HACKING DIASPORA TO

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

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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

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Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License. Some text has been taken from the Diaspora System Reference Document.net. prototype00. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds. and can be found in their fantastic completeness here: http://masseffect. Travellingdave. chiefly Brad J. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version.html. the process of taking an established setting and creating. I first had to find a system that could do it justice. Bioware could only put so much into the game.ea. and Stacie_gmrgrl. James the Dark.TTF. Murray (Halfjack).vsca. I acknowledge that Mass EffectTM and all related races. and are used in this document with Fair Use intent. Barbacobra. EonTrinity. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void. What you see here is the culmination of my efforts to blend the two. Please see the Licence section for further details. and that you undertake and enjoy the adventures that are waiting for you.wikia. but if some of the sample aspects. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. Silent Wayfarer. ChopSockey. I hope you find this document useful. rescuing colonists. As you can imagine.com/. Mass Effect told the story of a group of civilisations about to meet their doom. Bioware’s Mass Effect and its sequels. despite the available scope of the setting. stunts. gear or mods don‘t quite suit your game. others left as blank slates. PolkaNinja. it‘s a freeware font called Slider. Mass Effect 2 and 3. were fantastic games that begged to be explored. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom. the player trekked across the game setting exploring uncharted worlds. That‘s where VSCA Publishing’s Diaspora comes in. zircher.com/. don‘t be afraid to make up your own versions. Assembling a group of champions. Yook. Introduced to Diaspora by friends on RPG. Some things were hinted at. Also. battling synthetic intelligences. Special thanks goes out to my playtesters. and Propagandor for their comments and encouragement. Darth Illithid. 4 . I realised I had found a game system that would suit my needs. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1.0a (see page 90). fellow RPG. HumAnoydd. and are not meant to challenge ownership of such ideas.Introduction Welcome to the updated version of my first attempt at system hacking. and more.ca/Diaspora/diaspora-srd. For those looking for the font I used for the titles and headings. Their home page can be found here: http://www.net members Stevenls. which can be found here: http://www. Matthew Gooding (Reaganstorme) May 2012 ACKNOWLEGDEMENTS I would like to thank the creators of Diaspora.

in an opposed roll. Aspects. through the invocation of Aspects. you add an appropriate skill. available on the Internet.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. A Fudge die is a d6. it is often the difference between two rolls that might determine the quality of success. in that the term Fair is replaced by Decent. around which the game is built. 3-4 as blank. when all things are considered. results of 7 against 5 represent a decent success. 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.75 10/81 12. and other elements from the FATE system but they each have other distinctions. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. with two faces marked -. and two faces blank. two faces marked +. and you have a total. This yields a particular curve. in which a player roll is compared against a referee roll. yielding a range from -4 to +4. successes and difficulties are rated by numbers or by the terms on the Ladder. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional.95 -2 10/81 12. If one is looking for appropriate adjectives to describe an action.46 16/81 19. Treating the -5 and 5 results as zero keeps the expected range though. and then you compare against some difficulty level.95 1/81 1. with better chances for extreme results. Each of these use fate dice.75 0 1 2 3 4 19/81 23. Without special dice. subtract the -s. Refer to the provided links if you wish further clarification of any rules based information. and 5-6 as +. most numbers in the game. 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. are single digits. 5 . FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. You roll your set of four fudge dice. The words are only applicable directly when a single character acts. While higher numbers are possible. you could treat 1-2 as -. You add up the +s. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter.35 4/81 4.35 -1 16/81 19. Our Ladder here is slightly different from the Spirit of the Century Ladder. Since an apex Skill is at level 5.The DIASPORA Mini-Games Diaspora is a set of mini-games. this is functionally the same as rolling 4d3-8.24 -3 4/81 4. which might be someone else's roll or might be a level imposed by the referee. which yields a result between -4 and +4. So.

FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. the rare material dubbed element zero. and the usages of their Element Zero based technologies. An advanced hybrid race of sentient synthetic/organic warships. slumbering in hibernation. The last such galactic extinction event happened approximately 50. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. allowing higher rates of acceleration. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. The Citadel. Starships still require conventional thrusters (chemical rockets. as are limited FTL routes. 6 . In anticipation of intelligent life reaching for the stars. ELEMENT ZERO AND THE MASS EFFECT Element Zero ("Eezo") When subjected to an electrical current. were the Reapers. Navigation is only possible between relays. This effectively raises the speed of light within the mass effect field. a ship has no motive power. By leaving the mass relays. the Reapers provide the building blocks for their next harvest. and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. or "eezo". and that the time to feed has come again. allowing high speed travel with negligible relativistic time dilation effects. behind them when they again leave for millennia. are not in-fact the creators of the mass relays scattered through the galaxy. In particular. and the heat debt acquired by interstellar travel. They discovered that in the dark spaces between galaxies. 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.000 years ago. With only a core. emits a dark energy field that raises or lowers the mass of all objects within it.The MASS EFFECT Premise SETTING BACKGROUND Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect. with a few catches. skilled navigators are able to propel the ships light-years in only a few hours. Very massive ships or very high speeds are prohibitively expensive. dubbed the Protheans. commercial fusion torch. These routes are only able to be navigated using space ships with special Element Zero power cores. the idea of technological advancement to the point of collapse is here. This "mass effect" is used in countless ways. economy ion engine. the Reapers wait for the coded signal from their keepers that technology is progressing. or military antiproton drive) in addition to the FTL drive core. In the Mass Effect setting. but the latest in a long line of intelligent races to unlock the secrets of their use and discover their purpose. all currently discovered uses for element zero based effects generate a heat debt that must be managed. It is most prominently used to enable faster-than-light space travel. Using the energy field created by the mass relays. from generating artificial gravity to manufacturing highstrength construction materials. allowing them to tap into dark energies to reduce their mass. the last great technological society. and their focus. In fact.

while high mass compaction creates dense. This requires intensive training. Even colonists have access to advanced tech. The Geth are a prime example of the doom that is pending with the development of AIs. Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. In space. driving the Quarians from their homeworld and taking over. who have jump started their technological creations and exploit Element Zero and mass effects themselves. personal networks are everywhere. the effects are catastrophic. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. low-mass fields permit the creation of evenlyblended alloys. mass is increased. and each system can have several planetary systems reachable by ships. the world of Mass Effect is on the brink of imminent collapse.If the field collapses while the ship is moving at faster-than-light speeds. 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. the greater the magnitude of the dark energy mass effect. Some Biotics' talents are not strong enough to be offensively viable. Whilst there are still advances to be made. The stronger the current. mass is decreased. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. So. Ubiquitous Technology In the games. as with regular Diaspora T4 societies. to prevent the electricity discharging into the hull and causing catastrophic damage. With a negative current. and protect starships in planetary orbit or during space battles. sturdy construction materials. it's much more efficient to use the mass relays to navigate the galaxy. For Biotics. this charge must be grounded at regular intervals. The least developed of the races is humanity. we see the presence of technology everywhere. The ship is snapped back to sublight velocity. When the table sits down to create the cluster. and we never see any nontechnical races competing for resources. The military makes extensive use of mobility enhancing technologies. amongst a variety of other effects. many Biotics can also create and manipulate their own mass effect fields. whilst limited FTL is possible. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. In manufacturing. This reflects back to the Cluster generation mini-game quite easily. High-mass fields create artificial gravity and push space debris away from vessels. and plenty of scientific secrets still to be discovered. In starship drive cores. and both are susceptible to combat hacking. 7 . the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. With a positive current. This still gives us plenty of conflict to game. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. but all Biotics are sensitive to the presence of mass effect fields. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. the enormous excess energy shed in the form of lethal Cherenkov radiation. but can produce impressive offensive or defensive effects. this manifests as an occasional static shock when they touch metal or other people. the slipstreams become the links between the mass relays. either by touching a planet surface or interacting with a planet's geomagnetic field. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. and cybernetic implants. It also means that most weaponry will be energy weapons.

Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. so whilst today's criminal ganglords might provide some measure of stability. O+2: Licensed At this level of order. the rules and restrictions are beginning to pile up. those in charge are more concerned with their own power than in serving the public interest. Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. Example – The completely corporate and privatised world of Noveria. O+1: Progress Typically touted as a fair system for all. to the totally controlled centre of galactic politics. Any sufficiently charismatic or forceful individual can set whatever rules they like. the Citadel. I've picked ORDER. we need a new stat to represent variances between worlds. validation. where slaves. O-1: Corruption Whilst relatively stable.Cluster Creation Mini-Game Changes NEW SYSTEM STAT: ORDER Due to the universally high level of access to technology. Example – Any homeworld of the Council races. controlled or illegal narcotics. systems and societies. all exploited by those wanting to work around them. although there are still those willing and able to rort the system without bringing too much attention to themselves. What started as measures to protect the public good are beginning to become quite restrictive. tomorrow's gang leaders may die in a hail of blaster fire. licensing and policing of those granted licences are the primary methods of keeping order. Example – The world of Illium. There's plenty of variance in the levels of Order in societies during the missions in the game. and those who commit crime and are caught generally face the appropriate penalties. weapons. There is a substantial administration system geared towards the issue. Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. 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. representing a very minimal structure of a handful of people at most. and all manner of other restricted goods are available for sale. Life is strictly survival-of-the-fittest. At this level of order. there are multiple layers of bureaucracy. Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station. or other associate species of the Council. O+0: Stability Those employed to look after the public generally do. from the relatively lawless Omega. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything. revocation and enforcement of many activities. especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. period. Example – The Citadel 8 . verification.

and of those ideas. There are some suggestions on how to model variances to the Diaspora setting in the SRD. Chapter 9 . These differences form the mechanical description of the race. Page 221) There are fifteen racial backgrounds in Mass Effect. 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.Making it Work. Aspects.Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. 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. I‘ve incorporated two of them: new races and special powers. but are included in this section for completeness. They may suggest some Skills should be higher than others. 9 . Mass Effect also has quite a few variations from the base outlines. they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type. 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. or that some should be lower. as the SRD states. (Diaspora. including baseline humans. After all. and Stunts”. “anything should be able to be modelled with an appropriate balance of Skills. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid.

A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. native to the planet Thessia. diplomacy. not all develop their skills. Asari typically have the Agility skill quite high. Asari have had a long time to develop many other skills. Asari choose to be warriors at a young age. One-on-one. Biotics are common enough that some capability is a requirement to be trained as a huntress. Whilst they are natural Biotics. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. and their education 10 . but often have good charm or intimidation ranks. depending on the tactics preferred in their town. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. bureaucracy.Asari from that point is dedicated to sharpening their mind and body for that sole purpose. and Biotic talent. they possess an alarming proficiency for killing. Huntresses fight individually or in pairs. Asari can be found in all walks of life. Asari have been bartenders and dancers. and when focused on building their martial abilites are fearsome huntresses." The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. and usually have at least one space skill. lack of Biotic talent excludes a young Asari from military service. and a dancer's grace and alacrity. 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. Asari characters favour a few skills over others. and to discover and inhabit the Citadel. A very long lived race. As such. The Asari were instrumental in proposing and founding the Citadel Council. a huntress is practically unbeatable. but taking ranks in Biotic training is optional. and have been at the heart of galactic society ever since. there are not many of them. Asari characters must take the Natural Biotic stunt. are often considered the most powerful and respected sentient species in the known galaxy. The Asari. a hunter's eye. mercenaries. When they retire. and some kind of profession. Fortunately. Politically minded Asari will have good arts. traders. possessing profound tactical insight. culture/tech. and some all of them at somepoint in their life. Out of physical combat. Reflecting their physical attributes. and as such often have the resolve skill. develop their stealth and close combat skills as huntresses. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight. diplomats and warriors.

despite being illegal according to Council law. who are forbidden to leave Batarian space by their omnipresent and paranoid government. It is not known what the average Batarian thinks about their enforced isolation. is still hostile to the Systems Alliance. The rest of the galaxy views the Batarians as an ignorable problem. 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. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised. as well as the threat of slavery by their own kind. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. Almost universally despised.Batarians Slavery is an integral part of the Batarian caste system. and overstepping one's place is frowned upon. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. known as the Batarian Hegemony. negotiations with a Batarian are likely to be conducted at gunpoint. preferencing vanguard and sentinel packages. Their shock troopers are known to be Biotically talented. though in more lawless regions of the galaxy like Omega. They have a reputation for being shrewd businessmen and merchants. The custom is so deeply ingrained in Batarian culture that they consider the Council's anti-slavery standing to be prejudicial. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. Their government. becoming an inward-looking rogue state. It should be noted that these criminals do not represent average citizens. Given the Batarian government's oppressive nature. but beneath the notice of the powerful Council races. as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. make Batarian counter-culture rebels almost impossible to find. Most Batarians at large in the galaxy will therefore be mercenaries or pirates. especially among colonists. Batarians strongly believe that species with less than four eyes are less intelligent. despite the fact that their exile is largely self-imposed. Rogue Batarian slave rings are feared throughout the galaxy. Batarians place an extremely high value on social caste and appearance. a region the Batarians were already actively settling. The Council refused. The indoctrination by their govenment and caste systems. When humans began to colonise the Skyllian Verge. fuelling the stereotype of the Batarian thug. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves. and have high combat and intimidation. and related skills such as demolitions and tactics. it is speculated their supreme leadership is autocratic or totalitarian in nature. and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations. 11 .

though they still have to share an embassy with the Volus. They are massive creatures. This process can be involuntary. within a single lifetime. an adaptation to a world where they must remember the location of every necessary resource (vegetation. such as combat. as well as all space and combat skills. extremely slight body movements. which the Drell fulfill by taking on tasks that the Hanar find difficult. alertness. Amongst themselves. These recalls are so vivid and detailed that some Drell may mistake it for reality. standing on four muscular legs for increased stability. EVA and repair. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. and survival. Their Compact with the Hanar allows them to develop many other skills. Elcor speech is heard by most species as a flat. The Elcor follow the recommendations of their Elders. drinkable water and prey migration paths) across vast distances. but as being requested to serve is a great honour. had established a regular trade route to the Citadel. the Elcor discovered the closest mass relay and. With their help. so many have high ranks in agility. but primarily ones that involve physical tasks.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 memories are so strong that an external stimulus can trigger a powerful memory recall. Since their subtlety can lead to misunderstandings with other species. These are filed away in huge libraries of data discs 12 . such as demolitions. an evolved response to an environment where a fall can be lethal. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. This has coloured their psychology. Any Drell may refuse to serve. making them deliberate and conservative. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. few turn down the offer. The Drell possess eidetic memory. who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. ponderous monotone. Elcor move slowly. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. The Elcor quickly became one of the more prominent species in Citadel space. The Elcor are native to the high-gravity world Dekuuna. resolve. The Elcor were just making their first forays into space travel when the Asari made contact with them. stamina. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. Since then. Drell have quite a few physical skills due to their harsh development. scent.

