform worlds. but much larger creatures than Rachni Workers. Best handled at a distance. These tentacles are used to impale enemies . with thin tentacles ending in little pods. who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. they likely fill the niche occupied by drones in other hive species. if ever. in fear of being plunged into another galactic war. and other hidden locations. it will occasionally place a squad member in Stasis and appears to use a form of Barrier. They normally inhabit extremely hazardous worlds. Bred in captivity away from a brood queen. Given their name. Rachni soldiers are cunning and like to ambush their enemies. Intelligent but highly aggressive.Rachni The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. although its attacks inflict more damage. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). then its highly likely that other governments have as well. They are the 'elder males' of the hive that usually mate with the queen. Defended by Brood Warriors who will die to protect them. they are effectively giant sized locusts intent on death and destruction of all sentient life around them. The Brood Warrior has abilities comparable to a standard Rachni Soldier. Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. They were eventually defeated and completely eradicated by the Krogan. They can also spit acid.the Rachni can use weapons but prefer to use these tentacles to impale their victims. they are quite fragile. using them as proxies to translate and communicate when necessary. Rachni Soldiers are slower.
They may use their one free move to rise up or drop back underground. They also have rank 4 skills agility. • Native Burrower: Thresher Maws never fully leave the ground they live in. and instead have an extended health track of 3dF+9 Thresher maws are solitary creatures. and a new skill called Acid Spit. mountains. only the head and tentacles erupt from the earth to attack. penetration 6. and are a menace to any structures or vehicles in their nesting area. thresher maws are immobile above ground. They always attack the closest target. and must wait one round between attacks to recharge their spit. spread by previous generations of space travelers. asteroids or moons with little or no atmosphere. harm 8. thresher maw spores appear on many worlds. which is a combined combat skill and weapon. they completely ignore shields. • Dauntless: Thresher Maws have no composure or wealth tracks. They are enormous. They have Natural Weapons as an apex skill. 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. such as a crashed probe to draw unwary scavengers. Give them the following stunts: • Extended Reach: Due to their immense size. but can move incredibly quickly below. Treat Thresher Maws as having an armour defense rating of 6. and move if shifts are successfully generated against them. and are immobile when they raise up to attack. or they may take an additional zone of movement when they take their free move when fully underground. Aggressive and highly territorial. but there are some "stray" nests. They can grow to be in excess of 30 metres tall above the ground. yet are robust enough to survive prolonged periods in deep space and atmospheric reentry. Due to their size. the Thresher Maw cannot be targeted. 68 . they can reach one additional zone with their claws when using their natural weapons. with a range of 2/5. Their attacks consist of spitting powerful viscous acid that splashes on contact.Thresher Maws Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. Owing to the nature of their attacks. two or three at most can be found on a single planet. Threshers commonly have some sort of "lure" in their nest. thresher maws usually live in large flat open spaces on uninhabited planets. They can take a lot of damage and can be very hard to kill. with a harm rating of 8 and must wait one round between attacks due to their size. burrowing up from beneath their prey. or valleys. Fortunately. and smashing with their claws in close range while emitting infrasound. and their acid attacks as though the shields stunts don‘t exist. and their burrowing style of movement. with a body nearly twice that size beneath the surface. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets. identifiable only by their landscape profiles. As a result. violent creatures that burst up from the ground without warning when disturbed. When moving underground. They reproduce via spores that lie dormant for millennia. and do not inhabit rolling hills. They live alone in nests spanning large areas underground. The body of an adult thresher maw never entirely leaves the ground.
69 . Vorcha ―trained‖ by this ordeal are stronger. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds. savage species. alternately fighting them for territory and embracing them as treasured companions. including Batarians – raise them as beasts of war. varren infestations have followed. However. Originally native to the Krogan homeworld of Tuchanka. their continual lack of resources have kept Vorcha society extremely primitive. faster. Even as their population grows. Krogan Blood Pack mercenaries often sweep pockets of Vorcha. hostile. Seeing the potential of the Vorcha's individual adaptability. each additional Vorcha magnifies the gang‘s combat ferocity exponentially. Krogan – and some other species. and consummate survivors. smarter. 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. To this day. the Vorcha constantly fight each other in fierce competition over basic necessities. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. The Krogan have had a love-hate relationship with varren for millennia. and more resilient than other members of the race. Gaining even a few Vorcha gives a mercenary band a formidable advantage. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. leading to the rather unusual nickname 'fishdogs'. With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw. they are – like most life from Tuchanka – savage. wreaking havoc with the native ecology.Varren Varren are omnivores with a preference for living prey. Vorcha The Vorcha originate from a small. wild varren hunt in packs and are so vicious they'll even take on the Geth. gathering them up and literally beating them into soldiers. clannish. Their supreme adaptability. Virtually everywhere the Krogan have been. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed.
