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Variant rules and options to create adventures and characters in the MASS EFFECT setting using the Diaspora Role Playing Game.
By M.Gooding (Reaganstorme)
Document Version 2.0.2 MAY 2012
Table of Contents
Introduction The Diaspora Mini-Games Fudge Dice The Ladder The Mass Effect Premise Setting Background Element Zero and the Mass Effect Cluster Creation Mini-Games Changes New System Stat – Order Character Creation Mini-Game Changes Racial Backgrounds Asari Batarians Drell Elcor Geth Hanar Humans Krogan Quarians Salarians Turians Virtural Intelligences and AIs Volus Vorcha Yahg Class Packages New Skills and Stunts Biotics New Skill: Biotic Training New Stunt: Bio Implant Omni-tools New Skill: Tech Training
New Stunt: Military Grade Omni-tool
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8 9 10 11 12 12 13 14 16 17 18 19 20 21 22 22 23 24 25 26 29 31 31 33 34 36 37 38 39 41 42 44 46 46 46 47 49
New T3+ Powered Armour Stunts New T3+ Energy Weapon Ammo New T3+ Energy Weapon Mods New T3+ Powered Armour Mods Sample Advanced Gear Adversaries Cerberus Geth Husks MECHs Mercenary Organisations Rachni Thresher Maws Varren Vorcha Space Combat Mini-Game Changes Spacecraft New T0+ Spacecraft Stunts New T1+ Spacecraft Stunts Sample Mass Effect Spacecraft Platoon Combat Mini-Game Changes Mass Effect Platoons New Platoon Stunts Example Platoons Alliance Marine Platoon A61 Mantis Multirole Gunship Asari Huntress Platoon Geth Platoons M35 ―Mako‖ IFV Salarian STG Platoons Other Platoons and Units Campaigns and Themes Blank Mass Effect Character Sheet Variant Rules Quick Sheets Open Game Licence 1.0a Gear Manufacturer Tables Weapon Manufacturers Bio-Amp Manufacturers Omni Tool Manufacturers Armour Manufacturers
PAGE 51 53 55 56 59 62 63 64 64 66 67 68 69 69 70 70 71 72 74 74 75 75 76 77 78 79 80 81 83 84 94 48 50 50 52
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
Bioware could only put so much into the game. it‘s a freeware font called Slider. the process of taking an established setting and creating.ea. Mass Effect told the story of a group of civilisations about to meet their doom. Darth Illithid. What you see here is the culmination of my efforts to blend the two. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1. EonTrinity. I realised I had found a game system that would suit my needs. Barbacobra. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void. Silent Wayfarer.com/. prototype00. stunts. Also. Some things were hinted at.com/. PolkaNinja. and more. Their home page can be found here: http://www. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version. and Stacie_gmrgrl. battling synthetic intelligences. For those looking for the font I used for the titles and headings. which can be found here: http://www. Yook. were fantastic games that begged to be explored. but if some of the sample aspects. That‘s where VSCA Publishing’s Diaspora comes in. chiefly Brad J. and that you undertake and enjoy the adventures that are waiting for you.html. the player trekked across the game setting exploring uncharted worlds. and Propagandor for their comments and encouragement. I acknowledge that Mass EffectTM and all related races. Bioware’s Mass Effect and its sequels. HumAnoydd.0a (see page 90). and are used in this document with Fair Use intent.Introduction Welcome to the updated version of my first attempt at system hacking. rescuing colonists. Murray (Halfjack). Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom.TTF. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds. Please see the Licence section for further details. others left as blank slates. ChopSockey. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License. Introduced to Diaspora by friends on RPG. zircher. Travellingdave. Some text has been taken from the Diaspora System Reference Document. and are not meant to challenge ownership of such ideas. I first had to find a system that could do it justice. fellow RPG. despite the available scope of the setting. Mass Effect 2 and 3. don‘t be afraid to make up your own versions. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. gear or mods don‘t quite suit your game.net. As you can imagine.net members Stevenls. Assembling a group of champions. 4 .ca/Diaspora/diaspora-srd. James the Dark. I hope you find this document useful.wikia. Special thanks goes out to my playtesters. Matthew Gooding (Reaganstorme) May 2012 ACKNOWLEGDEMENTS I would like to thank the creators of Diaspora.vsca. and can be found in their fantastic completeness here: http://masseffect.
are single digits. with two faces marked -.75 10/81 12. So. and then you compare against some difficulty level. Treating the -5 and 5 results as zero keeps the expected range though.24 -3 4/81 4. around which the game is built. If one is looking for appropriate adjectives to describe an action. you could treat 1-2 as -. in that the term Fair is replaced by Decent. 5 . Our Ladder here is slightly different from the Spirit of the Century Ladder. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. The words are only applicable directly when a single character acts. results of 7 against 5 represent a decent success.46 16/81 19. you add an appropriate skill. most numbers in the game. when all things are considered. and you have a total.75 0 1 2 3 4 19/81 23. in an opposed roll. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. Since an apex Skill is at level 5. and 5-6 as +. 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. Each of these use fate dice. which yields a result between -4 and +4. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. through the invocation of Aspects. While higher numbers are possible. this is functionally the same as rolling 4d3-8. successes and difficulties are rated by numbers or by the terms on the Ladder.35 -1 16/81 19. A Fudge die is a d6. which might be someone else's roll or might be a level imposed by the referee. This yields a particular curve. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. two faces marked +. Refer to the provided links if you wish further clarification of any rules based information. subtract the -s. available on the Internet. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD.95 -2 10/81 12. with better chances for extreme results. and two faces blank. yielding a range from -4 to +4. Without special dice. You roll your set of four fudge dice. it is often the difference between two rolls that might determine the quality of success. 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.The DIASPORA Mini-Games Diaspora is a set of mini-games.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. and other elements from the FATE system but they each have other distinctions.95 1/81 1. 3-4 as blank.35 4/81 4. in which a player roll is compared against a referee roll. You add up the +s. Aspects.