consequently having fewer space related skills. but extremely well developed. They don't need to trade for any resource—they have all they require to supply their own needs. The Geth continued development of new technology and variations of mobile platforms. assault. specifically). Geth The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. and stamina. Elcor warriors don't carry small arms. This makes Elcor policies very predictable. They obtained an ultimate goal in this time period. The Geth also utilise turrets and drones (rocket. the Quarians attempted to exterminate them. the Elcor rely on sophisticated VI combat systems. as labourers and tools of war. The slow speed and immense size of the Elcor makes them easy targets. serial killers and actors. separating their technology base from the rest of the galaxy. bureaucracy. the Geth monitored communications and the Extranet. instead relying on equipment stunts if in military roles. Elcor make better colonists than sailors. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. lumbering Geth Armatures. They see no point to rushing things. provided one has done a great deal of research. 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. from traders and business operators. to the gigantic. The Geth did not repopulate the now barren Quarian worlds. colonists. While they prevented any contact by other races with themselves. Due to their conservative nature. The Elcor economy is small. They adopted an extremely isolationist attitude. their durable hide allows them to shrug off most incoming fire.any ships that ventured into Geth space were immediately attacked and destroyed.to create a Dyson Sphere. and reduced the Quarians to a race of nomads.and are consulted when needed. dubbed the ―Morning War‖ by the Geth. Fortunately. and trade only in finished goods. century-long development plans. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest. Elcor occupy all sorts of positions. pirates. Because their slow. to bouncers. the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers. and are fond of making thorough. These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists. Over time. The Geth were created sometime around 1900 CE by the Quarians. The Geth won the resulting war. recon and repair drones. Any attempt to embargo their space would be fruitless. they should not have combat skills. instead choosing to exist in the computer hubs aboard massive space stations. Little is known about the Geth in the time between the Morning War and the present. When the Geth became sentient and began to question their masters. only slightly larger than the Alliance's. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. 13 . which could house every single Geth program. High brokerage.

so the Hanar rescued several hundred thousand Drell and brought them to Kahje. and their strong religious beliefs regarding the Protheans. but are not strong enough to lift more than a few hundred grams each. Geth encountered beyond the Veil will have programs developed equivalent to skills. A small percentage of Geth. Their limbs can grip tightly. in exchange for their assistance. they rely on contra-gravitic levitation packs that use mass effect fields. Many Drell become unofficial members of the 14 . Drell have integrated with every level of Hanar society.Approximately three centuries after the Morning War. however. Hanar The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. the reality is very different. Now the Drell serve as a client race of the Hanar. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. although most of their height is in their long tentacles which have three fingers at the base. However the invertebrate. accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. When interacting with mainstream galactic society. the Hanar made contact with the Drell on their nearby homeworld of Rakhana. The majority of the Geth dismissed the offer. where they integrated into Hanar society with the remaining Drell dying out. and although to outside observers the relationship can be construed as a form of slavery. water-native Hanar cannot support their own weight in normal gravity. whom they refer to as "the Enkindlers". and vary according to role. the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal. have access to Tech Talents. The Hanar 'stand' slightly taller than a human. Hanar are known for their intense politeness when speaking. It should be stressed that practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. They were allowed to peacefully leave the main Geth network. Several hundred years ago.

and must take special courses to unlearn this tendency if they expect to deal with other species. a "face name" and a "soul name. Few Hanar are willing to deal with other species.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.and speak with scrupulous precision and extreme politeness." That said. and they produce very few goods that are usable by others. which occasionally causes clashes with other Citadel races. a Hanar will still maintain exquisite poise. and will remain formal even with those it wishes dead. Instead they refer to themselves as "this one. The Hanar have two names. their economy is small and isolated from the rest of the galaxy. a movie about a Hanar Spectre who has "a gun in every tentacle. The soul name is kept for use among close friends and relations. "This one wonders if the criminal scum considers itself fortunate". The Hanar communicate using sophisticated patterns of bioluminescence -. Few standard technologies (designed for bipedal and fingered species) are available in their space. the trailer also shows another key scene where the Hanar says. Drell servants usually carry out Hanar assassinations. though they are still capable of strangling someone in favourable conditions.family. Even when flustered or angry." Famous for it's tagline "Enkindle this" followed by a gunshot. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. possibly as a homage to the Human detective that the Hanar character is based on. games and movies such as Blasto: The Jellyfish. Hanar characters will be exceptional by choosing to associate with non-Hanar races." The face name is used as a general label for use by strangers and acquaintances. Hanar characters should have no combat skills at all." It is only around those who know their soul name that they would ever consider using the first person. and tend to be poetic. Most Hanar take offense at improper language. frequently appearing in magazines. Hanar are extremely polite." or the impersonal "it. so should have some driving Aspects to explain why. Economic contacts are limited to a handful of trade stations on their borders. One industry that Hanar seem well suited to is the Entertainment Industry. almost to a fault. 15 . a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers. Due to this self-imposed isolation and the unique physiology of the race. As such. For example. as the Hanar are too cumbersome out of the water to participate in a physical fight.

they will be able to influence the Council's rulings. The conflict caught the attention of the Citadel Council. are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. the Alliance became the representative and supranational governing body of humanity. known by humans as the First Contact War. a global rush began to decipher the petabytes of data from the outpost. humans have no close allies among the other races. as the first step to getting a seat.Humans pelled them from Shanxi. Once humanity does get a seat. which caught the Turians by surprise and ex- 16 . Unlike many species in Citadel space. While religions tried to assimilate this discovery into their doctrine. The Council forced the Turians to pay heavy reparations. humans expanded to other systems. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. Since then. opening any mass relays they could find. from the planet Earth. the Council's elite operatives. As a consequence of the Alliance's swift and decisive action during the First Contact War. 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. explorers managed to open the Charon Relay and discovered it led to Arcturus. With the help of the fledgling Systems Alliance. They independently discovered a Prothean data cache on Mars in 2148. Human explorers on Mars uncovered a longruined Prothean observation post. Discovering information on a mass relay orbiting Pluto. humans have rapidly risen in prominence. thus introducing humans to the galactic community. begun in 2157. humans have had to follow the edicts of the Council without having much influence on their decisions. with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. Without alliances or key political positions. It has been noted that humans are unusual in the galactic community. Human ambassadors have been pushing to induct a human into the Spectres. protect their own interests and have a say in the governing of Citadel space. which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. because they have far greater genetic diversity compared to other species with more peaks and valleys. although the repercussions from the First Contact War are still being felt. as a control. the Second Fleet then launched a massive counter-attack. and the mass relay networks shortly thereafter. Led by Admiral Kastanie Drescher. Humans. though they are trade partners with the Turians and Asari. This makes human genetic material useful in biological experiments.

but actually thrived in the extreme conditions. This genetic 'infection' dramatically reduced fertility in Krogan females. and they are highly resistant to environmental hazards. though those who do possess the talent typically have strong abilities. but due to the overabundance of predators on their home planet. including toxins. a world known for its harsh environments. and security enforcers for gangsters. "looking out for number one" is simply a matter of course. Their thick hides are virtually impervious to cuts.Krogan Krogan have always had a tendency to be selfish. unsympathetic. and governments alike. private armies. Krogan characters should have the stamina skill in one of the top three tiers. In their culture. perhaps excluding intimidation. 17 . The weak and selfless do not live long. the animal handler and survival skills nicely complement the Krogan love of combat skills in general The Krogan are a species of large reptilian bipeds native to the planet Tuchanka. as Krogan society became more technologically advanced so did their weaponry. the Krogan were 'uplifted' into galactic society. and should also invest in brawling. after the Rachni were eradicated. Ironically. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). scrapes or contusions. causing a severe drop in births and. The Krogan managed to not only survive on their unforgiving homeworld. radiation. close combat and resolve. With the help of the Salarians. population. bodyguards. the rapidly-expanding Krogan became a threat to the galaxy in turn. They respect strength and self-reliance and are neither surprised nor offended by treachery. Biotic individuals are rare. scarce resources. eliminating the Krogan numerical advantage. Krogan typically have few social graces. Many who have left Tuchanka have found employment as professional mercenaries. and extreme heat and cold. Unfortunately. and blunt. As such. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. ultimately. starting the Krogan Rebellions and forcing the Turians to unleash the genophage. and overabundance of vicious predators.

science and survival. this aspect changes to "No substitute for home cooking" or something similar. 18 . The most important fact of Quarian biology is their weak immune system. After being refused aid from the Citadel Council. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems. the Council stripped the Quarians of their embassy. the Quarians fled in the Migrant Fleet while the Geth took over their systems. and quickly develop high EVA and medical skills to protect themselves. However. when the Geth gradually became sentient. All Quarian characters should take the Aspect "Life seen through a window". Since their homeworld Rannoch was conquered. and favour MicroG combat or energy weapons. If they travel on a sterile ship of the Migrant Fleet. The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. all Quarians habitually dress in highly sophisticated enviro-suits. 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). Most Quarians focus on two space skills. a species of rudimentary artificial intelligences. Soon after. a huge collection of starships that travel as a single fleet. to serve as an efficient source of manual labor. but they also take ranks in repair. effectively cutting the Quarians out of Citadel politics as a punishment for their actions. Ever since. the Quarians became terrified of possible consequences and tried to destroy their creations. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. resolve. As a result. Approximately three hundred years ago the Quarians created the Geth. the Quarians live aboard the Migrant Fleet. some take all six. to protect them from disease or infection if they are injured.Quarians Quarians are trained extensively before they leave on their pilgrimge.

They are constantly experimenting and inventing. but some races. Also valued are all space based skills. and EVA skills to augment their chosen professions. tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). see the Salarians as manipulators. and move fast. and it is generally accepted that they always know more than they are letting on. Salarians often have ranks in intellectual skills such as archaeology. using their brokerage. Salarians are known for their observational capability and non-linear thinking. demolitions. especially the Elcor. the Salarians are warm-blooded amphibians with a hyperactive metabolism. The Salarians also played a significant role in the evolution of the Krogan species. and tactics. repair. Many Salarians have high alertness informing their decisions. combined with their exceedingly high birth rate. This manifests as an aptitude for research and espionage. Salarian Characters excel at invention. spearheaded in the field by Special Tasks Groups (STG). Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. To Salarians. including a few humans. allowed the Krogans the time. talk fast. The Salarians provided the Krogan with advanced technology and a new. This comparatively easy life. The Salarians see information gathering and even spying as a matter of course when dealing with other races. bureaucracy.Salarians The second species to join the Citadel. other species seem sluggish and dull-witted. With this in mind. medical. Salarians over the age of 40 are a rarity. a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth. Unfortunately. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. science. aggressively claiming formerly allied planets as their own. The peaceful home planet and better technology put less strain on the Krogan as a species. Though their military is nothing special. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. and as such are well suited as traders and mercenaries. preferring to use cutting-edge technology rather than settle for anything less. 19 . As such they are well respected. their metabolic speed leaves them with a relatively short lifespan. numbers and energy to spread through Citadel space. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. as they did before contact with the Salarians. Salarians think fast.

schools. Turians have a strong inclination toward public service and self-sacrifice. The Turian military is the center of their society. it is an allencompassing public works organisation. 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. and eventually gained a Council seat in recognition of their efforts. which virtually sterilised the Krogan and sent them into a decline. The fire brigades serve the civilian population as well as military facilities. Aspects should also be chosen to reflect their loyalty to the team. The Turians then filled the peacekeeping niche left by the oncecooperative Krogan. The military police are also the civic police. Also prominent are bureaucracy. so they tend to be poor entrepreneurs. demolitions. intimidation. The Turians deployed a Salarian-created biological weapon called the genophage. It is rare to find one who puts his needs ahead of the group. the Turians are the most recent of the Citadel races invited to join the Council. offering protection in exchange for their fiscal expertise. water purification plants. repair. oratory. Every citizen from age 15 to 30 serves the state in some capacity. The corps of engineers builds and maintains spaceports. 20 . as anything from a soldier to an administrator.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. It is not just an armed force. and power stations. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. from a construction engineer to a sanitation worker. To compensate. Known for their militaristic and disciplined culture. Turians are noted for their strong sense of public service. The merchant marine ensures that all worlds get needed resources. they accepted the mercantile Volus as a client race.

but not the definition. as VIs are only utilised to assist the user and process data (although. Loading these files into a new blue box will create a new personality.s A VI going ―rogue‖ is akin to software not working correctly—that is in fact the cause. Creation of a conscious AI requires adaptive code. when the Geth rebellion put an end to most of their research into synthetic intelligence. To gain some measure of control over the creation and study of AI. and a specialized quantum computer called a "blue box".I. that an AI is a living. An Artificial Intelligence (AI). 21 . the L4 iteration. conscious entity deserving the same rights as organics. An AI cannot be transmitted across a communication channel or computer network. it would be more broken than rogue. however. A lot of armour upgrades use VI enhancements. only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. they can still get out of hand). with their behaviour parameters. a slow. A virtual intelligence (VI) is a sophisticated program designed to make modern computer systems easier to use. Without its blue box. Some VIs have 'personality imprints'. as variations in the quantum hardware and runtime results create unpredictable variations. like AIs. This is what gives Rogue VI its definition—had the VI simply not worked. The Geth serve as a cautionary tale against the dangers of rogue AI. an AI is no more than data files. A VI is Rogue when it no longer does what it is intended or instructed to do. they aren't actually self aware.Virtual Intelligence and A. the term "synthetic" is considered the politically correct alternative. is a selfaware computing system capable of learning and independent decision making. speech pattern and appearance based on specific individuals. The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent. although it is illegal to make VIs based on currently living people. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports. and in Citadel space they are technically illegal. so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user. Advocacy groups argue. They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life. Though they appear to be intelligent. just made with clever programming. react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation. The newest biotic implants. however. Manufacturers of the blue box hardware required for the creation of AIs are also similarly restricted. They are not to be confused with artificial intelligences like the Geth. to create a kind of virtual immortality. use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential. expensive education.