we have a quick and easy way to define and differentiate our ships. or T2 level for the larger designs.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. • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" 70 . and are limited in number to only a few operated by each member race. New T0+ Spacecraft Stunts Government Subsidy Spacecraft with this stunt are officially part of the navy of the government. Crew must adhere to the standard operating procedures of the government. • Carriers are usually the same size as Cruisers at T3. or at T3 with a few sink stunts. such as luxury cruisers. The only ones who use an actual Beam weapon are the Reapers. depending on the individual size and age. All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system. so that instead of limiting ships build points by technology. These behemoths are built at T4 (29 bp). All ships of this type must take the Civilian stunt. is not important. assigned a dedicated crew to operate all systems. larger than anything else built by the council races. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. and Dreadnaughts. and have access to shipyard facilities that supply dedicated repair engineers. With this small tweak. who use magneto-hydrodynamics to power them. one man ships. • Reapers are sentient ships. • Fighters are small. for a hard sci-fi genre. we just say that they are limited by size. We can adjust this for our game. but use the optional rules for Fighters on page 228 of the main rules. Geth dropships are classed as Frigates. • Frigates are designed at a level of T2 (17bp). New Spacecraft Stunts Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers. cargo freighters and colony ships usually sport minimal or no weaponry. so are well represented by the T1 (11 bp) level. and built with 8bp. Spacecraft and Tech Levels Diaspora made the design decision that ship size. usually fielded by carriers. These terrors of the black are built at T5 (35 bp) or T6 (41 bp). with severe consequences for variation from those limits so imposed. • Cruisers are firmly in the realm of T3 (23bp) ships. Warships in Mass Effect are classified in one of four weight classes: Frigates. we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships. spacecraft may not take the T4 Stunt "Dumps heat into another dimension". Cruisers. Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). • Dreadnaughts are the largest vessels in Council space. thus Technology is the difference between ships. Using this idea. Carriers.
a Mass Effect Drive is required to access the mass relay system. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. and a +2 bonus to repair checks to remove consequences. Cost: -1bp. Cost 1bp. New T1+ Spacecraft Stunts Mass Effect Drive The pinnacle of interstellar drive design. and allows ships to move ten times faster between their destinations for the same reaction mass. Requires the Tantalus Core Stunt. This stunt also provides a +2 bonus to maintenance checks when at government facilities. whilst also powering the Internal Emissions Sink. and thus reserved for critical operations. or drift passively through a system for days before having to vent and give away her position.• • • • • • • • • • • • • • • • • • "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. Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. and provides a +1 bonus to V-Shift. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks. except when such consequences were gained when the aspect chosen above was tagged. This affords protection from micro-meteorites. Cost 4bp. These shields safely deflect small objects traveling at rapid velocities. 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. but the stored heat must eventually be radiated. 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. Spacecraft can go to 'silent running' for around 2-3 hours. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). This system does not operate during mass relay travel as the heat generated is too much to absorb. or it will build up to levels capable of cooking the crew alive. Cost 2bp. then divide those by ten. This experimental system may only be installed on spacecraft with a 71 . and mass effect accelerated projectiles. See Diaspora page 69 for standard travel times. Cost 1bp. torpedos.
first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. is a prototype "deep scout" frigate. +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.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. 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. nimble. 72 . codeveloped with the Turian Hierarchy. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. except when "Experimental Design" was tagged) • Tantalus Drive Core • Internal Emissions Sink (+2 bonus to Nav check in detection phase) • Kinetic Barriers • Interface Vehicle (M35 Mako Infantry Fighting Vehicle) Aspects • Government Owned and Operated (Systems Alliance) • Experimental Design • Tough Little Spacecraft • Fast. using state-ofthe-art stealth technology powered by an experimental drive core. it is expected that a follow-up class incorporating "lessons learned" will be produced. Should the Normandy‘s design prove useful in field tests. she is optimised for solo reconnaissance missions deep within unstable regions.