Very massive ships or very high speeds are prohibitively expensive. and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. dubbed the Protheans. The last such galactic extinction event happened approximately 50. The Citadel. or "eezo". They discovered that in the dark spaces between galaxies. Using the energy field created by the mass relays. were the Reapers. or military antiproton drive) in addition to the FTL drive core. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. In particular. economy ion engine. skilled navigators are able to propel the ships light-years in only a few hours. In anticipation of intelligent life reaching for the stars. but the latest in a long line of intelligent races to unlock the secrets of their use and discover their purpose. allowing higher rates of acceleration. and that the time to feed has come again. a ship has no motive power. An advanced hybrid race of sentient synthetic/organic warships. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. These routes are only able to be navigated using space ships with special Element Zero power cores. the rare material dubbed element zero. are not in-fact the creators of the mass relays scattered through the galaxy. In the Mass Effect setting. behind them when they again leave for millennia. Starships still require conventional thrusters (chemical rockets. the Reapers wait for the coded signal from their keepers that technology is progressing. ELEMENT ZERO AND THE MASS EFFECT Element Zero ("Eezo") When subjected to an electrical current. from generating artificial gravity to manufacturing highstrength construction materials. The amount of element zero and power required for a drive increases exponentially to the mass being moved and the degree it is being lightened. the last great technological society. allowing them to tap into dark energies to reduce their mass. Navigation is only possible between relays.000 years ago. commercial fusion torch. In fact. This effectively raises the speed of light within the mass effect field. and their focus. the Reapers provide the building blocks for their next harvest. This "mass effect" is used in countless ways. By leaving the mass relays. emits a dark energy field that raises or lowers the mass of all objects within it. with a few catches. all currently discovered uses for element zero based effects generate a heat debt that must be managed. as are limited FTL routes. 6 . With only a core. and the heat debt acquired by interstellar travel. the idea of technological advancement to the point of collapse is here. FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. It is most prominently used to enable faster-than-light space travel. allowing high speed travel with negligible relativistic time dilation effects. and the usages of their Element Zero based technologies. slumbering in hibernation.The MASS EFFECT Premise SETTING BACKGROUND Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect.
With a negative current. The ship is snapped back to sublight velocity. while high mass compaction creates dense. the world of Mass Effect is on the brink of imminent collapse. the greater the magnitude of the dark energy mass effect.If the field collapses while the ship is moving at faster-than-light speeds. 7 . In manufacturing. the slipstreams become the links between the mass relays. With a positive current. the effects are catastrophic. this manifests as an occasional static shock when they touch metal or other people. The stronger the current. It also means that most weaponry will be energy weapons. to prevent the electricity discharging into the hull and causing catastrophic damage. whilst limited FTL is possible. low-mass fields permit the creation of evenlyblended alloys. For Biotics. mass is decreased. Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. it's much more efficient to use the mass relays to navigate the galaxy. and both are susceptible to combat hacking. as with regular Diaspora T4 societies. High-mass fields create artificial gravity and push space debris away from vessels. In space. and each system can have several planetary systems reachable by ships. sturdy construction materials. amongst a variety of other effects. the enormous excess energy shed in the form of lethal Cherenkov radiation. So. Ubiquitous Technology In the games. driving the Quarians from their homeworld and taking over. This requires intensive training. When the table sits down to create the cluster. This still gives us plenty of conflict to game. personal networks are everywhere. but all Biotics are sensitive to the presence of mass effect fields. and we never see any nontechnical races competing for resources. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. mass is increased. Whilst there are still advances to be made. and protect starships in planetary orbit or during space battles. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. The military makes extensive use of mobility enhancing technologies. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. In starship drive cores. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. Even colonists have access to advanced tech. and plenty of scientific secrets still to be discovered. 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. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. either by touching a planet surface or interacting with a planet's geomagnetic field. The least developed of the races is humanity. we see the presence of technology everywhere. Some Biotics' talents are not strong enough to be offensively viable. who have jump started their technological creations and exploit Element Zero and mass effects themselves. and cybernetic implants. but can produce impressive offensive or defensive effects. This reflects back to the Cluster generation mini-game quite easily. this charge must be grounded at regular intervals. many Biotics can also create and manipulate their own mass effect fields. The Geth are a prime example of the doom that is pending with the development of AIs. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit.
and all manner of other restricted goods are available for sale. or other associate species of the Council. What started as measures to protect the public good are beginning to become quite restrictive. systems and societies. Example – Any homeworld of the Council races. we need a new stat to represent variances between worlds. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. At this level of order. tomorrow's gang leaders may die in a hail of blaster fire. Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station. although there are still those willing and able to rort the system without bringing too much attention to themselves. O-1: Corruption Whilst relatively stable. There's plenty of variance in the levels of Order in societies during the missions in the game. There is a substantial administration system geared towards the issue. weapons. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything. O+0: Stability Those employed to look after the public generally do. so whilst today's criminal ganglords might provide some measure of stability. licensing and policing of those granted licences are the primary methods of keeping order. from the relatively lawless Omega. Example – The world of Illium. Any sufficiently charismatic or forceful individual can set whatever rules they like. 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 – 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. especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. representing a very minimal structure of a handful of people at most. to the totally controlled centre of galactic politics. there are multiple layers of bureaucracy. period. all exploited by those wanting to work around them. verification. O+1: Progress Typically touted as a fair system for all. Life is strictly survival-of-the-fittest. controlled or illegal narcotics. and those who commit crime and are caught generally face the appropriate penalties. the Citadel. I've picked ORDER. Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. validation. revocation and enforcement of many activities. O+2: Licensed At this level of order. Example – The Citadel 8 .Cluster Creation Mini-Game Changes NEW SYSTEM STAT: ORDER Due to the universally high level of access to technology. Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. Example – The completely corporate and privatised world of Noveria. where slaves.
There are some suggestions on how to model variances to the Diaspora setting in the SRD. 9 . (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. Page 221) There are fifteen racial backgrounds in Mass Effect. Mass Effect also has quite a few variations from the base outlines. These differences form the mechanical description of the race. but are included in this section for completeness. They may suggest some Skills should be higher than others. or that some should be lower.Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. and Stunts that would be more common in the race than in humans. 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. 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. and Stunts”. “anything should be able to be modelled with an appropriate balance of Skills. including baseline humans. After all. Chapter 9 . and of those ideas. Aspects.Making it Work. I‘ve incorporated two of them: new races and special powers. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid. they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type. as the SRD states.
Asari have had a long time to develop many other skills. Fortunately. Asari have been bartenders and dancers. possessing profound tactical insight. Huntresses fight individually or in pairs. and Biotic talent. The Asari were instrumental in proposing and founding the Citadel Council. a hunter's eye.Asari from that point is dedicated to sharpening their mind and body for that sole purpose. Asari choose to be warriors at a young age. One-on-one. mercenaries. depending on the tactics preferred in their town. traders. and as such often have the resolve skill. The Asari. are often considered the most powerful and respected sentient species in the known galaxy. develop their stealth and close combat skills as huntresses. When they retire." The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. Politically minded Asari will have good arts. As such. but often have good charm or intimidation ranks. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. Reflecting their physical attributes. and have been at the heart of galactic society ever since. Out of physical combat. bureaucracy. Asari can be found in all walks of life. not all develop their skills. Whilst they are natural Biotics. a huntress is practically unbeatable. diplomats and warriors. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight. Asari characters favour a few skills over others. and their education 10 . but taking ranks in Biotic training is optional. Biotics are common enough that some capability is a requirement to be trained as a huntress. and to discover and inhabit the Citadel. Their millennia-long lifespan and unique physiology—allowing them to reproduce with a partner of any gender or species—give them a conservative but convivial attitude toward other races. and when focused on building their martial abilites are fearsome huntresses. they possess an alarming proficiency for killing. diplomacy. and usually have at least one space skill. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. culture/tech. and some all of them at somepoint in their life. Asari typically have the Agility skill quite high. there are not many of them. Asari characters must take the Natural Biotic stunt. and some kind of profession. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. A very long lived race. native to the planet Thessia. lack of Biotic talent excludes a young Asari from military service. and a dancer's grace and alacrity.