The rest of galactic civilization regards them as pests and scavengers. Volus characters should not have any combat skills above tier four. but are also a client race of the Turians. whether it be of land. but are unlikely to have much in the way of space skills. resources. the Vorcha use combat. However. they tend not to be very violent. Vorcha society is built around combat. Volus must develop EVA skills to keep themselves safe. "know your customer's need better than they do". The Vorcha who escaped their hostile homeworld did so by hiding on the ships of space faring races that had the misfortune of visiting their planet. They are comfortable with bureaucracy. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. As a result. Brokerage should be in the top three tiers. When a clan population grows too large. trader or accountant. They are extremely aggressive. Volus mostly make their influence felt through trade and commerce. they have never been invited to join the Council. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations. Like the Quarians. both singly and in groups. as their default form of communication resulting in their communications being primarily non-verbal. and many. both against rivals of their own species and against any alien who stands in their way. Because the Volus are not physically adept. and only two at most.Volus Vorcha The Volus are an associate race on the Citadel with their own embassy. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. and their presence is generally seen as a blight. Because they are not physically adept compared to most species. The Volus have a reputation as traders and merchants. 22 . 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. work as some of the best financial advisers in Citadel space. Volus culture is dominated by trade. younger members will depart to start a new clan elsewhere. and they have a long history on the Citadel. which is a sore point for many Volus individuals. The Vorcha are not themselves a space-faring race. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. more militant species. and can even seem overly-pacifistic and cowardly to other. such as Omega. In fact. or even other tribe members. if at all. as do oratory and tactics. Known for their unique biology and aggressive behavior. as should some profession such as banking. and most have extensive assets to draw upon. the Volus must wear pressure suits and breathers when dealing with other species. Culture/tech skills are part of the business ethos. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. They hail from Irune. although many have found their way off-world as stowaways on ships visiting their homeworld.

known for their violent and aggressive nature. Discovered by the Citadel Council in 2125 CE. the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally. Yahg have four pairs of eyes. Yahg society is built around a pack mentality. Their hands each have three fingers which include a thumb. two large horns and facial markings on their heads. Once the leader is established. as well as three toes on each foot. The Yahg also possess a muscular. large body standing over a Krogan which provides considerable physical strength and agility. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species. each pair designed to track and predict the movements of prey. The Yahg are a sentient race of towering humanoids native to the world of Parnack. and two other fingers. 23 . a triangular mouth adorned with sharp teeth. They have scaly skin ranging from red to brown. Consummate predators.Yahg The Yahg evolved to fill the niche of apex predator on Parnack. the Yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation. A group of Yahg will not cooperate until a single leader has attained dominance through either social maneuvering or brute force. the Yahg possess unrivalled perceptiveness and mental adaptability. making it almost impossible to lie to a Yahg.

but should have ranks in demolitions. The Tech specialist. such as charm. Adepts should have the Biotic Training skill in the first or second tier. Such specialised fields leave little time to develop combat skills. Engineers should have the Tech Training skill in the first or second tier. or oratory. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. I came to the realisation that classes are not all that different from non-human races. if at all. Possessing an unusual combination of skills. they are by no means the only character concepts allowed. with the highest combat skill at tier four. Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three. The weapon and combat specialist. and tactics. stealth and tactics. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. with the highest combat skill at tier four.CLASS PACKAGES After a bit of tinkering. stamina. 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 lack advanced combat training. Receiving more combat training than Engineers. They should also take ranks in stamina and resolve. They should also take ranks in agility. they should not have more than three combat skills in total and the highest at a tier one lower than their Tech Training skill. Receiving more combat training than the Adepts. and should have no ranks in the Biotic Training skill. and as such. Whilst still prevented from taking Biotic Training. They lack advanced combat training. and should have no ranks in the Tech Training skill. The Biotic specialist. intimidation. should have only one combat skill at tier five. They should also consider taking advantage of the Combat Excellence stunt. Whilst still prevented from taking Tech Training. whilst there are only six basic classes in the game. all ranked relatively highly with one in tier one or two. The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. and their attendant specialisations. Also. They should have no ranks in Biotic Training or Tech Training. with one of them at tier two and the other at tier three. Sentinels are Biotics with Tech training. with resolve and stamina also valuable. Soldiers should have at least three or four combat skills. in that to play as a certain class type some skills should be valued over others. 24 . 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.

Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. then outfitted with a surgically implanted amplifier in the brain . The medical risk to their body. slow process. With Mass Effect being Space Opera in theme. Biotics of other species. a Biotic can generate and control dark energy to move objects.to use their talents to any useful degree. are individuals who were exposed to dust-form element zero in utero and. or who had defective implants. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. and the extent of their training are the core concepts we want to integrate. but not all.usually at puberty . The first one we can do with an appropriate Aspect. could also have been influenced by their Biotic Powers. Usually. and are handled a little more freely here than in the original version of the Diaspora rules. Weapons are an important aesthetic from the games. In extremely rare cases. However. as it suits the genre and play style from the games. and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. and as a result many Biotics develop their powers with military application in mind. the quality of their implant. and the last with a new skill. In the core rules. such as humans. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. The events leading to their Moment of Crisis. about one in ten exposures will result in a person with moderate.NEW SKILLS AND STUNTS Another of Mass Effect's differences is the presence of Biotic and Tech related powers. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. This effectively inverts the function of the "Civilian" weapon stunt. Finally. entered military service when they reached their Starting Out phase. In humans. A Biotic has to essentially develop conscious control of their nervous system. They were also probably raised away from their parents. though not all choose to develop their abilities. they aren't always permanent. Biotics were typically discovered at a very young age. there is a risk the eezo will cause medical complications instead. All Biotics are sensitive to mass effect fields. the second with a stunt. or escaped and became mercenaries. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. can develop them in puberty through further exposure to element zero. humans who were exposed in utero. or after being Sidetracked. generate protective barriers or restrain enemies. beating the odds. The natural electrical impulses in the body can create mass effect fields from these nodules. but each Biotic must first be trained. such as terminal cancer. however if they don't there are still stories that can be told about characters who didn't receive training. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. or otherwise went rogue. Once trained. Most. developed eezo nodules throughout their nervous system. though some left. producing the effects seen as Biotic abilities. then the character needs a Military Grade weapon stunt to utilize it. stable Biotic talents that are worth training. and so on. yet 25 . This is done using a technique called 'physical mnemonics'. Two new skills are introduced to allow characters to access these abilities. or gainfully employed? Biotics All Asari are natural Biotics from birth. did not manifest Biotic talents. which is a long. and even if Biotic talents manifest themselves. there is no real issue with ignoring that particular rule. the expensive procedure is performed by the military. if a weapon does not have the ―civilian‖ aspect.

This effect lasts 2 turns. It can also attract objects from the environment.New Skill: Biotic Training Mass effect fields are difficult to generate and control without training. Some examples are listed below. and so on. so a charging enemy will rush over the characters heads. or until another Biotic effect is used. and place an appropriate Aspect lasting till the characters next turn. Primary Biotic Effects Stasis This effect causes an enemy to be temporarily locked in a mass effect field. Place an appropriate Aspect on the target zone as you would for a maneuver. Primary and Advanced. by either launching them away or knocking them over. Thus. increasing the damage the enemy takes. making them more vulnerable to attack. Enemies in Stasis also become impervious to damage. In game terms. this effect is mostly used to keep opponents at a distance. Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. These effects all require a successful Biotic Training skill roll to activate. a player may choose a number of effects equal to their Biotic Training skill level. Throw / Pull In combat. freezing the target in place and making them unable to attack. such as crates or pieces of furniture. Powers are available at two levels. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. When activated. as well as dealing damage over time. Place an appropriate Aspect on the target as you would for a maneuver. and last until the next turn only unless otherwise specified. and so on. This effect lasts 3 turns. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field. Place an appropriate Aspect on the target as you would for a maneuver. or until another Biotic effect is used. Lift Using Lift will cause enemies to float helplessly in the air. 26 . modified by their BioAmp Implant stunt. Warp This effect lowers the armour on a target. This effect conserves the momentum of its target. an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects. Shift an enemy one zone on a successful activation. Advanced powers usually combine effects and require much more skill and fine control to manifest. When activated. rendering them helpless when they land. Singularity This gravitational power sucks multiple enemies within a radius to a single area. the Biotic Training skill allows the character to create various effects. If the same target is Warped for two consecutive turns. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect. Barrier Using this effect creates a barrier against the skin to protect against energy weapon attacks. leaving them floating helplessly and vulnerable to attack. During character creation.

This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1. as well as Close Combat present in the skill pyramid. and applied to each separate border/barrier. Place a "Dominated" free tag on the target until the player's next turn. If the target is no longer valid. To use this Effect. place an "Immobilised and Helpless" aspect on the target. attuning themselves to their declared target. rank 3. the player makes an attack against the target. less one from this Effect. move or reduce any barrier ratings for their current turn in preparation for their attack. Next turn. After the attack. with a bonus of +4 against unarmoured biological targets. but on an organic target instead. as well as Resolve present in the skill pyramid. the target becomes immune to further domination attempts. 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. which does not count toward the next use of this Effect. and the benefits of the Barrier Effect to themselves if they have it. 27 . rank 5 = +3 to defense). place manouvers. they take a full turn move as per the standard rules (Diaspora page 102). the character loses all benefits and must start again. There must be multiple enemies present to activate this talent. After the attack. move or reduce any barrier ratings for their current turn in preparation for their attack. That target is unable to act next turn and loses the applied aspect at the end of that turn. When the character attacks an unprotected organic. whilst also giving a temporary defensive bonus when the power is used against unprotected organics. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. the character may make a Close Combat check. To use this Effect. The character applies the effects of the Throw Effect to the target if they have it.2 = +1 to defense. place manouvers. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception. but only on a successful result against their defense. with the exception that they may ignore any border pass costs equal to 1. the character can spend 1 FP to gain a bonus to their defense against attacks from other organics. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. Dominate Prerequisites: Stasis Effect. the character must not attack. and if the target is still alive. Reave Prerequisites: Warp Effect. Charge Prerequisites: one of either Barrier or Throw Effects. or +2 against armoured or synthetic targets. Next turn. the character is unable to act for one turn. At the end of the move. the character must not attack. The following round. Higher pass costs must be eroded with shifts as normal.4 = +2 to defense.

Shockwave Prerequisites: one of either Lift or Singularity Effects. The player must decide which scope the aspect belongs to at the time they place the aspect. etc). If the character has 3 or more ranks in the Science skill. 28 . and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. To use this Effect. which can only be tagged by other Biotic skill checks. The character rolls their Biotic Training skill with a +2 bonus for having one of the required Effects (Lift or Singularity) and a +4 bonus for having both. The Shockwave is present until the start of the next turn. The character applies the effects of the Lift Effect to all unshielded targets if they have it. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. When Slam resolves. The following effects are applied to all valid targets along that line. 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. instead of the ground. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. including airborne targets close to the ground. To use this Effect. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2. This ability is unable to be used in consecutive turns. unsecured objects (explosive barrels. placing an appropriate aspect on a target. the character must not use their free move this turn. the target loses all momentum becoming stationary as the ability takes effect. The character uses Slam like they would use their Biotic Lift ability. unlike Lift. which otherwise resolves after all other characters have acted. and any shifts are dealt to armour first. All targets take damage if the check exceeded their defense rating. leaving it on the table for the remainder of the turn. Targets with the Shielding armour stunt that are hit are unable to move next turn. equal to (Tactics Rank -1) zones in length from their position. the character must not use their free move this turn. 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 draws a straight line across the map. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects. as well as Tactics present in the skill pyramid. However. If the character has 3 or more ranks in science. The target rolls to defend only. they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. they may pay 1 FP to immediately resolve the following effect. New Option: Biotic Combos As an additional option. NPC's.

cumulatively. Players choose which track they will apply the damage to each time. L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. the character begins to take one composure or health track damage for every successful activation. Their implants are almost universally equivalent to current L4 Bio-Amps. but assume any drawbacks associated as well if implanted. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. being a Biotic is an acquired ability. this is the effective rating of the skill for the remainder of the scene. while a few are powerful and stable. Asari have no need to augment their innate abilities with a Bio-amp. also determining the number of Biotic effects the character can manifest. The effective rating of the Biotic Training skill varies each time the character begins combat. If reduced to zero or below. the character is unable to manifest any Biotic Effects this scene. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. others are strong but unstable. but to save the life of the character.New Stunt: Bio-Amp Implant Unless your character is an Asari. and can reduce this damage by taking Consequences like normal. but suffer discomfort from their implants. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. New Bio-Amp Implant Stunts the number of Biotic effects the character can manifest. also determining 29 . Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. Asari are only restricted by training to the number of Biotic Effects they can produce. but without the associated drawback aspect. If reduced to zero or below. but must still invest in the Natural Biotic stunt below. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. the character is unable to manifest any Biotic Effects this scene. L2 Implant The results of this implant vary wildly. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. Krogan characters with Bio-Amps are called Battlemasters. Geth are unable to be Biotics. The character may not take the Biotic Training skill at any level. because the L1s were implanted after puberty. some L2s are hardly stronger than an L1. If raised above 5. 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. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts. Natural Biotic (Asari only) As the only known species that are all natural Biotics. Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3. The purpose of this implant was not to develop combat powers. this is the effective rating of the skill for the remainder of the scene.

Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies. Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. this Bio-Amp restricts the 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. L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago. stable implant. 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. Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI". They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities. before eventually going insane with the agony. There is no restriction to the maximum rating of the Biotic Training skill. Also restricted to a maximum rating of the Biotic Training skill to 3.L3 Implant A good. They would make good candidates for L1 implants. There are no officially acknowledged side effects. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. with many Battlemasters still alive today. and force police or military personnel to kill them to stop the devastating rampage. if they could ever be convinced to do so. 30 . although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years. They spend those years in increasing levels of pain. L3-R Implant Short for 'L3-retrofit'.

This allows for field repairs and modifications to most standard items. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. 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. such as hacking. most common energy weapons. After a successful attack in this manner. and must cool down until the end of their next turn. Systems crash at the blink of their eye. and minifacturing fabricator. as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill. Energy Drain Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. The fabrication module can rapidly assemble small three-dimensional objects from common. Due to the highly technical nature of most devices. the target's weapon is too hot from the sudden draining to be used immediately.Omni-tools Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. as well as the reuse of salvaged equipment. They are handheld devices that combine a computer microframe. Primary Tech Talents Damping This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. 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. bypass security alarms. Electronics New Skill: Tech Training Anyone can play games or watch news clips on their omni-tool. and access secure systems. from a distance. preventing them from firing for one turn. or the target of elite Special Forces themselves. 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. Versatile and reliable. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. decryption. and even enemy weapons malfunction on command. It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. and even starship systems. 31 . and can be used to disrupt Biotics. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character. Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy. Decryption Used to unlock sealed doors. or repair. it can also be used to augment another character's Computer (space) check. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. including weapons and armour. and light alloys. ceramics. reusable industrial plastics. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. sensor analysis pack. unless otherwise stated below. no codes are safe from their access. They're either elite military. an omni-tool can be used to analyse and adjust the functionality of most standard equipment.

the Combat Drone is unavailable until the next refresh phase. as well as their linked Primary talent. and also can also be attempted against lone targets. or other appropriate point in play. The following round.Have-aThing (Combat Drone) Stunt. this talent allows the user to reduce the effectiveness of enemy scanners. Have-a-Thing: Combat Drone Range: 0/1. Combat Drone Prerequisites: Hacking 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. The character must have at least one rank in the medicine skill to use this talent. This talent may be taken multiple times. The character must have at least one rank in the repair skill to use this talent. Place a "disoriented and confused" free tag on the target until the player's next turn. as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvantage). Through superior technique or inspired creativity. the target becomes immune to further hacking attempts. Once destroyed. Advanced Tech Talents All advanced Tech Talents require the Computer (space) skill to be present in the pyramid. the target becomes immune to further overload attempts. NonLethal.First Aid Used in this way. Penetration 2. 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. The character must have at least one rank in the medicine skill to use this talent. your Hacks to disrupt an artificial or synthetic life form‘s targeting systems are able to be repeated against the same target. There must be multiple enemies present to activate this talent. Harm 2. during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. Transfer Aspect: ―Combat Hover Drone‖ Neural Shock Biological lifeforms attacked with this talent can be paralysed for one round by disrupting their central nervous systems. the MG Omni-tool lets you disable a free tag gained from the Health stress track of any ally in the same zone as you. causing a -2 penalty to alertness checks. granting a cumulative penalty to alertness checks. The following round. 32 . Jamming Broadcasting a signal that mimics the properties of solar interference. Overload Artificial or synthetic lifeforms attacked with this talent can be shut down for one round by overloading their power systems. Place a "targeting malfunction" free tag on the target until the player's next turn. Advanced Hacking Prerequisite Talent: Hacking. 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. Place a "system rebooting" free tag on the target until the player's next turn. This effect lasts 2 turns when activated. By investing in this talent and the linked Stunt.