Designed with killing much larger ships in mind. and +2 to to V-Shift for 4bp. 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. explosive style. The Oversize Drive Core stunt provides a +1 bonus to the Heat track. and then cause them to catastrophically vent their atmosphere. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts.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. 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. these fighter craft work as a unit to jam the comms of any intruding vessels. 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. bring down their kinetic barriers. 73 . Cerberus fields its own defense ships around their secret research stations.
the Specialists gain an extra aspect ―Power Drained‖. or Armour. there is an opportunity to explore larger scale events through multiple squads in the Platoon level combat minigame. There are no new platoon skills added in this section. New Platoon Stunts The following stunts may be taken by any unit that meets the type restriction (if any). or Direct Fire. offensive Biotic abilities are unfortunately visually flashy and distinctive. However. this stunt grants +1 to the Signals skill of the unit. The unit receives +2 to this skill when used defensively. as well as +1 to one of the Signals or Camouflage skills. Platoon Creation Changes When constructing platoons. Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking. Similarly. Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. the Defenders gain an extra aspect ―Power Drained‖. as well as +1 to one of the Observation or Armour skills. Direct Fire. Whether on a starship or a soldier's suit of armour. provide protection against most mass accelerator weapons. determined at creation. This stunt provides a +1 to Hand-toHand. as well the ability to try to use a manouver to remove a free tag on an ally that is currently within Command range. Additionally. and receive a -1 penalty to Camouflage next turn. Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand. At creation choose one of Armour or Hand-to-Hand. though. Additionally. At the gaming table. Command. there are a few ways Mass Effect characters can augment their assigned platoon. Biotic Specialist (Infantry) As fearsome as they are in direct combat. Tech Infiltrator (Infantry) Using their jamming skills to great effect. Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. Anti-Air. the infiltrators gain an extra aspect ―Power Drained‖. change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. colloquially called "shields". At platoon level. the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals. this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately.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. Additionally. and +1 to one of Direct Fire or Anti Air. All normal rules for character association with units apply as per Diaspora page 192. the basic principle remains the same. the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. Tech Specialist (Infantry) Seizing control of the electronic battlespace. Shield Projector Kinetic barriers. 74 . while no less potent to their unit.
Example Platoons All platoons are created at tech level T3. Whilst slower and bulkier than its successor. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. First rolled off the assembly lines in 2170. 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. allowing it to take off vertically and hover in place using minimum fuel. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. the M35 Mako. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. 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. Anti-Air 2. and was a bane against the Turians during the First Contact War. disrupting communications. Movement 1. as it has no FTL drive. Hand-to-Hand 2. a high-altitude bomber. “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. no spot of enemy units required Battlefield Genius: platoon units gain Command Range +1 Command and Control of the Battlespace Overheated Weapons As Protective As a Papa Bear A61 Mantis Multirole Gunship (Citadel Races Only) The Gunship is driven by vectored-thrust engines. Armour 1. the Mantis remains in service in dozens of armies across the galaxy. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . a fighter. Command 1. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. taking out support units and delivering marines to weak points in the enemy formations. the Grizzly has had a long career protecting its troops well. The only role the Mantis cannot perform is that of a true deep-space fighter. Alliance Marines (T3 Infantry) Direct Fire 3. Signals 2. Direct Fire 3. The Mantis houses an element zero core which lightens the engines with a mass effect field. Observation 2. Direct Fire 3.
Armour 2. depending on the tactics preferred in their town. Like an army of ninja. 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 . Movement 3. One-on-one. focused guerrilla strikes.Ground Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. Direct Fire 2 Morale OO Interceptor: able to respond and act to enemy aircraft if on LAUNCH box 76 . possessing profound tactical insight. A61 Mantis Gunship . Armour 2. Observation 2 Morale OO Infantry Carrier: able to transport Infantry Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Rapid Deployment and Close Support Overheated Weapons A61 Mantis Gunship . 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. they are adept at ambush.Air Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Anti-Air 4. and assassination.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. demoralizing and defeating their enemies through intense. Huntresses fight individually or in pairs.Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. a hunter's eye. Movement 4. infiltration. a huntress is practically unbeatable. Armour 2. 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. Movement 3. and their education from that point is dedicated to sharpening their mind and body for that sole purpose. Armour 2. Movement 3. and a dancer's grace and alacrity.