Batarians place an extremely high value on social caste and appearance. The indoctrination by their govenment and caste systems. and have high combat and intimidation. Casting aspersions on the monetary worth of a social better is considered a serious insult. Most Batarians at large in the galaxy will therefore be mercenaries or pirates. known as the Batarian Hegemony. becoming an inward-looking rogue state. Batarians strongly believe that species with less than four eyes are less intelligent. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. and overstepping one's place is frowned upon. fuelling the stereotype of the Batarian thug. preferencing vanguard and sentinel packages. as well as the threat of slavery by their own kind. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. who are forbidden to leave Batarian space by their omnipresent and paranoid government. is still hostile to the Systems Alliance. as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. and related skills such as demolitions and tactics. When humans began to colonise the Skyllian Verge. Their government. despite being illegal according to Council law. though in more lawless regions of the galaxy like Omega. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. It should be noted that these criminals do not represent average citizens. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves. It is not known what the average Batarian thinks about their enforced isolation. Given the Batarian government's oppressive nature. make Batarian counter-culture rebels almost impossible to find. despite the fact that their exile is largely self-imposed. they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest". Their shock troopers are known to be Biotically talented. The Council refused. The custom is so deeply ingrained in Batarian culture that they consider the Council's anti-slavery standing to be prejudicial. negotiations with a Batarian are likely to be conducted at gunpoint. especially among colonists.Batarians Slavery is an integral part of the Batarian caste system. Almost universally despised. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised. They have a reputation for being shrewd businessmen and merchants. The rest of the galaxy views the Batarians as an ignorable problem. it is speculated their supreme leadership is autocratic or totalitarian in nature. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. 11 . but beneath the notice of the powerful Council races. a region the Batarians were already actively settling. Rogue Batarian slave rings are feared throughout the galaxy. and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations.
making them deliberate and conservative. resolve. This has coloured their psychology. These are filed away in huge libraries of data discs 12 . The Elcor are native to the high-gravity world Dekuuna. the Elcor discovered the closest mass relay and. Since then. Elcor speech is heard by most species as a flat. Drell have quite a few physical skills due to their harsh development. but as being requested to serve is a great honour. had established a regular trade route to the Citadel. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. Elcor move slowly. drinkable water and prey migration paths) across vast distances. within a single lifetime. as well as all space and combat skills. few turn down the offer. such as demolitions. Amongst themselves. so many have high ranks in agility. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. This process can be involuntary. The Elcor follow the recommendations of their Elders. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. Any Drell may refuse to serve. an evolved response to an environment where a fall can be lethal. The Elcor quickly became one of the more prominent species in Citadel space. and survival. They are massive creatures. an adaptation to a world where they must remember the location of every necessary resource (vegetation. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact. Since their subtlety can lead to misunderstandings with other species. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. Their Compact with the Hanar allows them to develop many other skills. The memories are so strong that an external stimulus can trigger a powerful memory recall. The Drell possess eidetic memory. though they still have to share an embassy with the Volus. who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. which the Drell fulfill by taking on tasks that the Hanar find difficult. stamina. extremely slight body movements. EVA and repair. The Elcor were just making their first forays into space travel when the Asari made contact with them. such as combat. ponderous monotone. but primarily ones that involve physical tasks. alertness. These recalls are so vivid and detailed that some Drell may mistake it for reality. With their help. standing on four muscular legs for increased stability.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 Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. scent.
Fortunately.to create a Dyson Sphere. The Geth also utilise turrets and drones (rocket. These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists. Due to their conservative nature. the Elcor rely on sophisticated VI combat systems. Elcor occupy all sorts of positions. They see no point to rushing things. and stamina. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. pirates. Because their slow. The slow speed and immense size of the Elcor makes them easy targets. The Geth won the resulting war. Elcor warriors don't carry small arms. 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. their durable hide allows them to shrug off most incoming fire. This makes Elcor policies very predictable. but extremely well developed. century-long development plans. as labourers and tools of war. The Geth were created sometime around 1900 CE by the Quarians. bureaucracy. specifically). serial killers and actors. separating their technology base from the rest of the galaxy. instead choosing to exist in the computer hubs aboard massive space stations. Elcor make better colonists than sailors. 13 . Over time. and are fond of making thorough. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest. only slightly larger than the Alliance's. Geth The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. they should not have combat skills. to the gigantic. They adopted an extremely isolationist attitude. While they prevented any contact by other races with themselves. They obtained an ultimate goal in this time period. and reduced the Quarians to a race of nomads. instead relying on equipment stunts if in military roles. assault. the Geth monitored communications and the Extranet. colonists. High brokerage. Little is known about the Geth in the time between the Morning War and the present. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. lumbering Geth Armatures. provided one has done a great deal of research. The Geth continued development of new technology and variations of mobile platforms. consequently having fewer space related skills. The Elcor economy is small. When the Geth became sentient and began to question their masters. The Geth did not repopulate the now barren Quarian worlds. the Quarians attempted to exterminate them.any ships that ventured into Geth space were immediately attacked and destroyed. from traders and business operators. the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers. dubbed the ―Morning War‖ by the Geth.and are consulted when needed. and trade only in finished goods. Any attempt to embargo their space would be fruitless. They don't need to trade for any resource—they have all they require to supply their own needs. to bouncers. recon and repair drones. which could house every single Geth program.
have access to Tech Talents.Approximately three centuries after the Morning War. and their strong religious beliefs regarding the Protheans. the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal. they rely on contra-gravitic levitation packs that use mass effect fields. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology. although most of their height is in their long tentacles which have three fingers at the base. Many Drell become unofficial members of the 14 . so the Hanar rescued several hundred thousand Drell and brought them to Kahje. accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. Now the Drell serve as a client race of the Hanar. However the invertebrate. Hanar are known for their intense politeness when speaking. Hanar The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. Geth encountered beyond the Veil will have programs developed equivalent to skills. the reality is very different. where they integrated into Hanar society with the remaining Drell dying out. water-native Hanar cannot support their own weight in normal gravity. A small percentage of Geth. in exchange for their assistance. Their limbs can grip tightly. 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. Several hundred years ago. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. Drell have integrated with every level of Hanar society. The Hanar 'stand' slightly taller than a human. When interacting with mainstream galactic society. The majority of the Geth dismissed the offer. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. and vary according to role. the Hanar made contact with the Drell on their nearby homeworld of Rakhana. whom they refer to as "the Enkindlers". but are not strong enough to lift more than a few hundred grams each. however. They were allowed to peacefully leave the main Geth network. and although to outside observers the relationship can be construed as a form of slavery.