All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. causing Health stress equal to the number of shifts. Target the zone you are in.Cryo Blast Prerequisite Talent: Neural Shock. Tactical Cloak Prerequisite Talent: Jamming. and others. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated. or removed by ablation. the user's Omni-Tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius. 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. 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. or else immediately end their turn. or one adjacent zone. and when neutralised through any means except voluntary deactivation. that zone must make a Stamina check against the number of shifts you rolled. Until the aspect expires. New Option: Tech Combos As an additional option. and unshielded targets must resist 3 shifts of Composure damage. Your base Jamming duration is extended by one additional turn. When activated. all targets within. boosting the user's shields by +3 until deactivated. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1. or passing through. 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. 33 . causes a detonation that disrupts the zone the character is in. many MG Omni-tools find their way onto the black market and into the hands of criminals. the highest capabilities come from having and training with military grade omni-tools. Armour with Shields Stunt. Tech talents can only be used with such an omni-tool due to their specialised nature. Illegal to have without being a current. mercenaries. Advanced Overload Prerequisite Talent: Overload. absorbed by armour as usual. The player must decide which scope the aspect belongs to at the time they place the aspect. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. the weapon detonates. This talent is unable to be used in successive turns. Tech Armour Prerequisites: Hacking Talent. Attacks made against the character reduce the bonus by 1 for every shift. Incinerate Prerequisite Talent: Energy Drain. 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. excluding the user. On a success. New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common. and make a Tech Talent roll against a difficulty of 2. On a success. place a ―Frozen and Immobilized‖ aspect on the zone for one turn. 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. serving member of a military organisation or affiliate.

The character must not do anything for that turn except shoot. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. although there are limitations on what is required to take it. the weapon immediately activates the free ―Overheated‖ tag. the player doubles the Harm rating of the weapon for their next turn. Primary Combat Excellence Abilities Military Grade Assassination (Combat Excellence) Long term training with Sniper Rifle Energy Weapons has enabled the character to replicate the effects of the Weapon Modification ―Double Tap‖. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. It then immediately activates the free ―Overheated‖ tag on the weapon. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. Once the shot is taken. that is without doing any other action. and no ranks in either Biotic Training or Tech Training skills. many hours of experience under heavy fire. Once per scene. Military Grade Immunity (CombatExcellence) Representing many. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. Once per scene. Tactics skill present in the pyramid. but must meet all other prerequisites and possess an appropriate weapon to use them. this stunt allows the player to double the Harm rating of one of their weapons for one turn. the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle.New Stunt: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt. With one round of focus. 34 . The character must meet all requirements to use this stunt. 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. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. 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‖. and regain their balance and protection.

Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. As a combat action. This consequence is additional to any that the character already possesses. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. Once per scene. or replace normal rounds for a variant ammunition type. You may not use this ability in consecutive turns. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. you may change out the ammunition used by your weapon. armour with the Shields stunt. or the end of the scene occurs. 35 . when it then activates the ―Shields are Down!‖ tag on the armour. You may continue to pay a FP each round until the end of the scene to continue this effect. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. Assign an aspect to the temporary consequence as usual. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. 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. huge bonus through overcharging. Until the ―Overheated‖ aspect is tagged. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. As a full round action. granting them more time to refine their actions. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. Fortification reinforces armour when struck. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. and may be at any rating. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. the character takes enough stress to be Taken Out again. You may remove any current variant ammunition for normal rounds. providing a brief. The finely tuned senses of the user seem to slow down time around them. allowing them to rejoin the scene. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. You may pay an additional FP next round to keep the returned character active in the scene but you no longer incur the consequence penalty. You 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 also gain +2 shifts to damage for any attacks until the beginning of your next turn.

Even though he used charm twice last session. John's Turian Spectre now has Intimidate 3.PARAGON AND RENEGADE EMULATION In the Mass Effect games. and Arts 1. A good action will not make up for an evil one. If he wants to promote the skill further. then in the refresh phase. the same number of times as the number of ranks his character has in the skill. Sent to recover an important member of the finance ministry. when the player has the option to promote a skill up the skill pyramid. John now has the option to promote the Charm skill up the pyramid. John's Turian has been accepted into the ranks of Spectre agents. During the next refresh. Here are some examples: John is playing a Turian Spectre candidate character with rank 2 Intimidation and rank 1 Charm. and Intimidate with Renegade choices. being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. the character now has Intimidation 3. He intimidates his way into the club where he is to meet her. once he promoted it. Option 1: Skill Progression To emulate the progression of the character's path towards Paragon and Renegade. 36 . players are tracked with respect to how they treat other characters in social situations. Charm is linked with Paragon actions. he must start counting again. before successfully charming the information out of her. the player should record the number of times they use them. If they used either skill the number of times that they have ranks in it. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. By threatening to follow through himself if they break the deal with another successful intimidation check. John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. and they must be used more than the other. the one they should move is the one they used the most out of charm and intimidate. characters should take both the charm and intimidation skills at tier five at character creation. the Turian manages destroy the smuggler's base whilst saving the informant in the process. Mass Effect keeps track of the Paragon and Renegade points on separate scales. he must use intimidate at least three times or charm twice. 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. Arts 2 and Charm 1. Later in the same session. Swapping with his rank 3 Arts skill. A few sessions later. John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice. After an exciting session of combat. they must count their usages for both skills from this point. During play. the new rank of the intimidation skill. In this option. then he'd have to successfully use it three times. Now. To promote either skill further. If they do so. His first assignment is to find the location of a smuggler base from an inside source in the cartel. John's character forces them to keep the deal. Swapping with his Arts skill again. as he used it more times than he used Intimidate and more times than he currently has ranks in it. Charm 2. therefore.

beating your opponent in an opposed roll by three or more shifts generates Spin. You may only take this stunt once. Additionally. Perhaps it is something in your voice. Composure and Wealth stress tracks. The Consequence may be tagged by the player for the rated bonus outside of combat. Whether it‘s due to admiration or fear. Whenever a character would generate spin outside of a direct combat situation. When a character that has a full Status track gets more Spin. representing the preceding reputation of the character. the effect on you is that you can leverage your status more effectively than others. allowing you to generate Status Consequences sooner than others. an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. the other for Renegade status. players may take one of the following stunts during character creation. 37 . Status Consequences are recorded separately from consequences generated on normal stress tracks. In Diaspora. 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. It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. for good or ill. When a track is full. and the Renegade track for conduct that is selfish or callous. or the way your gaze seems to have a particular intensity. 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. and one Severe (+4). self-interest or gossip. that Spin cannot be used to raise a Status Track. the player can choose to generate one Status Consequence. Status consequences are removed from the character once tagged by the player. Cult of Personality Others spread words of your deeds and misdeeds far and wide. and are 6 boxes in length. NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect.Option 2: Status Stress Tracks This style of play adds two new Status Stress tracks to each PC character. one Minor (+1). but may still be spent as normal instead. and do not count against the maximum number of consequences allowed for stress taken on the original Health. In the event that the roll generates Spin when a Status Consequence was tagged. The track must be raised to full again before more Consequences can be generated. Status Consequences are rated 2/3/4 instead of 1/2/4. Lasting Reputation Events that you are a part of are particularly memorable for those involved. Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. 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. the player can begin to generate Status Consequences for that track. You may reduce one Status track to 5 boxes instead of the normal 6. one for tracking Paragon status. they may choose to spend that +1 Spin bonus to add one to an appropriate Status track. Increase the Paragon track for good or positive actions that benefit others. one Moderate (+2). This option uses the generation of Spin to increase your Status tracks.

have more respect for the law. • "Palaven was hot" • "Do it right or don't do it at all" Phase Two . Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs. and were already as good as dead. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. Garrus later left the military and followed in his father's footsteps by joining C-Sec himself.Moment of Crisis Passionate about his job. culminating in a disasterous situation. However. and being a former C-Sec Investigator. and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. and is at home on starships having useful gunnery skills." We'll take these for our aspects. he has strong Tech Training skills. • "Military Training" • "Father knows best" Phase Three . and that he had a very by-the-book father. aka CSec. shown to be able to headshot an enemy under difficult conditions. He does refer to the world of his birth. He displays exceptional weapon skills. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. Garrus is now free to do things his way. • "More to life than C-Sec" • "Finish the job once started" Phase Five . also becoming an Investigator. Commander Shepard and the crew of the SSV Normandy.Growing Up Not a lot is known of Garrus' past from the game. Garrus is forced to admit that he has no proof. but does have a lead he needs more time to follow.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. described as a hot head who still thinks he can change the world and should 38 .Sidetracked Assigned to investigate the claims by the human Systems Alliance of the destruction of one of their colonies by a rogue Turian Spectre agent named Saren. Garrus meets the humans assigned to the case.On Your Own Released from his obligations to others. Under extreme time pressure. discussions with his new friend. 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. One of a thousand potential candidates for the Citadel's elite Spectre training. Palaven. • "Idealistic and Hot Headed" • "The one that got away" Phase Four . Using the Choosing Aspects Phase One . Garrus frequently got into heated arguments with his superiors over his methods. This fresh perspective frequently contrasts against things his father demanded of him. including his decision to accept his father's wishes in not taking Spectre training.SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. He attends the ship's landing craft as an engineer. Denied. and new Spectre. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce. Due to his military training. Garrus is told to drop the investigation. as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing. as being hot. Garrus' father intervened to prevent him going.

Engineering(space).Racial Background and Class Package options as guides. Tech Training • Rank 3: Agility. The Citadel). Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. • Resilient: The player may use four Consequences instead of three. Overload. so I stuck close to them. Conatix quietly shut down the program and had the records sealed.Moment of Crisis Realising their mistakes. Kaidan and his friend drifted apart. Conatix hired an ex-military Turian.Growing Up The son of a serving Alliance military man. I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space). and the guts to do things his way. Intimidation. Choosing Aspects Phase One . This represents Garrus' commitment to finish a job once started. Medicine. Repair. Stealth • Rank 1: Culture/Tech(Turian Hierarchy. he aghast 39 . unleashing a full Biotic charge. The fourth is another mild Consequence. Resolve(track). we now have to choose some Tech Talents as part of the stunts. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. Vehicle Garrus has a combination of five combat and space skills like most Turians. He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. Tactics • Rank 2: Gunnery(space).Starting Out Attempting to accelerate the training. Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. with Damping. 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. Electronics. By taking the Tech Training skill. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. 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 Kaidan's retorts singled him out for punishing lessons. Kaidan immediately jumped to the rescue of his closest friend and lost it. Brawling(combat). and head of the SSV Normandy's Marine detail. Decryption. The Turian used aggressive and provocative tactics. and First Aid Tech Talents. breaking the trainer's neck. • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . scarred from his childhood training. other skills as befit a military background. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . no matter the cost. conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. a veteran of the First Contact war between humans and Turians.

He trained extensively with Omni-tools. • MG Tech Training: Always searching for ways to keep his squad alive. as his father did before him. and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level. Refusing the risky surgery to upgrade his L2 implant. he attempted to figure out what to do with his life. and Throw.On Your Own After being saved by his new First officer. Electronics. we now need to pick his Biotic Effects and Tech Talents.at what he was capable of. • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects. Dropping off the radar awhile. and First Aid. Using the Racial Background and Class Package options as guides. Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. Stealth • Rank 3: Alertness. Turian Hierarchy). Energy Weaons(combat). and she fearful that he would lose control again. Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO 40 . Communications(space). Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's Spectres. and has trained to use a military grade Omnitool to keep his squad alive. Medicine Forced to his limits and beyond. Kaiden focused on other ways of being useful without necessarily using his Biotic powers. Lift. • "Alliance Marines . EVA. Demolitions. and learnt how to keep his squad alive through the tough missions. as he is familiar with Decryption. before deciding to return to the Alliance and join the military. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further. Kaidan has extraordinary staying power for a human. from a Geth attack that killed his best friend. • "Be cautious. By having both Biotic Training and Tech Training skills. Keeping his squads alive through alternatives to open firefights. Commander Shepard. Tech Training • Rank 2: Agility. Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. He knows Barrier. • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks. he also has the skills to function on the ship he serves on.Ooh Rah!" • "Implant Migraines" Phase Five . I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training. Tactics • Rank 1: Culture/Tech(Systems Alliance. Kaiden has added the Medicine Talent to his Tech Training options. Stamina(track).Sidetracked Serving in the human Systems Alliance military. Kaidan explored alternatives to using his Biotic powers. Computer(space). be in control" • "There's got to be another way" Phase Four . Receiving several commendations for his actions. Stasis. and give him an edge if he is to pay back the Geth for his friend's death. sought ways of completing missions without raising alarm. Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up.

however.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. are the only way to help Shepard to interpret the vision. Liara begins to feel the pull of attraction towards her new commander. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. Raised alone by her mother. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure. She begins to calm down when she realises that her expertise. Liara has honed her natural Biotic abilities to protect herself from pirates. With all this unexpected time spent with the team. They frown upon intra-species conception. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . slavers and other dregs of the galaxy. Liara suspects that "he" was another Asari. Think!" • "What does this button do?" Phase Four . since genetic traits and cultural insight is gained from mating outside their species. Liara also has exceptional Biotic abilities and other technical skills. Using the Racial Background and Class Package options as guides. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. an ancient Prothean defence that she triggered by accident. Science Choosing Aspects Phase One .Moment of Crisis Spending much of her time alone on strange and often dangerous planets. 41 . I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training. Liara earned her Doctorate and has become the foremost authority on Prothean ruins. a great insult among contemporary Asari. which in the current cultural times is considered taboo. • "My Mother the politician" • "Feared Pureblood shame" Phase Two .Growing Up Daughter of prominent politician Matriarch Benezia. one Commander Shepard. and then rescued from the newly rampant Geth. and relishes the time spent getting to know each other. and joins the squad to help in the upcoming battles. and her ability to meld using Biotics. she has very little practical knowledge about them to go on. due to the almost entire lack of actual ruins to investigate. Deciding to avoid the issue altogether. Liara. Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. Liara has no idea who her father is.Sidetracked She is discovered.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. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. • "Think. • "Escape the present" • "Obsessive about Protheans" Phase Three . by the first human Spectre. so it's considered wasteful for Asari to reproduce together. but evidence is anecdotal. Liara began studying what little was known about the last great space-faring race before the Asari. but look at that over there!" Choosing Skills A pre-eminent Archaeologist. The results of such unions are occasionally referred to as "purebloods". she is initially jealous that her decades of research seem to have been for nothing. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble.On Your Own Peeling back the mystery. the Protheans.

• 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"

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• "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

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Urdnot Wrex
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.