they may communicate their exact thoughts and ideas at the speed of light. Armour 1. Veteran 1. Direct Fire 2. Anti-Air 2. Morale OOO OOO O Geth Platoons All Geth are networked to each other. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender. Geth can even be packed tightly into crates and left in storage. Veteran 1. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Camouflage 1. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3. +1 to Direct Fire. Movement 3. 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. Command 1. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Armour 2. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. +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. The Geth make perfect ambushers—"they don't move.Biotic Specialist: +1 to Hand-to-Hand. Direct Fire 3. Armour 1. they don't make noise. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. they don't even breathe. This makes them extremely efficient in battlefield conditions. Movement 2. Camouflage 1. Movement 1. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. Movement 2. Direct Fire 2. +1 to Direct Fire. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively. shutting down their power sources to stay undetected. Veteran 1. Geth Infantry Platoon • 4x Geth Troopers • 1x Geth Juggernaught • Platoon Fate: 6 FP Geth Heavy Weapons Platoon • 2x Geth Troopers • 2x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP 77 ." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. Direct Fire 1. +1 to Anti-Air. The key element of Geth warfare is surprise. Hand-to-Hand 3.
Signals 2.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. Movement 1. which varies depending on which Leader is assigned to a Platoon. Armour 1. the M29 Grizzly. It is designed to fulfill the role of rapid deployment that its predecessor. 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 1. Anti-Air 2. It is equipped with microthrusters and a small element zero core. Though the interior is cramped. Observation 1. Movement 2. which can be used to increase mass and provide greater traction. 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 . Geth Troopers (T3 Infantry) Hand-to-Hand 3. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. Anti. Observation 1. Geth repair their morale using Signals instead of Command. Observation 1. Direct Fire 2. Armour 3. 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. or reduce its mass for limited evasive or positioning manouvers. fell short of accomplishing. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. Movement 2. 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. 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. Direct Fire 2. Observation 1.Air2. Armour 2. Armour 2. 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. and that they are extensively reliant on digital communication for interaction.
STG operators are brutally practical. Observation 3. 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. 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. These include a recon drone controller. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. Hand-to-Hand 2 Armour 1. usually deployed by the Citadel Council. Movement 1. performing dangerous missions such as counterterrorism. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . 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. Armour 3. and sabotage. Direct Fire 1. STG operators work in independent cells. a mobile air defense platform. 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. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. reconnaissance. additional aspect ―Power Drained‖ to remove these bonuses. STG Recon Unit (T3 Infantry) Camoflage 3. Hand-to-Hand 2. assassination. Movement 1.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. devoted to accomplishing their mission regardless of the cost involved to others or themselves. Observation 2. +1 to Observation. Signals 1. Direct Fire 3. infiltration.
Armour 2. Armour 1. able to use manouver to remove free tag on ally in command. additional aspect ―Power Drained‖ to remove these bonuses. Hand-to-Hand 1. Movement 2. Tech Defender: +1 to Command. Movement 3. I encourage you to create your own versions of these units. 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 . additional aspect ―Power Drained‖ to remove these bonuses.STG Infiltrators (T3 Infantry) Camouflage 3. 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. Hand-to-Hand 2. +1 to Camouflage. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. Wireless: Command Range +1 Never Where You Thought They Were Overheated Weapons Power Drained Other Platoons and Units These are just a small sample of the potential types of units that can be created for the Platoon mini-game. Signals 1. Tech Infiltrator: +1 to Armour. Direct Fire 2. Indirect Fire 1. 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.