" That said. 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. and they produce very few goods that are usable by others." The face name is used as a general label for use by strangers and acquaintances. as the Hanar are too cumbersome out of the water to participate in a physical fight. possibly as a homage to the Human detective that the Hanar character is based on. a Hanar will still maintain exquisite poise. and will remain formal even with those it wishes dead. and must take special courses to unlearn this tendency if they expect to deal with other species. As such. Few standard technologies (designed for bipedal and fingered species) are available in their space. so should have some driving Aspects to explain why.family.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 tend to be poetic. 15 . Few Hanar are willing to deal with other species. Hanar are extremely polite. The Hanar have two names." Famous for it's tagline "Enkindle this" followed by a gunshot. Hanar characters should have no combat skills at all. though they are still capable of strangling someone in favourable conditions. their economy is small and isolated from the rest of the galaxy." It is only around those who know their soul name that they would ever consider using the first person." or the impersonal "it. a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers. and some even earn the privilege to learn their masters' soul names. Economic contacts are limited to a handful of trade stations on their borders. frequently appearing in magazines. a "face name" and a "soul name. Even when flustered or angry. Instead they refer to themselves as "this one. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. The Hanar communicate using sophisticated patterns of bioluminescence -. games and movies such as Blasto: The Jellyfish. the trailer also shows another key scene where the Hanar says. which occasionally causes clashes with other Citadel races.and speak with scrupulous precision and extreme politeness. Due to this self-imposed isolation and the unique physiology of the race. Hanar characters will be exceptional by choosing to associate with non-Hanar races. Most Hanar take offense at improper language. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. Drell servants usually carry out Hanar assassinations. "This one wonders if the criminal scum considers itself fortunate". One industry that Hanar seem well suited to is the Entertainment Industry. almost to a fault. For example.
Unlike many species in Citadel space. The conflict caught the attention of the Citadel Council. The Council forced the Turians to pay heavy reparations. Since then. humans have rapidly risen in prominence. humans expanded to other systems. opening any mass relays they could find. as a control. Discovering information on a mass relay orbiting Pluto. explorers managed to open the Charon Relay and discovered it led to Arcturus. which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. thus introducing humans to the galactic community. They independently discovered a Prothean data cache on Mars in 2148. humans have had to follow the edicts of the Council without having much influence on their decisions.Humans pelled them from Shanxi. known by humans as the First Contact War. and the mass relay networks shortly thereafter. the Council's elite operatives. As a consequence of the Alliance's swift and decisive action during the First Contact War. With the help of the fledgling Systems Alliance. Human explorers on Mars uncovered a longruined Prothean observation post. 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. they will be able to influence the Council's rulings. It has been noted that humans are unusual in the galactic community. the Second Fleet then launched a massive counter-attack. though they are trade partners with the Turians and Asari. Human ambassadors have been pushing to induct a human into the Spectres. Humans. While religions tried to assimilate this discovery into their doctrine. the Alliance became the representative and supranational governing body of humanity. because they have far greater genetic diversity compared to other species with more peaks and valleys. as the first step to getting a seat. protect their own interests and have a say in the governing of Citadel space. a global rush began to decipher the petabytes of data from the outpost. from the planet Earth. which caught the Turians by surprise and ex- 16 . Once humanity does get a seat. Without alliances or key political positions. with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. humans have no close allies among the other races. begun in 2157. are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. although the repercussions from the First Contact War are still being felt. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. This makes human genetic material useful in biological experiments. Led by Admiral Kastanie Drescher.
Ironically. but due to the overabundance of predators on their home planet. Krogan typically have few social graces. Their thick hides are virtually impervious to cuts. bodyguards. and blunt. perhaps excluding intimidation. close combat and resolve. Many who have left Tuchanka have found employment as professional mercenaries. The weak and selfless do not live long. They respect strength and self-reliance and are neither surprised nor offended by treachery. ultimately. causing a severe drop in births and.Krogan Krogan have always had a tendency to be selfish. and governments alike. unsympathetic. population. Unfortunately. In their culture. a world known for its harsh environments. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. and extreme heat and cold. 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. starting the Krogan Rebellions and forcing the Turians to unleash the genophage. "looking out for number one" is simply a matter of course. The Krogan managed to not only survive on their unforgiving homeworld. scarce resources. scrapes or contusions. including toxins. and they are highly resistant to environmental hazards. the rapidly-expanding Krogan became a threat to the galaxy in turn. and should also invest in brawling. though those who do possess the talent typically have strong abilities. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). Biotic individuals are rare. This genetic 'infection' dramatically reduced fertility in Krogan females. With the help of the Salarians. As such. eliminating the Krogan numerical advantage. but actually thrived in the extreme conditions. as Krogan society became more technologically advanced so did their weaponry. and security enforcers for gangsters. after the Rachni were eradicated. radiation. the Krogan were 'uplifted' into galactic society. and overabundance of vicious predators. 17 . private armies. Krogan characters should have the stamina skill in one of the top three tiers.
effectively cutting the Quarians out of Citadel politics as a punishment for their actions. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems. Most Quarians focus on two space skills. Approximately three hundred years ago the Quarians created the Geth. If they travel on a sterile ship of the Migrant Fleet. when the Geth gradually became sentient. Ever since. After being refused aid from the Citadel Council. a huge collection of starships that travel as a single fleet. the Quarians live aboard the Migrant Fleet. and quickly develop high EVA and medical skills to protect themselves. but they also take ranks in repair. All Quarian characters should take the Aspect "Life seen through a window". this aspect changes to "No substitute for home cooking" or something similar. and favour MicroG combat or energy weapons. all Quarians habitually dress in highly sophisticated enviro-suits. resolve. the Quarians became terrified of possible consequences and tried to destroy their creations. Since their homeworld Rannoch was conquered. a species of rudimentary artificial intelligences. The most important fact of Quarian biology is their weak immune system. However. Soon after. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. the Quarians fled in the Migrant Fleet while the Geth took over their systems. The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. to protect them from disease or infection if they are injured. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. science and survival.Quarians Quarians are trained extensively before they leave on their pilgrimge. As a result. 18 . 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). to serve as an efficient source of manual labor. the Council stripped the Quarians of their embassy. some take all six.