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The blood of a thousand battles runs through his two hearts and four lungs. but better Biotic skills. and Warp effects. Profession (Mercenary) • Rank 3 Skills: Brawling. Using the Racial Background and Class Package options as guides. He has the words to diffuse a situation. Culture/Tech (Krogans. or incite one. Animal Handling. Energy Weapons • Rank 2 Skills: Intimidation. Equivilent to a current L4 generation BioAmp without the VI interface. and the four quads to see it through. and +1 to Brawling rolls in defense. Alertness. • Military Grade Brawling: used to represent a lifetime of mercenary work. it grants Wrex the Barrier. Resolve(track). This applies to Consequences mitigating hits to any track. Tactics • Rank 1 Skills: Agility. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO 45 . Survival. I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training. Stasis. Throw. Mercenary Groups). Close Combat.Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. adding +2 penetration to Brawling attacks. • Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. This emulates the Krogan biological redundancy. Oratory Wrex has excellent combat skills.

offset by their clip size and rate of fire. Cost -1bp. Sub-Machine Guns Designed for rapid fire. sniper rifles should not have a minimum range below 3. They should not have much penetration power. Penalty reduced from -2 to -1. Advanced Optics2 Transfer Aspect. EQUIPMENT In creating the gear below. After all. Here‘s a brief set of guidelines to help you design your own. Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. this weapon is unable to be used for ranges other than those specified. Sniper Rifles The ultimate long range weapon. and the Advanced Optics. I decided to have all weapon and armour gear at T3 across the board. Cost 1bp. Cost -1bp. Pistols Designed for use over short to middle distances. naming conventions should be considered. I began by deciding at what level to set for the purposes of equipment design. and Advanced Optics stunts. shotguns should have a range of 0/2 and take the Limited Range stunt. Both Barrels/Double Tap Transfer Aspect. which then clears at the end of the players next turn. They benefit from both the Double Tap and Advanced Optics stunts. assault rifles should have a range of 1/3. They benefit from the Dispersed Fire. Limited Range2 Transfer Aspect. SMGs often have similar ranges to pistols (0/2). doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical. "Overheated" tag must be free to use this stunt. we have a pretty good idea of the expected differences between different types of weapons.Personal Combat Mini-Game Changes WEAPON TYPES To aid narration. but the Both Barrels and Dispersed Fire stunts should be considered. pistols should have a range of 0/2. generally have low accuracy and damage per shot. Shotguns The ultimate close range weapon. and that all weapons should take the Thermal Clip stunt. Double Tap. Assault Rifles Awkward at close range. 46 . They should have the Dispersed Fire and High Capacity stunts. Double Tap and High Recoil stunts are all appropriate. it is not recommended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts. Time for some fun with equipment. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. Cost 1bp. New T3+ Energy Weapon Stunts The following stunts may be taken on any energy weapon unless noted below. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. and keep some consistency as the table creates their own weapons. and cannot both be placed on the same weapon. A high penetration is valuable. and a low penetration of 1 or 2.

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.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. Manufacturer: Haliat Armoury Equipment: Equalizer class Sniper Rifle Stats: Range: 3/5 Harm: 4 Penetration: 3 Aspects: High Recoil (can only be fired every other round unless the firer is prone. this is a basic assault rifle. and is available extensively. 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.Sample Weapons Manufacturer: Hahne-Kedar Equipment: Kessler class Pistol Stats: Range: 0/2 Harm: 3 Penetration: 1 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Civilian (Makes the weapon available to those without the Military-grade Stunt for energy weapons) Cost: 3 This is your basic mass effect driven pistol. This shotgun has been rigged to take an extra shot for massive damage at the expense of immediately requiring cool down time. applying its offensive roll to each target in a zone. Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. 47 .

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 for gaming purposes there is little need to differentiate one manufacturer from another due to the variability of weapons able to be created with the Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Skunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 energy weapon creation rules on page 233 of the Diaspora rulebook. 48 . 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. but may be retrieved from defeated Geth. This weaponry is always in demand for research purposes. 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. Instead.

Spectre Gear Options High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. or an extension by one additional turn of an effect. and Master Spectre Bio-Amps augment three Effect variables. Basic Spectre Omni-tools augment one Talent numerical value. they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. for use solely by the Citadel Council‘s elite Spectre units. Advanced Spectre gear costs 6. and cannot be changed afterward. an additional -1 penalty to the armour defense rating of an enemy. 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. one additional zone able to be reached by a talent. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects. and Master Spectre gear costs 7. This may be a further +1 bonus to the effective armour defense rating of the character. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased. an additional -1 penalty to enemy skill checks. Creation Basic Spectre weapons should be created with a +1bp bonus. so there is no Spectre rated armour available for purchase. This may be a further +1 increase to a skill bonus. Some examples are below: 49 . Duration based effects must cool down between uses by one turn per increase. Costs Basic Spectre gear costs 5. Alternatively. Advanced Spectre Omni-tools augment two Talent variables. For example: A character that knows the BarrierBiotic Effect with a HMBA Basic Bio-Amp has two choices. and Master Spectre Omni-tools augment three Talent variables. There are no Spectre armour manufacturers. to the effective armour of the character for the purposes of the defense roll against energy weapons. lasting 3 turns or until another Biotic effect is used. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres. or extending the effect by one additional turn. Basic Spectre Bio-Amps augment one Effect numerical value. but any nonauthorised users will be tracked down by other Spectre agents for item retrieval. Advanced Spectre Bio-Amps augment two Effect variables. Advanced Spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free. They can choose to add 3 Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents. Spectres may authorise squadmates to purchase and use such gear. and Master Spectre weapons are built with a +2bp bonus. lasting 4 turns or until another Biotic effect is used.

and all lead to potentially interesting stories of obligation and debt. blackmail. Use the lists below to inspire aspects. there are plenty of corporations out there to choose from. there are other ways of obtaining these items. Alternatively. character histories. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. theft. Both of these Talents now require one turn of cool-down between uses of the same Talent. infiltrating manufacturers warehouses. or to assist in narration. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. 50 . Sample Omni-tool Manufacturers Manufacturer Aldrin Labs Ariake Technologies Armali Council Kassa Fabrication Serrice Council Sirta Foundation Elkoss Combine Spectre Gear1 Spectre Gear1 Spectre Gear1 Manufacturer Bluewire Tool Logic Arrest Tool Nexus Polaris Savant Chameleon Tool Cipher Tool HMOT Basic HMOT Adv HMOT Master Note 1: See the Spectre Gear Options section above. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased. Bribery. and the place of law and order in the galaxy.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. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets. Whilst such advanced gear would seem to favour characters with a high assets skill rank. The character must now wait two turns after using this Talent before being able to use it again. and corruption are all viable tactics for underhanded characters to use. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. instead of the standard +1 bonus. 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. Characters that knows both the Hacking and Overload Tech Talents with a HMOT Advanced Omni-tool can place a "targeting malfunction" free tag on a target for its next two turns instead of the usual one turn. and not augment any other known Talent. being hunted. and cannot be changed afterward.

but until they do. but cannot be spent on the same turn that "Shields are Down!" has been tagged. Cost -1bp. Requires the "Shields" stunt also. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. "Taking Cover!" is cleared when the character moves. the benefit of this stunt is also negated. ―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. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. If available. Provides a +2 bonus to agility checks. using a mass effect field to protect the wearer.New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite. Recharge Booster Transfer Aspect. Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn. Shields require spending a fate point to recharge. confers the taggable aspect "Taking Cover!". Cost 1bp. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged. Booster Power Pack Transfer Aspect. 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. armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. 51 . Transfer Aspect. this stunt provides more energy to run any systems that draw their power from the armour.

and are not available to other races. Instead. Elcor.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. and is here purely for reference and inspiration for aspects or plots. Manufacturer1. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. will manufacture for all races. Some.Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. like Devlon Industries. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖. whereas others like the Serrice Council produce solely for one race. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. and Hanar all produce their own armour. 52 . 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. use this table as inspiration to describe or inspire character aspects.

these rounds are particularly effective against synthetic targets.capable of snap-freezing impacted objects. removes the Thermal Clip stunt. criminals and mercenaries. and provide +2 shifts if tagged by another player who successfully hits. Chemical Rounds Designed to detonate on impact. • causes 2 additional shifts on a successful hit. +2 Pen to targets with an uncompelled Shields stunt. • Harm of the weapon is reduced to 0.a mass of super-cooled subatomic particles . All variant ammunition costs 3 to purchase. places a free taggable aspect "Massive Fireball!" around the target. • -1 Harm. • -1 Penetration to targets with an armour defense rating greater than or equal to 2. 53 . • If installed on a weapon with a maximum range not exceeding 2. • +1 Harm to targets with a 0 armour defense rating. High Explosive Rounds Designed to shred flesh and other organic matter.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. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. activates the weapon's "Overheated" tag and extends it for one additional round. 1dF zones away (yes.) • if used in two successive rounds. there's plenty of opportunity for customisation. With nine different ammo types. high explosive rounds have one major drawback: a massive increase in weapon overheating. Ammunition must be purchased separately from weapons. this could mean back in the attacking character's zone. Cryo Rounds New Variant Ammunition: Anti-Personnel Rounds Cooling lasers collapse ammunition into small Bose-Einstein condensate . these rounds are coated with a highly toxic compound. Popular with pirates. Armour Piercing Rounds Specifically designed to puncture metal. these rounds are particularly effective against living targets. They are similar in construction to hollow point rounds. and can only be installed or removed from the weapon during the refresh phase of the game. • on an unsuccessful attack. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn. Successful hits confer the free taggable aspect "Toxic Shock" to the target.

or with a tagged Shield aspect "Shields are Down!" These rounds are stamped with a minuscule amount of radioactive material. or disappears after a short rest. usually one that occurs between scenes. This sickness makes it more difficult for Biotic or Tech abilities to be deployed. Phasic Rounds Instead of projectiles. Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. Harm 4. • +1 Harm to targets with one or both Biotic Training and Tech Training skills. It would have its base stats against any other target. causes +1 shift to all subsequent successful attacks against target until player's next turn. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. a hit will place the tag on all targeted enemies. the actual damage done to the target is typically less than what's done by a standard round. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". knocking opponents completely off their feet. inducing low levels of radiation sickness in targets. 54 . Low Recoil. if Cryo Rounds were installed into the sample Assault rifle listed on page 31 (Range 1/3. which is greater than maximum of 2 zones required for the ability to take effect.Incendiary Rounds Radioactive Rounds Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance. • on a successful hit. • -2 Harm. Sledgehammer Rounds These rounds hit with incredible force. then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour. This makes them perfect for shotguns. This consequence can be removed by a character with the First Aid Tech Talent. Penetration 2. • extends the "Overheated" tag for one additional turn after being compelled. knocks the target over and confers the free taggable aspect "Knocked prone". For situations not discussed in the details of the Ammunition stunts. For example. +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt. a weapon's Harm and Penetration are as per listed normally for the weapon. • on a successful hit. as due to their Dispersed Fire stunt. However. Thermal Clip). upgraded weapons release charged particle bolts that can bypass kinetic barrier shields.

They are more expensive to obtain than other weapon mods. it instead clears at the end of the players current turn. variant ammunition isn't enough to give you an edge over your enemies. This allows it to be compelled again before the player's next turn. Users already prone still receive the free taggable aspect. Weapon Mods must be purchased separately from weapons. • +2 to Harm. This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. • Cost of this mod is 4. Weapons can only accept two Weapon Mods at any time.New T3+ Energy Weapon Modifications Sometimes. If weapon and armour are separated. High Caliber Barrel New Weapon Mods Combat Scanner Designed to interface with the Sensor packages installed on powered armour. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". • After every turn in which the weapon is fired. • +2 to Penetration. this mod ceases to provide its bonuses and penalties. 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. Combat Scanners increase the chance of detecting enemies. • +4 to Penetration. Kinetic Coil Frictionless Materials give rounds more power at impact. and can be installed or removed from the weapon during the refresh phase of the game. if it would normally clear at the beginning of their next turn. If "High Recoil" is already present. that's when you need to go and upgrade your guns. the player rolls 1dF. For example. Frictionless Materials Increases the damage of the weapon at a cost of increased recoil. 55 . this mod cannot be applied. • +1 to Alertness when operated by an individual in powered armour. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. All weapon mods cost 3 to purchase. • 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. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. and cannot be applied to weapons with the "Civilian" aspect. Agility checks now at -3 if no "Servo" stunt on armour. When you want to get that edge back. • -1 to Harm. • -1 to Agility checks. Stacks with Alertness bonus from Powered Armour "Sensors" aspect.

Rail Extension New Armour Mods Modifies the length of the barrel to increase damage. • . All Armour Mods cost 3 to purchase unless otherwise stated. On anything other than a +1 result the weapon automatically activates the "Overheated" tag from Thermal Clip aspect immediately and it does not clear until the end of the player's next turn. • Armour gains the "Very Heavy" aspect. element zero microcores and firewall technology to give the wearer brute strength. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect. the player rolls 1dF. These mods may only be installed or removed from the armour during the refresh phase of the game. Hardened ceramic plates can be applied to body armour suits. Scram Rail Ablative coating is designed to chip away when impacted. Comes at a cost of reduced power. • -1 to Harm.1 to Agility checks. • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. • +2 bonus to Defense rating of Armour.Kinetic Stabiliser New T3+ Powered Armour Modifications With all those lethal variant ammunition and weapon mods out there. this mod cannot be applied. it now becomes more difficult to move due to its awkwardness. If "Low Recoil" is already present. All mods require the aspect "Powered Armour" to be installed. 56 . such as Cryo Rounds or the Improved Heat Sink weapon mod. • After every turn in which the weapon is fired. until the bonus is reduced to a minimum of +0 for the remainder of the scene. increasing their effectiveness. • -1 to Harm. it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive. Combat Exoskeleton This prototype armour upgrade combines mechanical augmentation. • +3 to Harm. • Replaces "High Recoil" aspect with "Low Recoil" aspect. Advanced VI functionality reduces weapon kickback to improve accuracy. Recoil Damper Ablative Coating Reduces kickback to improve accuracy at the cost of decreased power. • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. redirecting the energy of incoming projectiles away from the body. negating the benefits of the "Lightweight" aspect. resistance to weapons force and resistance to Biotic and tech attacks. Armour Plating This prototype upgrade greatly increases damage. but causes a greater chance of weapon overheating. and each armour can be modified to take a maximum of two Armour Mods. • +1 to Harm. and which may be compelled for all sorts of scene effects. • +4 bonus to Defense rating of armour. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat.

• 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). Energised Plating Mechanical augmentation increases the brute strength of the wearer. and also remove the Defense and agility penalties. • -2 to Agility checks as the mod draws power from the system intended for the servos. and counts as two Armour mods.Biotic Effects and Tech Talents. • This armour costs 4 to purchase. • -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. • -2 to Agility checks as the mod draws power from the system intended for the servos. • This armour costs 4 to purchase. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the Defense bonus and remove the agility penalty. 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. • +6 bonus to Defense rating of armour. • This armour costs 4 to purchase. Designed for heavy combat use. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the bonus against A complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks. First Aid Interface A prototype upgrade designed specifically for heavy combat use. Exoskeleton • +4 bonus to Defense rating of armour. • -2 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. • Grants a +2 bonus to Close Combat checks. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2. localised doses of medi-gel to accelerate the healing process. 57 . • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. this armour provides maximum protection for the user. it provides maximum protection for the user. Energized Weave Microprocessors wired into a combat suit can monitor vital functions and release small. and counts as two Armour mods.