unpredictable. In this section. there are hard limits on what you can do and where you can go. they began activating every mass relay they could find. Character creation works in a similar way. Humans are still discovering what it takes to survive on these newly discovered worlds. permitting instantaneous passage across thousands of light-years. by its very nature as programmed entertainment.Campaigns and Themes Mass Effect is set in the year 2183 CE. unlocking faster-than-light travel. Taking control of a pivotal character in the events of the game. Whilst you can explore hundreds of worlds across the series. no one in the wider galactic community had ever heard of humans. Humans are new to the galaxy A little over 35 years ago. and some members of those races resent the appearance that humans are going to jump the queue ahead of them. Many races have petitioned for elevation to this status for a long time. and Turians in the decision making process. Humans also discovered the mass relay network that threaded the galaxy. individualistic and thus. as the structure of the Diaspora RPG cluster and character creation is designed to help you. Law and Order The Mass Effect games place strong emphasis on the theme of law and order in the galaxy. At the gaming table. our options are not so limited. With the technology from these ruins. battling aliens and making allies (and vice versa). 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. 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. Humanity began its journey among the stars. or outside. This is the setting history established in the first Mass Effect game. creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. highly adaptable. Cluster creation is intended for each player to suggest themes they‘d like to explore. humanity learned the secrets of mass effect physics and element zero. 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 are heavily petitioning for full member status in the Citadel Council. beginning the First Contact War. as well as how individuals choose to operate within. there are many places that the reach of the council doesn‘t extend. Hoping to expand their territory and driven by immense curiosity about the galaxy. to join the Asari. Salarians. Whilst the Citadel is seen as the primary location of galactic rule. They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. you get the chance to explore the galaxy. exploring ancient ruins and fabulous cities alike. those confines. humans have an active role in galactic commerce and settlement. This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. with steps designed to help link your characters to each other. abnormally ambitious. encountering various alien races and establishing itself on the galactic stage. moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space. such as 81 . At the time of the first game. as well as confronting the prevailing opinions of humans as intelligent. which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry.
The Citadel Council heavily controls all research into synthetic intelligences. Along these lines. give ‗em that race. so they have no need to trade resources or information with them. Whether they are the biotic powerhouse Asari Huntresses. The Quarian peoples are adrift in space. there is much appeal to playing highly competent beings breaking heads and taking names. the Geth. skills or abilities your character needs. aspect. when other inspiration is taking a while to surface. resources and attitude for the character. With only one skill at the Superb (+5) level. this can be explored in the ways humans protect. and Elite special operations groups are one place to develop them. so too is the nature of how organics deal with synthetic intelligences. you have probably noted things of interest you‘d like to explore. ―Hacking Diaspora: Threats. lest the same mistakes get made. C-Sec is a volunteer organisation. The apex skill represents a significant investment in time. they are all you need to begin to create a character. there are those who are sent in to do them. 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. exiled from their home planet by their own creations. 82 . 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. Special Operations and Apex Skills When there are dangerous missions to perform. Conversely. Partial Characters and Cool Stuff As you have read through this book. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. The companion document to this rules hack. a stunt or two. many mercenary groups employ humans as hired muscle. and you‘re good to go. take some time to decide why your character is so good at that particular skill. Unfortunately for the council races. The introduction of both a Geth character. with them making up the largest of the minorities. or circumvent. from a synthetic point of view. However. notably Blue Suns and Eclipse. Sometimes. An AI gives the view from the other side of the fence when it says that.the iron fisted rule of the Asari crime lord Aria on Omega. an ability or race. or stunt that interested you. "all organics must destroy or control synthetic life forms". Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. Tying into the first theme of humans being new to the galaxy. to provide protection to interests not necessarily desired by the Council. banning AI research almost entirely. and is always happy to take new recruits. 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. Diaspora supports this style of play with its pyramid skill structure. You can always fill in the rest as you play. or the corporate control of Noveria. the law. the covert and clandestine Salarian Special Tasks Group. Just choose one. name them. you can always begin by using one of those characters as a starting point to developing your own. these potentially disastrous outcomes are neither certain. Organics vs Synthetics In the large scale. When you are unsure what kind of aspects. nor impossible to work around. or even the elite Council Spectres. 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. At the personal level. They have successfully incorporated humans into their structure to help with policing and patrol duties.
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.