including a few humans. numbers and energy to spread through Citadel space. 19 . but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. Salarian Characters excel at invention. With this in mind. preferring to use cutting-edge technology rather than settle for anything less. The peaceful home planet and better technology put less strain on the Krogan as a species. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). and EVA skills to augment their chosen professions. Salarians are known for their observational capability and non-linear thinking. talk fast. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. demolitions. The Salarians also played a significant role in the evolution of the Krogan species. This comparatively easy life. bureaucracy. To Salarians. The Salarians provided the Krogan with advanced technology and a new.Salarians The second species to join the Citadel. Unfortunately. their metabolic speed leaves them with a relatively short lifespan. and tactics. As such they are well respected. allowed the Krogans the time. aggressively claiming formerly allied planets as their own. a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth. The Salarians see information gathering and even spying as a matter of course when dealing with other races. using their brokerage. the Salarians are warm-blooded amphibians with a hyperactive metabolism. Many Salarians have high alertness informing their decisions. especially the Elcor. science. and it is generally accepted that they always know more than they are letting on. repair. other species seem sluggish and dull-witted. medical. see the Salarians as manipulators. Salarians think fast. and as such are well suited as traders and mercenaries. combined with their exceedingly high birth rate. Salarians over the age of 40 are a rarity. Salarians often have ranks in intellectual skills such as archaeology. This manifests as an aptitude for research and espionage. They are constantly experimenting and inventing. as they did before contact with the Salarians. Also valued are all space based skills. and move fast. Though their military is nothing special. but some races. spearheaded in the field by Special Tasks Groups (STG). Salarians are currently seen as the premier intelligence and information-gathering arm of the Council.
oratory. The Turians then filled the peacekeeping niche left by the oncecooperative Krogan. All Turians characters should have at least five skills from the combat and space skill sets reflecting time spent in public service. from a construction engineer to a sanitation worker. The fire brigades serve the civilian population as well as military facilities. so they tend to be poor entrepreneurs. To compensate. The Turians deployed a Salarian-created biological weapon called the genophage. they accepted the mercantile Volus as a client race. Aspects should also be chosen to reflect their loyalty to the team. which virtually sterilised the Krogan and sent them into a decline. intimidation. It is rare to find one who puts his needs ahead of the group. it is an allencompassing public works organisation. water purification plants. schools. and eventually gained a Council seat in recognition of their efforts. Every citizen from age 15 to 30 serves the state in some capacity. demolitions. The merchant marine ensures that all worlds get needed resources. The Turian military is the center of their society. Turians have a strong inclination toward public service and self-sacrifice. as anything from a soldier to an administrator. Turians are noted for their strong sense of public service. stamina and survival. The military police are also the civic police. offering protection in exchange for their fiscal expertise. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. the Turians are the most recent of the Citadel races invited to join the Council. Also prominent are bureaucracy. 20 . repair.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. The corps of engineers builds and maintains spaceports. Known for their militaristic and disciplined culture. It is not just an armed force. and power stations.
Without its blue box. that an AI is a living.Virtual Intelligence and A. as VIs are only utilised to assist the user and process data (although. An Artificial Intelligence (AI). to create a kind of virtual immortality. A virtual intelligence (VI) is a sophisticated program designed to make modern computer systems easier to use. They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life. so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user. when the Geth rebellion put an end to most of their research into synthetic intelligence. but not the definition. just made with clever programming. Some VIs have 'personality imprints'. Though they appear to be intelligent.s A VI going ―rogue‖ is akin to software not working correctly—that is in fact the cause. the term "synthetic" is considered the politically correct alternative. A lot of armour upgrades use VI enhancements. They are not to be confused with artificial intelligences like the Geth. a slow. is a selfaware computing system capable of learning and independent decision making. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports. react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation. they aren't actually self aware. The Geth serve as a cautionary tale against the dangers of rogue AI. although it is illegal to make VIs based on currently living people. an AI is no more than data files. they can still get out of hand). however. A VI is Rogue when it no longer does what it is intended or instructed to do. and in Citadel space they are technically illegal. it would be more broken than rogue. and a specialized quantum computer called a "blue box". like AIs. as variations in the quantum hardware and runtime results create unpredictable variations. Manufacturers of the blue box hardware required for the creation of AIs are also similarly restricted. the L4 iteration. The newest biotic implants. use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential. only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. 21 . An AI cannot be transmitted across a communication channel or computer network. Advocacy groups argue. expensive education. The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent. Creation of a conscious AI requires adaptive code. with their behaviour parameters. however. Loading these files into a new blue box will create a new personality.I. speech pattern and appearance based on specific individuals. To gain some measure of control over the creation and study of AI. This is what gives Rogue VI its definition—had the VI simply not worked. conscious entity deserving the same rights as organics.
22 . The rest of galactic civilization regards them as pests and scavengers. younger members will depart to start a new clan elsewhere. although many have found their way off-world as stowaways on ships visiting their homeworld. Brokerage should be in the top three tiers. and their presence is generally seen as a blight. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. and only two at most. In fact. or even other tribe members. as do oratory and tactics. as should some profession such as banking. They are extremely aggressive. both against rivals of their own species and against any alien who stands in their way. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations. Like the Quarians. and can even seem overly-pacifistic and cowardly to other. more militant species. if at all. They hail from Irune. 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. the Vorcha use combat. as their default form of communication resulting in their communications being primarily non-verbal. Volus mostly make their influence felt through trade and commerce. As a result. they have never been invited to join the Council. both singly and in groups. Culture/tech skills are part of the business ethos. The Vorcha are not themselves a space-faring race. but are unlikely to have much in the way of space skills. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. Volus culture is dominated by trade. Because the Volus are not physically adept. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. the Volus must wear pressure suits and breathers when dealing with other species. "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. When a clan population grows too large. resources. which is a sore point for many Volus individuals. However. and many. Volus must develop EVA skills to keep themselves safe. they tend not to be very violent. Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. but are also a client race of the Turians. such as Omega. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships.Volus Vorcha The Volus are an associate race on the Citadel with their own embassy. trader or accountant. The Volus have a reputation as traders and merchants. work as some of the best financial advisers in Citadel space. and most have extensive assets to draw upon. They are comfortable with bureaucracy. and they have a long history on the Citadel. Known for their unique biology and aggressive behavior. Vorcha society is built around combat. Because they are not physically adept compared to most species. Volus characters should not have any combat skills above tier four. whether it be of land.
Yahg have four pairs of eyes. each pair designed to track and predict the movements of prey. Consummate predators. making it almost impossible to lie to a Yahg. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species. two large horns and facial markings on their heads. Once the leader is established. They have scaly skin ranging from red to brown. The Yahg also possess a muscular. known for their violent and aggressive nature. Discovered by the Citadel Council in 2125 CE. Yahg society is built around a pack mentality. The Yahg are a sentient race of towering humanoids native to the world of Parnack.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. Their hands each have three fingers which include a thumb. a triangular mouth adorned with sharp teeth. the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally. 23 . the Yahg possess unrivalled perceptiveness and mental adaptability. large body standing over a Krogan which provides considerable physical strength and agility. and two other fingers. as well as three toes on each foot. A group of Yahg will not cooperate until a single leader has attained dominance through either social maneuvering or brute force.