• 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. • This armour costs 4 to purchase. • +1 to Agility checks. maximising healing and minimising recovery times for the user. • +2 Shield bonus to Defense rating of armour. • 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. and counts as two Armour mods.Kinetic Buffer (this prevents an opponent using the Consequence to your disadvantage). localised doses of medigel to accelerate the healing process. • +3 to Defense rating of armour. causing a -1 to Agility checks. • Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. Shield Battery A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. • This very bulky armour mod decreases the power available to run other systems. Medical Interface This mod draws on the user's stamina to boost their agility. • -1 to Stamina checks (this does not confer any changes to the Health stress track). • Any time the "Shields are Down!" tag is activated. • +2 Shield bonus to the Defense rating of the armour. causing a -2 to Agility checks. and counts as two Armour mods. This interface also provides resistance to toxic attacks. • This armour costs 4 to purchase. the shield bonus from this mod is also negated. The greater the capacitor storage. • 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). the more potent the barrier. • This bulky armour mod decreases the power available to run other systems. Requires the Shield aspect on the armour to be installed. 58 . and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. • +1 to agility checks. combat suits rely on capacitors to store energy from a generator. 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. • Any time the "Shields are Down!" tag is activated. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions To generate kinetic barriers.

Cryo Rounds 3. and that penetrating those shields is paramount. Tali needs a weapon that she can rely upon if the battle gets too close. +2 Penetration to targets with an uncompelled Shields stunt. removes the Thermal Clip stunt. Tali knows that the Geth nearly always have shielded systems. 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.) • 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. 59 . Although it has reduced stopping power. • Chemical rounds are unable to confer the "Toxic Shock" aspect. Relying primarily on her Tech Training.Stimulant Pack Advanced Gear All weapon and armour gear starts at T3 across the board. May not be compelled two turns in a row. The prototype armour mods provide some of the better bonuses. Costs: Pistol 4. • If installed on a weapon with a maximum range not exceeding 2. 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. • +1 to Biotic Training and Tech Training skill checks. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. and causes a -2 penalty to Agility checks. Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. Toxic Seals Sample Advanced Gear Specially-sealed body armour provides increased protection against radiation. She also added the ammunition mod at the same time so that the weapon will never overheat. Here's a look at some of the possibilities. and a host of other toxins. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. and become unreliable when dramatically necessary. though they count as two mods instead of just one. • -1 to Harm. • 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. gases.

Little tricks. Rail Extension 3. Combat Exoskeleton 4. He appreciates the ability to take down highly armoured foes from great distances. 60 . Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. Costs: Armour 4. may be compelled for all sorts of scene effects. 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. +2 bonus on armour defense the turn after "Taking Cover!". Frictionless Materials 4. and knows that with correct field placement. Wrex becomes a battlefield juggernaught. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . • . Frictionless Materials: • +2 to Penetration. and clears"Shields are Down!" tag automatically. Costs: Rifle 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. • Cost of this mod is 4. ―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.1 to Agility checks. Assisting this was his access to some of the best mods available. AP Rounds 3. negating the benefits of the "Lightweight" aspect. • This armour costs 4 to purchase. Rail Extension: • +1 to Harm. a Krogan Battlemaster running in at a charge is terrifying beyond belief. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". • +4 bonus to Defense rating of armour. and cannot be applied to weapons with the "Civilian" aspect. No movement required to activate. With enough protection to allow him to get up close and personal in a fight. like the defense against Biotic Effects and Tech Talents. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. unstoppable warrior. and counts as two Armour mods. 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. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. the awkwardness of his modified rifle should never become a deciding factor.) • 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 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone.

applying its offensive roll to each target in a zone). Frictionless Materials: • +2 to Penetration. clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. and cannot be applied to weapons with the "Civilian" aspect. • Both Barrels • Limited Range • On a hit. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. knocking them all prone in the process. 61 . knocks targets over and confers "Knocked Prone" free tag. This shotgun is able to double its Harm rating every turn. Sledgehammer Rounds 3. Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra. 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. and apply that to every target in an area.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. • -1 to Harm. • Cost of this mod is 4. Costs: Rifle 4. knocks the target over and confers the free taggable aspect "Knocked prone". Improved Heat Sink 3. Frictionless Materials 4.

these snipers find cover and hit with Assassination. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. They have also been described as a pro-humanity terrorist or paramilitary group. major trade stop. Cerberus has operatives all over Citadel space and the Terminus Systems. including illegal or dangerous experimentation. However. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts. destroying Batarian pirate and slaving rings. highly armoured. which includes Rachni (soldiers and workers). Cerberus operatives accept that these methods are brutal. they use powerful Throw attacks. reporting regularly. Cerberus is very well-funded. Due to their widespread network." and may have been edited by Cerberus agents to discourage casual explorers. Cerberus bases are usually guarded by the following forces: • Cerberus Commandos: Highly trained shock troops armed with assault rifles or pistols. Any methods of advancing humanity's ascension are justified. Each cell is led by an operative who reports directly to the Illusive Man. 62 . terrorist activities. This ensures that should one cell be compromised. Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse. sabotage and assassination. collecting bounties on escaped Tech criminals. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers. but believe history will vindicate them. • Cerberus Defenders: Found protecting research technicians. Cerberus Cerberus is the codename for a black ops organization that was formerly part of the Alliance military.ADVERSARIES Apart from chasing after rogue Spectre agents. Husks. thus rendering the Illusive Man blind in those areas. or other dangerous nasties. Their core belief is that humans deserve a greater role in the galactic community. Cerberus also runs several front corporations meant to fund and support their operations. and use modified shotguns (page 61). • Cerberus Snipers: Often found indoors. and colony in the galaxy. but which has now gone rogue. due to their activities. which they don‘t just use against vehicles such as the M35 Mako. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. or hunting rogue psychotic Asari purebred Biotics. the others would not be captured. and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. Cerberus operates many other kinds of cells than purely para-military focused ones. Cerberus effectively has access to almost every settled system. ranging from political to scientific but all united under the common goal of advancing humanity. creatures and organisations out there for the characters to encounter. Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. they are rapidly deployed. Led by a mysterious figure known only as the Illusive Man. there are other races. though unarmoured. • Research Technicians: The technicians are normally Biotics.

Utilize both disruptor and scram rockets heavy weapons platforms. Very strong shields and extremely resilient with shield recharger. Equipped with Geth pulse rifles and rocket launchers. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. Capable of using Assassination (see page 20). • Geth Sniper: Armed with Geth sniper rifles and shielding. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. Geth barriers and capable of recharging shields. and Toxic rounds. Attacks using the Geth sniper beam. barriers. specialised for long-range combat. • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. Extremely strong armour and shields with recharger. Has shielding but no rechargers. Overload. and thus immune to effects that target only organics. Some have a stunt that grants them the equivalent abilities of an Omni-tool. • Geth Juggernaut: Similar to Geth Destroyers. The Geth are entirely synthetic creatures. such as the Neural Shock Tech Talent. Resilient to gunfire. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping). • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks.Geth As described in the Racial Backgrounds section. has the ability to charge. Carnage (see page 20) and the ability to recharge shields. 63 . Also possesses shields. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). 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. have access to Tech Talents. • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. • Geth Rocket Trooper: Equipped with Geth pulse rifles. Geth encountered beyond the Veil will have programs developed equivalent to skills. Has the Geth Shield Boost ability (treat as Ablative Armour). Specialised for close quarters combat. • Geth Hopper: Cyberwarfare and ambush platform. Extremely resilient to small arms and ground vehicle fire. with the number of Talents equal to the skill rating. and Jamming. shielding and rocket launchers. Heavily shielded and very resilient with shield rechargers. and vary according to role. Capable of Radar Jamming but no shield recharging. and can utilise Carnage. Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses.

never seek cover during a firefight. variant weapon ammunition. often fielded by the Alliance.Husks Husks are synthetic "zombies" created by the Geth. skin and water content are converted into cybernetic materials. once close enough. and their civiliangrade firewalls are insufficient to deal with modern hacking. When a human is captured they are placed on impaling devices. and so on. or where the use of organics for "around the clock" shifts is unfeasible. Thereafter. blood is changed to a sickly green fluid. Husks that reach the same zone as any character attack first with an electrical blast. and the body generates an electrical charge. prior to determining whether the effects of the blast generate composure track shifts. as an individual husk can only generate one electrical blast. When the spikes are approached – say. give off a powerful electrical blast which disables shields and causes massive damage. husks attack with a brawling skill level of rank 2. the MSV Cornucopia. though it is effective psychological warfare to make soldiers fight their own dead. typically as expendable assault units. Originally used by the Alliance for colony guard duty. They have an inbuilt level of equivalent armour with a defense rating of 2. A LOKI Mech that switches to its security protocols is easily identified. LOKI Mechs are incapable of any complex tactics. commonly called MECHs. Many mercenary groups make extensive use of them. partly as a trap and partly as a warning to other organic races not to enter their space. Over time the body's organs. allowing their programs to be easily overridden and turned upon their owners. 64 . and YMIR classes of mechanical infantry units. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. MECHs Earth based weapons manufacturer HahneKedar has become a major supplier to the Systems Alliance military. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. They count as both biological and synthetic creatures for the purposes of Tech Talents. if marines try to recover their dead comrades – the Husks are released and attack. The husks will charge at their enemies and. They possess a basic personality suite and are easily programmed for various security tasks. there is never only one husk around. Unfortunately for those that encounter them. LOKI. with an equivalent skill level of 3 ranks. the dual "eye" on the unit turns from white to red. they have also seen use in groups on the shiftier side of the law when raw manpower is needed. huge spikes that Alliance marines have nicknamed "dragon's teeth". The Geth used a ship full of Husks. No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. and is also the manufacturer of the FENRIS. • 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.

FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions. they are identifiable by their white armor and red lights. or overridden by an experienced hacker. 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. Kinaesthetic programming is limited due to the complexity of the design. it must pause to fire rockets to ensure a stable launching platform. After the target is struck. used in the same manner bomb.and drugsniffing dogs would. and FENRIS Mechs can be turned against those they are tasked with serving. and have been seen deployed alongside LOKI Mechs. • YMIR Mech: The Battle YMIR Mech. In order to fire either weapon. 65 . Despite its fearsome weaponry. Heavily armoured and shielded. but is still vulnerable to hacking by dedicated hackers. the YMIR does have a few limitations. the mech will explode. To protect the workings of the weapon arms from small arms fire. When attacking. they are fitted with protective actuated shield covers. When a FENRIS Mech is severely damaged. A major disadvantage to FENRIS Mechs. walk and cannot attempt to climb steps. is a massive killing machine designed for anti-infantry purposes. and indeed to all mechs. is that their software programming can be hacked. giving warning to those able to see the mech. As a military model. a FENRIS Mech will accelerate to a set speed and jump with its rear legs. limiting its movements to a slow. the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. as they tend to constantly advance on enemies to engage at point-blank range. altered.• FENRIS Mech: Like other mechs produced by Hahne-Kedar. They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. the mech will deactivate and remain stationary. these covers must open. the YMIR Mech has better firewalls than other models. For many humans. Whilst it can fire its twin Cannons on the move however. or Model 34-A. bringing the target down with its front legs in an animalistic pounce-like motion. noisy. If shot while in this deactivated state.

and line up for an Assassination shot. Batarians or Krogan. a biotic can be found amongst mercenary bands. Sometimes euphemistically referring to themselves as 'private security organisations'. • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher. They control 20% of Omega. They often have the ability to use Immunity. • The Grim Skulls. but they are lightly armed and armoured.a major mercenary corporation active in the Terminus systems.Mercenary Organisations Mercenary bands operate throughout the Attican Traverse and the Terminus Systems.a 'private security' firm and one of the most powerful groups in the Terminus Systems.a Turian group based on Omega. they are usually lightly armoured. which prefer to select equipment from a single company). mercenaries will commonly raid remote outposts or unprotected starships when unemployed. Mercenaries hail from all races and backgrounds. mostly wiped out by Council Spectre agent Saren Arterius. 66 .a pirate group that acts as the"muscle" of Omega. • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders. mercenaries tend to use superior weapons and armour. smuggling tainted element zero. or by individuals who want protection or assassination services. or protecting their employer's investments or operations. and focus on vehicles such as the M35 Mako. • Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers.a minor mercenary band. usually equipped with an assault rifle or a shotgun. most fill one of the following roles: • Mercenary: The standard mercenary. Given that their occupation requires them to be efficient and capable. Able to field a variety of personnel to fulfil their contract. consisting exclusively of Krogan and Vorcha. They are usually hired by criminal organisations that require "heavy muscle". Notable Mercenary organisations • Blood Pack. • Blue Suns. Krogan mercenaries regenerate their shields particularly quickly in a fight. • Eclipse. • Mercenary Adept: Very occasionally. • The Talons. Mercenaries are usually found at their bases on remote worlds. though are most commonly Turians. meaning their equipment is usually produced by a variety of manufacturers (unlike military forces. Their use of Throw and Warp makes them dangerous. Humans.