Effects last until the next turn only unless otherwise specified. no Tech Training. and overthrew. home is where the flotilla is. Non-technical apex skill. Three or four combat skills. New Skill: Biotic Training (Page 26) Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. Biotic and Combat skills not higher than rank 4. Amphibious information seekers. Primary Biotic Effects: Barrier +2 to own armour defense rating. Lasts three turns. Place aspect on target. Warp -2 to enemy armour defense. adept at sneaky and subtle Public service peacekeepers. emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. Biotic and Tech Training skills not higher than rank 4. Combat Excellence stunt available with ranks in Tactics. no combat skills. omnitools and bio-amps. Combat specialist. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. Place aspect on target. now militantly serve the Hanar Ponderous giants. no Biotic or Tech Training. Hate humans Rescued from their dying world. no Biotic Training. Place aspect on target.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. Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. Lift Target floats helplessly. Broken by the genophage Evicted by own AI creations. no Tech Training. other combat skills not higher than rank 3. Minimal combat training. Singularity Gravity sink. Stasis Target unable to move and takes no damage. Minimal combat training. Tech and Combat skills not higher than rank 4. target takes one additional damage shift from any successful attacks. Number of effects equal to skill training level. Tech specialist. modified by Bio-Amp Implant stunt. slavers. If used two turns in a row. Zone aspect. clannish primitives used as cannon fodder by mercs Towering. admired and distrusted equally Synthetic AI race created by. reliable and affordable equipment such as armour. the Quarians Reptilian mercs and enforcers. Lasts two turns. mono-gendered race of female appearance Pirates. client race of the Turians Aggressive. no Biotic Training. Conserves momentum. combat skills not higher than rank 3. 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. Throw Shift enemy one zone. 84 . adaptive predators loyal only to the strongest Engineer Vanguard Sentinel Infiltrator Biotic specialist.
If target was unarmoured biological. Next. then next turn gain a +2 bonus to armoured or synthetic target. Asari Biotic No implant required. That target becomes immune to further Domination next turn. rounding up against other biologicals. otherwise resolves at the end of turn. Effects = Skill rank. Unable to use another Biotic effect next turn. Effects = Skill rank. Add 3dF to skill rank before combat to determine skill level. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect. 85 . high priced and very difficult to acquire for most non-Turians. They must then resist an attack equal to Biotic Training +2. Add 1dF to skill rank before combat to determine skill level. Effects = 0 Stable L2 Implant Max skill rank = 4. Younger than 300: are dying. may spend a FP to gain a defense bonus equal to half Medicine ranks. Then. those without Shielding have the Lifted effect applied to them. Effects = Skill rank L1 Implant Cannot take skill. New Stunt: Bio-Amp Implant (Page 29) Modifies number of effects. you are unable to act the following turn. Finally. no effects avail. Must not take free move. Effects = Skill rank +1. Spend one turn focussing on a target. then next turn make a full turn move. Effected targets with the Shielding stunt are unable to move next round. Place ―Biotic Shockwave‖ aspect if have Singularity. L4 Implant Aspect: ―Occasionally Distracted by VI‖. have no implant and cannot take skill. L3-R Implant Max skill rank = 3 -1 to composure track. If >5. Slam Requires: Lift effect and one of Throw or Pull effects. Their weapons and armour are high quality. All zones affected must resist this attack. Finally.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. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. Draw line on map from character (Tactics -1) zones in length. If target is invalid. or +4 for both. one composure or health damage cumulative per use. make a Close Combat check at +2 bonus for having one of the required effects. or a +4 bonus to unarmed biological target. L3 Implant Max skill rank = 3 Effects = Skill rank. Armax Arsenal Supplier of elite Turian military units. reducing any pass costs by 1. Dominate Requires: Stasis effect and Resolve skill. Unstable L2 Implant Max skill rank = 3. you are unable to act the following turn. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. May pay a FP to resolve the effect immediately. Advanced Biotic Effects (pages 27. Reave Requires: Warp effect and Medicine skill. Unable to use this effect in consecutive turns. apply Barrier to self. Shockwave Requires: Lift or Singularity effect and Tactics skill. Spend one turn preparing this effect. Place ―Slammed‖ aspect on target. or Throw to target. or +4 for having both. must start again. or both if you possess both effects. Make a Biotic check at +2 for one effect. Effects = Skill rank. If 0. No max skill rank.