The Tech specialist. Engineers should have the Tech Training skill in the first or second tier. The weapon and combat specialist. They should have no ranks in Biotic Training or Tech Training. and should have no ranks in the Biotic Training skill. with the highest combat skill at tier four. They should also consider taking advantage of the Combat Excellence stunt. they should not have more than three combat skills in total and the highest at a tier one lower than their Biotic Training skill. Such specialised fields leave little time to develop combat skills. all ranked relatively highly with one in tier one or two. Whilst still prevented from taking Biotic Training. with one of them at tier two and the other at tier three. should have only one combat skill at tier five. but should have ranks in demolitions. The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. They lack advanced combat training. if at all. They should also take ranks in stamina and resolve. They lack advanced combat training. 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. I came to the realisation that classes are not all that different from non-human races.CLASS PACKAGES After a bit of tinkering. 24 . The Biotic specialist. and as such. stealth and tactics. Receiving more combat training than the Adepts. whilst there are only six basic classes in the game. Adepts should have the Biotic Training skill in the first or second tier. Sentinels are Biotics with Tech training. they should not have more than three combat skills in total and the highest at a tier one lower than their Tech Training skill. Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three. they are by no means the only character concepts allowed. stamina. with resolve and stamina also valuable. and their attendant specialisations. or oratory. and tactics. Also. in that to play as a certain class type some skills should be valued over others. Soldiers should have at least three or four combat skills. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. Whilst still prevented from taking Tech Training. intimidation. with the highest combat skill at tier four. Possessing an unusual combination of skills. such as charm. and should have no ranks in the Tech Training skill. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. Receiving more combat training than Engineers. They should also take ranks in agility.
could also have been influenced by their Biotic Powers. there is a risk the eezo will cause medical complications instead. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. as it suits the genre and play style from the games. The natural electrical impulses in the body can create mass effect fields from these nodules. Biotics of other species. The first one we can do with an appropriate Aspect. about one in ten exposures will result in a person with moderate. the second with a stunt. stable Biotic talents that are worth training. there is no real issue with ignoring that particular rule. entered military service when they reached their Starting Out phase. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run.usually at puberty . but each Biotic must first be trained. or escaped and became mercenaries. generate protective barriers or restrain enemies. though some left. yet 25 . or after being Sidetracked. developed eezo nodules throughout their nervous system. Once trained. are individuals who were exposed to dust-form element zero in utero and. a Biotic can generate and control dark energy to move objects. Biotics were typically discovered at a very young age. such as terminal cancer. they aren't always permanent. humans who were exposed in utero. Usually. but not all. if a weapon does not have the ―civilian‖ aspect. and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. Two new skills are introduced to allow characters to access these abilities. All Biotics are sensitive to mass effect fields. or gainfully employed? Biotics All Asari are natural Biotics from birth. however if they don't there are still stories that can be told about characters who didn't receive training. and are handled a little more freely here than in the original version of the Diaspora rules. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. This effectively inverts the function of the "Civilian" weapon stunt. and the last with a new skill. and as a result many Biotics develop their powers with military application in mind. However. though not all choose to develop their abilities. producing the effects seen as Biotic abilities. then the character needs a Military Grade weapon stunt to utilize it. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. did not manifest Biotic talents. In the core rules. can develop them in puberty through further exposure to element zero. beating the odds. With Mass Effect being Space Opera in theme. The events leading to their Moment of Crisis. In humans. This is done using a technique called 'physical mnemonics'. The medical risk to their body. the expensive procedure is performed by the military. A Biotic has to essentially develop conscious control of their nervous system.to use their talents to any useful degree. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. and so on. and even if Biotic talents manifest themselves. such as humans. Most. then outfitted with a surgically implanted amplifier in the brain . Finally. the quality of their implant. Players who wish to play Biotic characters should be encouraged to take all three changes for their character.NEW SKILLS AND STUNTS Another of Mass Effect's differences is the presence of Biotic and Tech related powers. They were also probably raised away from their parents. which is a long. or who had defective implants. Weapons are an important aesthetic from the games. and the extent of their training are the core concepts we want to integrate. In extremely rare cases. or otherwise went rogue. slow process.
This effect lasts 3 turns. During character creation. so a charging enemy will rush over the characters heads. Barrier Using this effect creates a barrier against the skin to protect against energy weapon attacks. Place an appropriate Aspect on the target as you would for a maneuver. leaving them floating helplessly and vulnerable to attack. or until another Biotic effect is used. Warp This effect lowers the armour on a target. This effect conserves the momentum of its target. Advanced powers usually combine effects and require much more skill and fine control to manifest. increasing the damage the enemy takes. and so on. freezing the target in place and making them unable to attack. modified by their BioAmp Implant stunt. rendering them helpless when they land. this effect is mostly used to keep opponents at a distance. an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects. Primary Biotic Effects Stasis This effect causes an enemy to be temporarily locked in a mass effect field. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. Throw / Pull In combat. Powers are available at two levels. Singularity This gravitational power sucks multiple enemies within a radius to a single area. Some examples are listed below. Lift Using Lift will cause enemies to float helplessly in the air. a player may choose a number of effects equal to their Biotic Training skill level. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field. such as crates or pieces of furniture. It can also attract objects from the environment. or until another Biotic effect is used. When activated.New Skill: Biotic Training Mass effect fields are difficult to generate and control without training. These effects all require a successful Biotic Training skill roll to activate. the Biotic Training skill allows the character to create various effects. This effect lasts 2 turns. and place an appropriate Aspect lasting till the characters next turn. as well as dealing damage over time. making them more vulnerable to attack. Thus. Place an appropriate Aspect on the target zone as you would for a maneuver. Shift an enemy one zone on a successful activation. and last until the next turn only unless otherwise specified. Place an appropriate Aspect on the target as you would for a maneuver. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. If the same target is Warped for two consecutive turns. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect. In game terms. When activated. Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. Enemies in Stasis also become impervious to damage. by either launching them away or knocking them over. 26 . and so on. Primary and Advanced.