It is also unique among Rachni in that it possesses some Biotic ability. able to survive environments that kill most sentient species. Bred in captivity away from a brood queen. they rush up to the squad and explode in suicide attacks. Given their name. in fear of being plunged into another galactic war. but much larger creatures than Rachni Workers. if ever. Rachni Queens are capable of possessing the minds of other Biotics. Acting in swarms. The Brood Warrior has abilities comparable to a standard Rachni Soldier. with thin tentacles ending in little pods. have encountered them. then its highly likely that other governments have as well. The Rachni aren't as extinct as the galaxy had been led to believe. tending to the needs of the queen. although its attacks inflict more damage. It stands to reason that if the galaxy‘s newest spacefaring race. causing heavy toxic damage which ignores shields. they likely fill the niche occupied by drones in other hive species. using them as proxies to translate and communicate when necessary. Rachni soldiers are cunning and like to ambush their enemies. who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. it will occasionally place a squad member in Stasis and appears to use a form of Barrier.the Rachni can use weapons but prefer to use these tentacles to impale their victims. Defended by Brood Warriors who will die to protect them. They can also spit acid. on difficult to terraform worlds. they respond with brutal force. They normally inhabit extremely hazardous worlds. Best handled at a distance. causing heavy toxic damage. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). Should their territory be invaded on purpose or even by accident. Rachni Soldiers are slower. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. The Rachni are territorial. 67 . the humans. Rachni Queens are the largest and most intelligent of the species. Intelligent but highly aggressive. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. They were eventually defeated and completely eradicated by the Krogan. It is said that they only attack when the hive is particularly strained for warriors.Rachni The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. they are quite fragile. determined to remain isolated from the rest of the galaxy. and other hidden locations. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. These tentacles are used to impale enemies . seen. the spacefaring Rachni were driven to expand and defend their territory. Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. They are the 'elder males' of the hive that usually mate with the queen. they are effectively giant sized locusts intent on death and destruction of all sentient life around them. They are most at home in vents and tunnels. and rarely.

and move if shifts are successfully generated against them. and instead have an extended health track of 3dF+9 Thresher maws are solitary creatures. and must wait one round between attacks to recharge their spit. They always attack the closest target. They also have rank 4 skills agility. They have Natural Weapons as an apex skill. only the head and tentacles erupt from the earth to attack. • Native Burrower: Thresher Maws never fully leave the ground they live in. or they may take an additional zone of movement when they take their free move when fully underground. and are immobile when they raise up to attack. and their burrowing style of movement. Give them the following stunts: • Extended Reach: Due to their immense size. They are enormous. • Dauntless: Thresher Maws have no composure or wealth tracks. and their acid attacks as though the shields stunts don‘t exist. 68 . but can move incredibly quickly below. They can take a lot of damage and can be very hard to kill. such as a crashed probe to draw unwary scavengers. spread by previous generations of space travelers. Treat Thresher Maws as having an armour defense rating of 6. Their attacks consist of spitting powerful viscous acid that splashes on contact. thresher maw spores appear on many worlds. 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. and a new skill called Acid Spit. Due to their size. They reproduce via spores that lie dormant for millennia. Fortunately. they can reach one additional zone with their claws when using their natural weapons. thresher maws usually live in large flat open spaces on uninhabited planets. with a body nearly twice that size beneath the surface. As a result. mountains. yet are robust enough to survive prolonged periods in deep space and atmospheric reentry.Thresher Maws Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. identifiable only by their landscape profiles. and are a menace to any structures or vehicles in their nesting area. When moving underground. They live alone in nests spanning large areas underground. asteroids or moons with little or no atmosphere. with a range of 2/5. Aggressive and highly territorial. which is a combined combat skill and weapon. they completely ignore shields. They can grow to be in excess of 30 metres tall above the ground. but there are some "stray" nests. The body of an adult thresher maw never entirely leaves the ground. thresher maws are immobile above ground. Owing to the nature of their attacks. They may use their one free move to rise up or drop back underground. penetration 6. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets. or valleys. burrowing up from beneath their prey. violent creatures that burst up from the ground without warning when disturbed. and do not inhabit rolling hills. the Thresher Maw cannot be targeted. with a harm rating of 8 and must wait one round between attacks due to their size. harm 8. Threshers commonly have some sort of "lure" in their nest. and smashing with their claws in close range while emitting infrasound. two or three at most can be found on a single planet.

wild varren hunt in packs and are so vicious they'll even take on the Geth. Their supreme adaptability. Virtually everywhere the Krogan have been. savage species. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds. clannish. the Vorcha constantly fight each other in fierce competition over basic necessities. Krogan – and some other species. gathering them up and literally beating them into soldiers. Vorcha ―trained‖ by this ordeal are stronger. 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. With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw. A common subgenus of varren has metallic silver scales. However. Even as their population grows. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. Gaining even a few Vorcha gives a mercenary band a formidable advantage. leading to the rather unusual nickname 'fishdogs'.Varren Varren are omnivores with a preference for living prey. 69 . Originally native to the Krogan homeworld of Tuchanka. The Krogan have had a love-hate relationship with varren for millennia. and more resilient than other members of the race. Vorcha The Vorcha originate from a small. faster. their continual lack of resources have kept Vorcha society extremely primitive. varren infestations have followed. Krogan Blood Pack mercenaries often sweep pockets of Vorcha. hostile. To this day. and consummate survivors. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. they are – like most life from Tuchanka – savage. each additional Vorcha magnifies the gang‘s combat ferocity exponentially. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. alternately fighting them for territory and embracing them as treasured companions. smarter. Seeing the potential of the Vorcha's individual adaptability. including Batarians – raise them as beasts of war. wreaking havoc with the native ecology.

assigned a dedicated crew to operate all systems. • Fighters are small. cargo freighters and colony ships usually sport minimal or no weaponry. one man ships. and have access to shipyard facilities that supply dedicated repair engineers. These behemoths are built at T4 (29 bp). • Frigates are designed at a level of T2 (17bp). but use the optional rules for Fighters on page 228 of the main rules. The only ones who use an actual Beam weapon are the Reapers. All ships of this type must take the Civilian stunt. spacecraft may not take the T4 Stunt "Dumps heat into another dimension". • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" 70 . so that instead of limiting ships build points by technology. We can adjust this for our game. Using this idea. and built with 8bp. • Cruisers are firmly in the realm of T3 (23bp) ships. who use magneto-hydrodynamics to power them. so are well represented by the T1 (11 bp) level. larger than anything else built by the council races. is not important. or at T3 with a few sink stunts. Geth dropships are classed as Frigates. These terrors of the black are built at T5 (35 bp) or T6 (41 bp). New Spacecraft Stunts Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers. Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). and are limited in number to only a few operated by each member race. for a hard sci-fi genre. or T2 level for the larger designs. thus Technology is the difference between ships. we have a quick and easy way to define and differentiate our ships. and Dreadnaughts. usually fielded by carriers. New T0+ Spacecraft Stunts Government Subsidy Spacecraft with this stunt are officially part of the navy of the government.Space Combat Mini-Game Changes SPACECRAFT Knowing that Mass Effect is not set in the hard sci-fi genre allows us to tweak the Diaspora starship creation rules to align with the Space Opera ideas that big ships with lots of people and weapons are possible. • Dreadnaughts are the largest vessels in Council space. • Carriers are usually the same size as Cruisers at T3. we just say that they are limited by size. With this small tweak. All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system. • Reapers are sentient ships. Crew must adhere to the standard operating procedures of the government. such as luxury cruisers. with severe consequences for variation from those limits so imposed. we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships. depending on the individual size and age. Spacecraft and Tech Levels Diaspora made the design decision that ship size. Carriers. Warships in Mass Effect are classified in one of four weight classes: Frigates. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. Cruisers.

This experimental system may only be installed on spacecraft with a 71 . and a +2 bonus to repair checks to remove consequences. This system does not operate during mass relay travel as the heat generated is too much to absorb. 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. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). except when such consequences were gained when the aspect chosen above was tagged. and mass effect accelerated projectiles. Cost 1bp. Cost: -1bp. Spacecraft can go to 'silent running' for around 2-3 hours. and thus reserved for critical operations. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks. See Diaspora page 69 for standard travel times. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. and allows ships to move ten times faster between their destinations for the same reaction mass. New T1+ Spacecraft Stunts Mass Effect Drive The pinnacle of interstellar drive design. This stunt also provides a +2 bonus to maintenance checks when at government facilities. These shields safely deflect small objects traveling at rapid velocities. a Mass Effect Drive is required to access the mass relay system. torpedos. whilst also powering the Internal Emissions Sink. or it will build up to levels capable of cooking the crew alive. then divide those by ten. This affords protection from micro-meteorites. Requires the Tantalus Core Stunt. 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. Cost 4bp. Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. and provides a +1 bonus to V-Shift. but the stored heat must eventually be radiated.• • • • • • • • • • • • • • • • • • "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. or drift passively through a system for days before having to vent and give away her position. Cost 1bp. Cost 2bp.

it is expected that a follow-up class incorporating "lessons learned" will be produced. codeveloped with the Turian Hierarchy. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. nimble. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. 72 . 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. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. she is optimised for solo reconnaissance missions deep within unstable regions. 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. using state-ofthe-art stealth technology powered by an experimental drive core. +2 to Nav check) • Kinetic Barriers • Interface Vehicle Cost: 8 Final Spacecraft Stats: • V-Shift: 5 • Beam: 3 • Torpedo: 2 • EW: 3 • Trade: 0 • Frame Track: OOO • Data Track: OOO O • Heat Track: OOO OOO • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal. Should the Normandy‘s design prove useful in field tests.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. is a prototype "deep scout" frigate.

and then cause them to catastrophically vent their atmosphere.Asari Cruiser “Cybaen” (T3) Manufacturer: Asari Republics Ship Class: Frontline War Cruiser Spacecraft Stats: • V-Shift: 4 • Beam: 4 • Torpedo: 2 • EW: 0 • Trade: 0 • Frame Track: OOO OOO • Data Track: OOO O • Heat Track: OOO OOO Stunts: • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal. and +2 to to V-Shift for 4bp. explosive style. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. The Oversize Drive Core stunt provides a +1 bonus to the Heat track. Designed with killing much larger ships in mind. these fighter craft work as a unit to jam the comms of any intruding vessels. 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. 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. Cerberus Fighter/Bombers Manufacturer: Cord-Hislop Aerospace Ship Class: Fighter Spacecraft Stats: • V-Shift: 5 • Beam: 1 • Torpedo: 3 • EW: 3 • Trade: 0 • Frame Track: O • Data Track: O • Heat Track: OO Stunts: • Vector Randomiser: Base defense 2 against Beams • Kinetic Barriers Cost: 7 Aspects • Missileer Formation Tactics • Out of Ammo (Torpedos) • Shields Down! Manufactured in secrecy. Cerberus fields its own defense ships around their secret research stations. 73 .

Similarly. There are no new platoon skills added in this section. as well the ability to try to use a manouver to remove a free tag on an ally that is currently within Command range. as well as +1 to one of the Observation or Armour skills.Platoon Combat Mini-Game Changes Mass Effect Platoons The Mass Effect computer games are played from the point of view of one small squad in a very large galactic struggle. the basic principle remains the same. Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. as well as +1 to one of the Signals or Camouflage skills. this stunt grants +1 to the Signals skill of the unit. this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately. Additionally. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. there is an opportunity to explore larger scale events through multiple squads in the Platoon level combat minigame. However. the Specialists gain an extra aspect ―Power Drained‖. the infiltrators gain an extra aspect ―Power Drained‖. there are a few ways Mass Effect characters can augment their assigned platoon. and receive a -1 penalty to Camouflage next turn. while no less potent to their unit. Biotic Specialist (Infantry) As fearsome as they are in direct combat. Additionally. offensive Biotic abilities are unfortunately visually flashy and distinctive. Tech Specialist (Infantry) Seizing control of the electronic battlespace. At creation choose one of Armour or Hand-to-Hand. This stunt provides a +1 to Hand-toHand. Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand. and +1 to one of Direct Fire or Anti Air. change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. At the gaming table. colloquially called "shields". the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals. or Armour. Tech Infiltrator (Infantry) Using their jamming skills to great effect. or Direct Fire. determined at creation. Shield Projector Kinetic barriers. Anti-Air. All normal rules for character association with units apply as per Diaspora page 192. Platoon Creation Changes When constructing platoons. Direct Fire. The unit receives +2 to this skill when used defensively. Additionally. though. the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour. 74 . the Defenders gain an extra aspect ―Power Drained‖. Command. Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking. At platoon level. New Platoon Stunts The following stunts may be taken by any unit that meets the type restriction (if any). Whether on a starship or a soldier's suit of armour. provide protection against most mass accelerator weapons.

Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. 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. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . Movement 1. Anti-Air 2. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. allowing it to take off vertically and hover in place using minimum fuel. Observation 2. Command 1. Alliance Marines (T3 Infantry) Direct Fire 3. “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.Example Platoons All platoons are created at tech level T3. 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. as it has no FTL drive. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. Hand-to-Hand 2. Direct Fire 3. Movement 1. The only role the Mantis cannot perform is that of a true deep-space fighter. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. a fighter. Signals 2. Movement 1. Armour 1. and was a bane against the Turians during the First Contact War. First rolled off the assembly lines in 2170. The Mantis houses an element zero core which lightens the engines with a mass effect field. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. disrupting communications. the Mantis remains in service in dozens of armies across the galaxy. 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. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. Whilst slower and bulkier than its successor. a high-altitude bomber. the Grizzly has had a long career protecting its troops well. the M35 Mako. taking out support units and delivering marines to weak points in the enemy formations. Direct Fire 3.

and a dancer's grace and alacrity. 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 . Movement 3. Observation 2 Morale OO VTOL: Able to stay on map and move 1 zone Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Agile and Aggressive Overheated Weapons A61 Mantis Gunship . a huntress is practically unbeatable. Armour 2.Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. and assassination. Huntresses fight individually or in pairs.Air Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Anti-Air 4. Armour 2. a hunter's eye. 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. Like an army of ninja. demoralizing and defeating their enemies through intense.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. Movement 3. focused guerrilla strikes. 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. Armour 2. infiltration. Movement 3. Movement 4. they are adept at ambush. A61 Mantis Gunship .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 . and their education from that point is dedicated to sharpening their mind and body for that sole purpose. depending on the tactics preferred in their town. One-on-one. Armour 2. possessing profound tactical insight.

Direct Fire 2. Anti-Air 2. Direct Fire 2. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. +1 to Direct Fire. Movement 2. Camouflage 1. The Geth make perfect ambushers—"they don't move. Movement 3. The key element of Geth warfare is surprise. This makes them extremely efficient in battlefield conditions. Command 1." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. shutting down their power sources to stay undetected. +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender. Highly Trained: Morale +1 Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Peerless Biotic 50+ Years of Battle Experience Asari Commando Team (T3 Infantry) Hand-to-Hand 4. Hand-to-Hand 3. 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. Veteran 1. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. 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 . Armour 1. Movement 1. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively. +1 to Direct Fire. Armour 1. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Veteran 1. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. Movement 2. they may communicate their exact thoughts and ideas at the speed of light. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. Armour 2. Camouflage 1. Geth can even be packed tightly into crates and left in storage. they don't make noise.Biotic Specialist: +1 to Hand-to-Hand. Direct Fire 1. they don't even breathe. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. Observation 2. +1 to Anti-Air. Direct Fire 3. Veteran 1.

Movement 1. Direct Fire 2. Signals 2. 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. Armour 2. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates.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. Geth Troopers (T3 Infantry) Hand-to-Hand 3. which can be used to increase mass and provide greater traction. Armour 1. Movement 2. 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. or reduce its mass for limited evasive or positioning manouvers. Armour 3. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. Though the interior is cramped. which varies depending on which Leader is assigned to a Platoon. Observation 1. Observation 1. Geth repair their morale using Signals instead of Command. Signals 2. Geth Anti-Armour Platoon • 4x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP Be sure when assembling Geth Platoons to adjust them for the Leadership Stunt bonus. Anti-Air 2.Air2. 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 . It is designed to fulfill the role of rapid deployment that its predecessor. 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. Observation 1. Movement 1. Movement 2. the M29 Grizzly. and that they are extensively reliant on digital communication for interaction. It is equipped with microthrusters and a small element zero core. fell short of accomplishing. Armour 2. Direct Fire 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. Observation 1. Anti.