Place ―System Rebooting‖ taggable aspect on synthetic target. professional mercs. access secure systems. heat or toxic exposure. Drone and Have-a-Thing: Combat Drone stunt. ending their turn if they fail. All targets in the zone. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. and to hack lone targets. etc. Substitute ranks in Tech Training for Medicine skill rolls. A mobile weapon platform at your command. Must have at least 1 rank in Repair skill. That target becomes immune to further Hacking next turn. Offensively. Multiple Redundancy: Use my Tech Training. Must have at least 1 rank in Medicine skill. Advanced Tech Talents: Must also have Computer (space) skill. in same or adjacent zone to the character unless otherwise noted below. Pen 2. including Biotics. to weapons and armour. Decryption Unlock doors. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect. All Tech Talents last for one turn. Primary Tech Talents: Damping Use defensively to contest Biotic Effects. starships. Substitute ranks in Tech Training for Repair skill rolls. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. 86 . Target becomes immune to further Overloads next turn. On a success. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. and lasts 2 turns when activated.VARIANT RULES QUICK SHEETS Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold. place a ―Frozen and immobilised‖ aspect on the zone for one turn. Elanus Risk Control Services A private security corp that can provide event security. 89) Repair New Skill: Tech Training Characters can have a total number of talents equal to number of ranks they have in the Tech Training skill. or passing through must roll their Stamina skill against the number of shifts. NonLethal. Advanced Requires: Hacking talent. Place ―Disorientated and Confused‖ taggable aspect on biological target. Hacking Restrictions removed to allow repeated Hacking attempts on same target. Jamming -2 penalty to enemy alertness checks. Drone Stats: Range 0/1. Must have at least 1 rank in Medicine skill. 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. Combat Requires: Hacking Talent. bypass alarms. Harm 2. place ―Suppressed by Tech‖ aspect on appropriate target. May be taken multiple times to stack penalty.
Their weapons are stock quality at best. MG Immunity Once per scene. Base Jamming talent duration extends by 1 turn. Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. after ―Shields are Down!‖ compelled. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. any level of Tactics skill. 87 . Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. excluding the user. Tactical Cloak Requires: Jamming talent. target takes Health damage of number of shifts. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect.VARIANT RULES QUICK SHEETS Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain talent. Tech Armour Requires: Hacking talent. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. Overload Restriction removed to allow repeated Overload attempts on same target. 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. though their armour lines are generally recognized as above average. but must still meet all other prerequisites. Unable to be used on successive turns against the same enemy. and no ranks in either Biotic Training or Tech Training. 89) Hahne-Kedar Earth-based major supplier to the Systems Alliance military. Armour bonus granted by Shields boosted by +3 when this talent is activated. On a success. When neutralised. 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. 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. and Armour with Shields stunt. and unshielded targets must resist 3 shifts of Composure damage. Advanced Requires: Overload talent. including possessing an appropriate weapon. absorbed by armour. New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. New Stunt: Combat Excellence (Page 34) This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. 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. the Tech Armour detonates.
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
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. +1 to V-Shift. sometimes used by Krogan Blood Pack mercenaries. Huge solitary burrowing monsters with acid spit. +2 bonus to repair checks to remove consequences. Additional aspect from list below (or similar). Cost 4bp. 91 . 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). except when aspect was tagged. 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). Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. Mostly Turians. Violent primitive race usually found in forgotten corners of dark places. Intelligent arachnid race with hive mind. Cost 1bp. Crew must adhere to SOPs. 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. Batarians or Krogan. Adaptable dangerous pests that hunt in packs. and all travel times reduced by factor of 10. "Government Owned and Operated" aspect. Synthetic AI race. +2 to Heat Track. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. +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. Cost 2bp. Must also have one other high energy usage system (IES). Cybernetic zombies created by Geth from captured Biological races. Humans. or T6 (41 BP) Allows access to mass relay network. Mechanical robots used as supplementary guards. Stealth system gives +2 bonus to Nav check in detection phase.
Ability to try to use a manuover to remove a free tag on an ally that is within command range. +1 to Hand-to-Hand. +1 to Armour and ―Power Drained‖ aspect. +1 to one of Armour or Observation. which causes a -1 penalty to Camouflage the following turn. and ―Power Drained‖ aspect.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. and get a -1 penalty to Camouflage next turn. 92 . Tech Defender (Infantry) Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network +1 to Command and ―Power Drained‖ aspect. +1 to Signals. Gain +1 spot marker after attacking with either of the two chosen skills. +1 bonus to one of Direct Fire or Anti-Air. Geth repair their morale with Signals instead of Command. +1 to one of Camouflage or Signals.
Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. This weaponry is always in demand for research purposes. and is here purely for reference and inspiration for aspects or plots. 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. but rarely differs substantially from other weapons of the same type. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. but may be retrieved from defeated Geth. 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. and Hanar all produce their own armour. 93 . Note 2: See the Spectre Gear Options section on pages 49 or 89. Elcor.
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