the player makes an attack against the target. rank 5 = +3 to defense). place an "Immobilised and Helpless" aspect on the target. rank 3. or +2 against armoured or synthetic targets. When the character attacks an unprotected organic. but only on a successful result against their defense. as well as Close Combat present in the skill pyramid. move or reduce any barrier ratings for their current turn in preparation for their attack. they take a full turn move as per the standard rules (Diaspora page 102).4 = +2 to defense. the character may make a Close Combat check. This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1. the character loses all benefits and must start again.Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers. 27 . the character must not attack. Dominate Prerequisites: Stasis Effect. To use this Effect. move or reduce any barrier ratings for their current turn in preparation for their attack. whilst also giving a temporary defensive bonus when the power is used against unprotected organics. Next turn. with the exception that they may ignore any border pass costs equal to 1. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. as well as Medicine present in the skill pyramid. and applied to each separate border/barrier. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. the target becomes immune to further domination attempts. the character is unable to act for one turn. There must be multiple enemies present to activate this talent. but on an organic target instead. That target is unable to act next turn and loses the applied aspect at the end of that turn. attuning themselves to their declared target. which does not count toward the next use of this Effect. Next turn. and the benefits of the Barrier Effect to themselves if they have it.2 = +1 to defense. After the attack. The following round. with a bonus of +4 against unarmoured biological targets. place manouvers. Reave Prerequisites: Warp Effect. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. To use this Effect. At the end of the move. the character can spend 1 FP to gain a bonus to their defense against attacks from other organics. Higher pass costs must be eroded with shifts as normal. place manouvers. After the attack. Charge Prerequisites: one of either Barrier or Throw Effects. The character applies the effects of the Throw Effect to the target if they have it. If the target is no longer valid. and if the target is still alive. as well as Resolve present in the skill pyramid. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception. the character must not attack. less one from this Effect. Place a "Dominated" free tag on the target until the player's next turn.
The target rolls to defend only. including airborne targets close to the ground. Targets with the Shielding armour stunt that are hit are unable to move next turn. 28 . The player must decide which scope the aspect belongs to at the time they place the aspect. This ability is unable to be used in consecutive turns. 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. instead of the ground. 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. which otherwise resolves after all other characters have acted. equal to (Tactics Rank -1) zones in length from their position. The character uses Slam like they would use their Biotic Lift ability. and any shifts are dealt to armour first. they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. To use this Effect. unlike Lift. leaving it on the table for the remainder of the turn. which can only be tagged by other Biotic skill checks. equal to the number of shifts generated. The Shockwave is present until the start of the next turn. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. When Slam resolves. etc). If the character has 3 or more ranks in science. The character draws a straight line across the map. If the character has 3 or more ranks in the Science skill. However. the target loses all momentum becoming stationary as the ability takes effect. the character must not use their free move this turn. as well as Tactics present in the skill pyramid. NPC's. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects. the character must not use their free move this turn. The character rolls their Biotic Training skill with a +2 bonus for having one of the required Effects (Lift or Singularity) and a +4 bonus for having both.Shockwave Prerequisites: one of either Lift or Singularity Effects. To use this Effect. The character applies the effects of the Lift Effect to all unshielded targets if they have it. The following effects are applied to all valid targets along that line. unsecured objects (explosive barrels. placing an appropriate aspect on a target. New Option: Biotic Combos As an additional option. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. they may pay 1 FP to immediately resolve the following effect. and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. All targets take damage if the check exceeded their defense rating. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2.
The purpose of this implant was not to develop combat powers. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. New Bio-Amp Implant Stunts the number of Biotic effects the character can manifest. If reduced to zero or below. cumulatively. others are strong but unstable. The effective rating of the Biotic Training skill varies each time the character begins combat. the character is unable to manifest any Biotic Effects this scene. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. the character begins to take one composure or health track damage for every successful activation. and can reduce this damage by taking Consequences like normal. Their implants are almost universally equivalent to current L4 Bio-Amps. Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. also determining 29 . Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. The character may not take the Biotic Training skill at any level. but haven‘t been created for at least 300 years as the surgery is deemed too risky to the borderline extinction level of the current population. while a few are powerful and stable. the character is unable to manifest any Biotic Effects this scene. but assume any drawbacks associated as well if implanted. this is the effective rating of the skill for the remainder of the scene. being a Biotic is an acquired ability. L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. If raised above 5. Natural Biotic (Asari only) As the only known species that are all natural Biotics. but without the associated drawback aspect. If reduced to zero or below. Geth are unable to be Biotics. L2 Implant The results of this implant vary wildly. this is the effective rating of the skill for the remainder of the scene. some L2s are hardly stronger than an L1.New Stunt: Bio-Amp Implant Unless your character is an Asari. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. but must still invest in the Natural Biotic stunt below. Asari have no need to augment their innate abilities with a Bio-amp. but suffer discomfort from their implants. but to save the life of the character. Asari are only restricted by training to the number of Biotic Effects they can produce. Players choose which track they will apply the damage to each time. Krogan characters with Bio-Amps are called Battlemasters. because the L1s were implanted after puberty. also determining the number of Biotic effects the character can manifest.
although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. They would make good candidates for L1 implants. There is no restriction to the maximum rating of the Biotic Training skill. with many Battlemasters still alive today. Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. Krogan Battlemaster Implants Whilst the implant surgery to create Battlemasters is currently deemed too risky due to the fragile nature of the current Krogan population levels. L3-R Implant Short for 'L3-retrofit'. Also restricted to a maximum rating of the Biotic Training skill to 3. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. if they could ever be convinced to do so. this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model.L3 Implant A good. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities. stable implant. and force police or military personnel to kill them to stop the devastating rampage. There are no officially acknowledged side effects. Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies. L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago. 30 . They spend those years in increasing levels of pain. before eventually going insane with the agony. with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years. Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI".
sensor analysis pack. or repair. such as hacking. They're either elite military. This allows for field repairs and modifications to most standard items. and minifacturing fabricator. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. The fabrication module can rapidly assemble small three-dimensional objects from common. Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy. including weapons and armour. 31 . It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. Electronics New Skill: Tech Training Anyone can play games or watch news clips on their omni-tool. reusable industrial plastics. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character. Decryption Used to unlock sealed doors. it can also be used to augment another character's Computer (space) check. Systems crash at the blink of their eye. Versatile and reliable. and must cool down until the end of their next turn. ceramics. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. They are handheld devices that combine a computer microframe. 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. and access secure systems. and even starship systems. and can be used to disrupt Biotics. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. most common energy weapons. as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). Energy Drain Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. as well as the reuse of salvaged equipment. After a successful attack in this manner. Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill. bypass security alarms. from a distance. or the target of elite Special Forces themselves. preventing them from firing for one turn. Due to the highly technical nature of most devices.Omni-tools Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. the target's weapon is too hot from the sudden draining to be used immediately. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. no codes are safe from their access. and light alloys. and even enemy weapons malfunction on command. an omni-tool can be used to analyse and adjust the functionality of most standard equipment. 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. decryption. Primary Tech Talents Damping This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. unless otherwise stated below. 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.