STG operators work in independent cells. Observation 2. Salarian Special Tasks Group Platoons • 1x STG Cell Leader • Choose 4 units from the following: STG Recon Unit STG Combat Engineers STG Infiltrators • Platoon Fate: 6 FP The Special Tasks Group (STG) is a Salarian espionage organization. Armour 3. STG operators are brutally practical. assassination. STG Recon Unit (T3 Infantry) Camoflage 3. 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. These include a recon drone controller. reconnaissance. Observation 3. Hand-to-Hand 2 Armour 1.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. additional aspect ―Power Drained‖ to remove these bonuses. a mobile air defense platform. infiltration. usually deployed by the Citadel Council. 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. devoted to accomplishing their mission regardless of the cost involved to others or themselves. Direct Fire 3. and sabotage. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . Movement 1. Movement 1. performing dangerous missions such as counterterrorism. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. Hand-to-Hand 2. 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. Armour 1. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. Signals 1. Direct Fire 1. +1 to Observation.

Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. Tech Infiltrator: +1 to Armour. Tech Defender: +1 to Command. Hand-to-Hand 2. additional aspect ―Power Drained‖ to remove these bonuses. Signals 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. 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. Indirect Fire 1. 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.STG Infiltrators (T3 Infantry) Camouflage 3. additional aspect ―Power Drained‖ to remove these bonuses. able to use manouver to remove free tag on ally in command. Hand-to-Hand 1. Movement 2. Direct Fire 2. Movement 3. 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 . Armour 2. +1 to Camouflage. I encourage you to create your own versions of these units. Armour 1.

This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. At the gaming table. Whilst the Citadel is seen as the primary location of galactic rule. humanity learned the secrets of mass effect physics and element zero. With the technology from these ruins. and are heavily petitioning for full member status in the Citadel Council. At the time of the first game. such as 81 . which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry. moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space. our options are not so limited. there are hard limits on what you can do and where you can go. 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. permitting instantaneous passage across thousands of light-years. Hoping to expand their territory and driven by immense curiosity about the galaxy. you get the chance to explore the galaxy. and some members of those races resent the appearance that humans are going to jump the queue ahead of them. Humans are still discovering what it takes to survive on these newly discovered worlds. They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. This is the setting history established in the first Mass Effect game. 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. no one in the wider galactic community had ever heard of humans. Humans also discovered the mass relay network that threaded the galaxy. they began activating every mass relay they could find. battling aliens and making allies (and vice versa). unlocking faster-than-light travel. by its very nature as programmed entertainment. Salarians. Character creation works in a similar way. and Turians in the decision making process. individualistic and thus. as the structure of the Diaspora RPG cluster and character creation is designed to help you. Many races have petitioned for elevation to this status for a long time.Campaigns and Themes Mass Effect is set in the year 2183 CE. Taking control of a pivotal character in the events of the game. as well as confronting the prevailing opinions of humans as intelligent. In this section. Whilst you can explore hundreds of worlds across the series. creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. there are many places that the reach of the council doesn‘t extend. Law and Order The Mass Effect games place strong emphasis on the theme of law and order in the galaxy. humans have an active role in galactic commerce and settlement. encountering various alien races and establishing itself on the galactic stage. as well as how individuals choose to operate within. those confines. exploring ancient ruins and fabulous cities alike. Humans are new to the galaxy A little over 35 years ago. to join the Asari. beginning the First Contact War. unpredictable. or outside. Cluster creation is intended for each player to suggest themes they‘d like to explore. 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. with steps designed to help link your characters to each other. highly adaptable. Humanity began its journey among the stars. abnormally ambitious.

However. nor impossible to work around. the covert and clandestine Salarian Special Tasks Group. Just choose one. Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. The Citadel Council heavily controls all research into synthetic intelligences. with them making up the largest of the minorities. skills or abilities your character needs. Special Operations and Apex Skills When there are dangerous missions to perform. Partial Characters and Cool Stuff As you have read through this book. 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. aspect. ―Hacking Diaspora: Threats. they are all you need to begin to create a character. the Geth. so they have no need to trade resources or information with them. You can always fill in the rest as you play. from a synthetic point of view. At the personal level. The apex skill represents a significant investment in time. An AI gives the view from the other side of the fence when it says that. Tying into the first theme of humans being new to the galaxy. exiled from their home planet by their own creations. The companion document to this rules hack. Conversely. 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. banning AI research almost entirely. When you are unsure what kind of aspects. when other inspiration is taking a while to surface. With only one skill at the Superb (+5) level. Organics vs Synthetics In the large scale. 82 . 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. there are those who are sent in to do them. They have successfully incorporated humans into their structure to help with policing and patrol duties. The Quarian peoples are adrift in space. many mercenary groups employ humans as hired muscle. 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. 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. or circumvent. Diaspora supports this style of play with its pyramid skill structure. or stunt that interested you. there is much appeal to playing highly competent beings breaking heads and taking names. the law. so too is the nature of how organics deal with synthetic intelligences. these potentially disastrous outcomes are neither certain. notably Blue Suns and Eclipse. and Elite special operations groups are one place to develop them. or even the elite Council Spectres. C-Sec is a volunteer organisation. resources and attitude for the character. give ‗em that race. an ability or race.the iron fisted rule of the Asari crime lord Aria on Omega. lest the same mistakes get made. Whether they are the biotic powerhouse Asari Huntresses. "all organics must destroy or control synthetic life forms". and is always happy to take new recruits. Sometimes. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. you can always begin by using one of those characters as a starting point to developing your own. or the corporate control of Noveria. The introduction of both a Geth character. you have probably noted things of interest you‘d like to explore. Along these lines. to provide protection to interests not necessarily desired by the Council. this can be explored in the ways humans protect. a stunt or two. name them.

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.

Biotic and Tech Training skills not higher than rank 4. and overthrew. Number of effects equal to skill training level. Throw Shift enemy one zone. admired and distrusted equally Synthetic AI race created by. Zone aspect. reliable and affordable equipment such as armour. no Tech Training. Lasts three turns. Lasts two turns. the Quarians Reptilian mercs and enforcers. 84 . home is where the flotilla is. If used two turns in a row. slavers. Hate humans Rescued from their dying world. Tech specialist. Minimal combat training. adept at sneaky and subtle Public service peacekeepers. Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. Tech and Combat skills not higher than rank 4. adaptive predators loyal only to the strongest Engineer Vanguard Sentinel Infiltrator Biotic specialist. no Biotic Training. Primary Biotic Effects: Barrier +2 to own armour defense rating. Non-technical apex skill. Combat Excellence stunt available with ranks in Tactics. other combat skills not higher than rank 3. Stasis Target unable to move and takes no damage. client race of the Turians Aggressive. target takes one additional damage shift from any successful attacks. 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. Combat specialist. Amphibious information seekers. no combat skills. Minimal combat training. combat skills not higher than rank 3. New Skill: Biotic Training (Page 26) Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. mono-gendered race of female appearance Pirates. now militantly serve the Hanar Ponderous giants. no Biotic Training. emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. omnitools and bio-amps. Place aspect on target. modified by Bio-Amp Implant stunt. Singularity Gravity sink. 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. Broken by the genophage Evicted by own AI creations. Place aspect on target. clannish primitives used as cannon fodder by mercs Towering. no Tech Training. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. Three or four combat skills. Warp -2 to enemy armour defense. Lift Target floats helplessly. Biotic and Combat skills not higher than rank 4. Conserves momentum. no Biotic or Tech Training. Effects last until the next turn only unless otherwise specified.

make a Close Combat check at +2 bonus for having one of the required effects. otherwise resolves at the end of turn. reducing any pass costs by 1. Effects = Skill rank. Younger than 300: are dying. Their weapons and armour are high quality. Then. If 0. those without Shielding have the Lifted effect applied to them. Armax Arsenal Supplier of elite Turian military units. Effected targets with the Shielding stunt are unable to move next round. No max skill rank. must start again. you are unable to act the following turn. Effects = Skill rank. L4 Implant Aspect: ―Occasionally Distracted by VI‖.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. Unable to use another Biotic effect next turn. or +4 for both. or Throw to target. Spend one turn focussing on a target. Add 1dF to skill rank before combat to determine skill level. Must not take free move. L3-R Implant Max skill rank = 3 -1 to composure track. you are unable to act the following turn. then next turn make a full turn move. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. Slam Requires: Lift effect and one of Throw or Pull effects. Effects = Skill rank +1. Effects = Skill rank. Effects = 0 Stable L2 Implant Max skill rank = 4. Spend one turn preparing this effect. L3 Implant Max skill rank = 3 Effects = Skill rank. Asari Biotic No implant required. Place ―Slammed‖ aspect on target. If >5. apply Barrier to self. one composure or health damage cumulative per use. Unstable L2 Implant Max skill rank = 3. Place ―Biotic Shockwave‖ aspect if have Singularity. have no implant and cannot take skill. Finally. May pay a FP to resolve the effect immediately. Unable to use this effect in consecutive turns. or +4 for having both. Dominate Requires: Stasis effect and Resolve skill. Shockwave Requires: Lift or Singularity effect and Tactics skill. high priced and very difficult to acquire for most non-Turians. They must then resist an attack equal to Biotic Training +2. Draw line on map from character (Tactics -1) zones in length. Finally. Make a Biotic check at +2 for one effect. rounding up against other biologicals. Next. All zones affected must resist this attack. Effects = Skill rank L1 Implant Cannot take skill. Advanced Biotic Effects (pages 27. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect. If target was unarmoured biological. or a +4 bonus to unarmed biological target. or both if you possess both effects. Reave Requires: Warp effect and Medicine skill. If target is invalid. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. then next turn gain a +2 bonus to armoured or synthetic target. Add 3dF to skill rank before combat to determine skill level. 85 . may spend a FP to gain a defense bonus equal to half Medicine ranks. New Stunt: Bio-Amp Implant (Page 29) Modifies number of effects. no effects avail. That target becomes immune to further Domination next turn.

Place ―System Rebooting‖ taggable aspect on synthetic target. Advanced Tech Talents: Must also have Computer (space) skill. professional mercs. A mobile weapon platform at your command. starships. On a success. to weapons and armour. or passing through must roll their Stamina skill against the number of shifts. Offensively. Hacking Restrictions removed to allow repeated Hacking attempts on same target. Advanced Requires: Hacking talent. Jamming -2 penalty to enemy alertness checks. Substitute ranks in Tech Training for Repair skill rolls. including Biotics. Drone and Have-a-Thing: Combat Drone stunt. Must have at least 1 rank in Medicine skill. 86 .VARIANT RULES QUICK SHEETS Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold. place ―Suppressed by Tech‖ aspect on appropriate target. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect. 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. Decryption Unlock doors. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. access secure systems. 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. Harm 2. heat or toxic exposure. NonLethal. Drone Stats: Range 0/1. Must have at least 1 rank in Medicine skill. Combat Requires: Hacking Talent. and lasts 2 turns when activated. Multiple Redundancy: Use my Tech Training. 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. in same or adjacent zone to the character unless otherwise noted below. Target becomes immune to further Overloads next turn. Pen 2. All targets in the zone. All Tech Talents last for one turn. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. Place ―Disorientated and Confused‖ taggable aspect on biological target. May be taken multiple times to stack penalty. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action. Must have at least 1 rank in Repair skill. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. bypass alarms. etc. ending their turn if they fail. Substitute ranks in Tech Training for Medicine skill rolls. Primary Tech Talents: Damping Use defensively to contest Biotic Effects. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. That target becomes immune to further Hacking next turn. and to hack lone targets.

89) Hahne-Kedar Earth-based major supplier to the Systems Alliance military. after ―Shields are Down!‖ compelled. Overload Restriction removed to allow repeated Overload attempts on same target. any level of Tactics skill. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. Advanced Requires: Overload talent. Tactical Cloak Requires: Jamming talent. 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. 87 . 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. and Armour with Shields stunt. Their weapons are stock quality at best. New Stunt: Combat Excellence (Page 34) This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. though their armour lines are generally recognized as above average. New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. and no ranks in either Biotic Training or Tech Training. 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. MG Immunity Once per scene. Base Jamming talent duration extends by 1 turn. target takes Health damage of number of shifts. Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. Combat Excellence Requires: Energy Weapon skill of at least Rank 3. absorbed by armour. and unshielded targets must resist 3 shifts of Composure damage. On a success. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. When neutralised. Armour bonus granted by Shields boosted by +3 when this talent is activated. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. including possessing an appropriate weapon. the Tech Armour detonates. Attacks reduce this bonus by 1 per shift. excluding the user. but must still meet all other prerequisites. Unable to be used on successive turns against the same enemy. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles.

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

(Page 36)

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
(Page 37)

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.

88

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
(Page 53)

New T3+ Energy Weapon Stunts
Thermal Clip
(Page 46)

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

(Page 49)

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
(Page 51)

Shields

Recharge Booster

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.

89

VARIANT RULES QUICK SHEETS
New T3+ Energy Weapon Mods
(Page 55)

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.

Medical Exoskeleton

Medical Interface

New T3+ Powered Armour Mods
(Page 56)

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

Toxic Seals

90

Must also have one other high energy usage system (IES). New T1+ Spacecraft Stunts (Page 71) Mass Effect Drive Tantalus Drive Core Internal Emissions Sink (IES) Civilian Spacecraft Frigates Spacecraft Tech Levels T1 (11 BP) (Page 70) T2 (17 BP). Additional aspect from list below (or similar). +1 to V-Shift. Batarians or Krogan. Adaptable dangerous pests that hunt in packs. Cost 4bp. sometimes used by Krogan Blood Pack mercenaries. +2 to Heat Track. Mechanical robots used as supplementary guards. and all travel times reduced by factor of 10. Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. 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. "Government Owned and Operated" aspect. Stealth system gives +2 bonus to Nav check in detection phase. Intelligent arachnid race with hive mind. 91 . Cost 1bp.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. or T6 (41 BP) Allows access to mass relay network. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. Humans. +2 bonus to repair checks to remove consequences. Cost 2bp. Violent primitive race usually found in forgotten corners of dark places. Huge solitary burrowing monsters with acid spit. +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. Cybernetic zombies created by Geth from captured Biological races. Mostly Turians. Crew must adhere to SOPs. except when aspect was tagged. Synthetic AI race. 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).

which causes a -1 penalty to Camouflage the following turn.VARIANT RULES QUICK SHEETS New Platoon Stunts Shield Projector Biotic Defender (Infantry) (Page 74) Biotic Specialist (Infantry) +1 Tech Enhancement to Armour Choose one of Armour or Hand-to-Hand: +2 bonus when chosen skill is used defensively. +1 to Hand-to-Hand. Tech Defender (Infantry) Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network +1 to Command and ―Power Drained‖ aspect. +1 to one of Camouflage or Signals. and ―Power Drained‖ aspect. Geth repair their morale with Signals instead of Command. and get a -1 penalty to Camouflage next turn. 92 . Ability to try to use a manuover to remove a free tag on an ally that is within command range. +1 to Signals. Gain +1 spot marker after attacking with either of the two chosen skills. +1 to Armour and ―Power Drained‖ aspect. +1 to one of Armour or Observation. +1 bonus to one of Direct Fire or Anti-Air.

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. 93 . and Hanar all produce their own armour.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. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. but may be retrieved from defeated Geth. and is here purely for reference and inspiration for aspects or plots. Elcor. This weaponry is always in demand for research purposes. Note 2: See the Spectre Gear Options section on pages 49 or 89. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. and are not available to other races. but rarely differs substantially from other weapons of the same type. 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.

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