Through superior technique or inspired creativity. The character must have at least one rank in the medicine skill to use this talent. Have-a-Thing: Combat Drone Range: 0/1.Have-aThing (Combat Drone) Stunt. The character must have at least one rank in the repair skill to use this talent. The following round. granting a cumulative penalty to alertness checks. There must be multiple enemies present to activate this talent. This talent may be taken multiple times. Place a "targeting malfunction" free tag on the target until the player's next turn. The character must have at least one rank in the medicine skill to use this talent. Advanced Hacking Prerequisite Talent: Hacking. 32 . the target becomes immune to further hacking attempts. Place a "system rebooting" free tag on the target until the player's next turn. Once destroyed. your Hacks to disrupt an artificial or synthetic life form‘s targeting systems are able to be repeated against the same target. and also can also be attempted against lone targets. The following round. 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. during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. Place a "disoriented and confused" free tag on the target until the player's next turn. the Combat Drone is unavailable until the next refresh phase.First Aid Used in this way. Penetration 2. causing a -2 penalty to alertness checks. 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. as well as their linked Primary talent. Harm 2. NonLethal. By investing in this talent and the linked Stunt. 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. Jamming Broadcasting a signal that mimics the properties of solar interference. as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvantage). 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. the target becomes immune to further overload attempts. or other appropriate point in play. Advanced Tech Talents All advanced Tech Talents require the Computer (space) skill to be present in the pyramid. Overload Artificial or synthetic lifeforms attacked with this talent can be shut down for one round by overloading their power systems. This effect lasts 2 turns when activated. Combat Drone Prerequisites: Hacking Talent. the MG Omni-tool lets you disable a free tag gained from the Health stress track of any ally in the same zone as you. this talent allows the user to reduce the effectiveness of enemy scanners.
all targets within. Tactical Cloak Prerequisite Talent: Jamming. 33 . Armour with Shields Stunt. absorbed by armour as usual. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1. 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. 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. On a success. New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common. 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. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated. Incinerate Prerequisite Talent: Energy Drain. Tech Armour Prerequisites: Hacking Talent. Attacks made against the character reduce the bonus by 1 for every shift. 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. Illegal to have without being a current.Cryo Blast Prerequisite Talent: Neural Shock. This talent is unable to be used in successive turns. or passing through. which can only be tagged by other Tech Training skill checks. place a ―Frozen and Immobilized‖ aspect on the zone for one turn. causes a detonation that disrupts the zone the character is in. and when neutralised through any means except voluntary deactivation. Until the aspect expires. All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. many MG Omni-tools find their way onto the black market and into the hands of criminals. that zone must make a Stamina check against the number of shifts you rolled. The player must decide which scope the aspect belongs to at the time they place the aspect. and make a Tech Talent roll against a difficulty of 2. On a success. or else immediately end their turn. and others. Target the zone you are in. or one adjacent zone. the weapon detonates. causing Health stress equal to the number of shifts. serving member of a military organisation or affiliate. and unshielded targets must resist 3 shifts of Composure damage. New Option: Tech Combos As an additional option. boosting the user's shields by +3 until deactivated. excluding the user. Your base Jamming duration is extended by one additional turn. This talent is unable to be used in successive turns on the same enemy. Tech talents can only be used with such an omni-tool due to their specialised nature. Advanced Overload Prerequisite Talent: Overload. 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. mercenaries. the highest capabilities come from having and training with military grade omni-tools.
the weapon immediately activates the free ―Overheated‖ tag. many hours of experience under heavy fire. 34 . Military Grade Immunity (CombatExcellence) Representing many. Once the shot is taken. The character must meet all requirements to use this stunt. the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle. Once per scene. 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‖. this stunt allows the player to double the Harm rating of one of their weapons for one turn. Once per scene. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater.New Stunt: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt. Tactics skill present in the pyramid. 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. Use of this stunt may not 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. The character must not do anything for that turn except shoot. although there are limitations on what is required to take it. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. and no ranks in either Biotic Training or Tech Training skills. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. and regain their balance and protection. but must meet all other prerequisites and possess an appropriate weapon to use them. that is without doing any other action. With one round of focus. 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. the player doubles the Harm rating of the weapon for their next turn.
and may be at any rating. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. or the end of the scene occurs. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. armour with the Shields stunt. The character resumes their Taken Out status and the consequence is removed when any of the following conditions are met: no FP are spent to keep the character active. You may remove any current variant ammunition for normal rounds. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. allowing them to rejoin the scene. Until the ―Overheated‖ aspect is tagged. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. You may not use this ability in consecutive turns. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. you may change out the ammunition used by your weapon. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. or replace normal rounds for a variant ammunition type. As a full round action. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. when it then activates the ―Shields are Down!‖ tag on the armour. As a combat action. providing a brief. This consequence is additional to any that the character already possesses. Fortification reinforces armour when struck. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. 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. the character takes enough stress to be Taken Out again. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. 35 . granting them more time to refine their actions. huge bonus through overcharging. Once per scene. The finely tuned senses of the user seem to slow down time around them. Assign an aspect to the temporary consequence as usual. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. You may continue to pay a FP each round until the end of the scene to continue this effect.
Here are some examples: John is playing a Turian Spectre candidate character with rank 2 Intimidation and rank 1 Charm. Swapping with his rank 3 Arts skill. In this option. the new rank of the intimidation skill. the player should record the number of times they use them. then he'd have to successfully use it three times. John's Turian Spectre now has Intimidate 3. John now has the option to promote the Charm skill up the pyramid. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. Sent to recover an important member of the finance ministry. If they used either skill the number of times that they have ranks in it. Charm 2. Later in the same session. A few sessions later. then in the refresh phase. and they must be used more than the other. the Turian manages destroy the smuggler's base whilst saving the informant in the process. During the next refresh. the one they should move is the one they used the most out of charm and intimidate. he must start counting again. they must count their usages for both skills from this point. John's Turian has been accepted into the ranks of Spectre agents. If they do so. He intimidates his way into the club where he is to meet her. the character now has Intimidation 3. players are tracked with respect to how they treat other characters in social situations. as he used it more times than he used Intimidate and more times than he currently has ranks in it. therefore. John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. Swapping with his Arts skill again. After an exciting session of combat. A good action will not make up for an evil one. Mass Effect keeps track of the Paragon and Renegade points on separate scales. By threatening to follow through himself if they break the deal with another successful intimidation check. Charm is linked with Paragon actions. Even though he used charm twice last session. During play. John's character forces them to keep the deal. John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. Option 1: Skill Progression To emulate the progression of the character's path towards Paragon and Renegade.PARAGON AND RENEGADE EMULATION In the Mass Effect games. being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. the same number of times as the number of ranks his character has in the skill. His first assignment is to find the location of a smuggler base from an inside source in the cartel. 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. To promote either skill further. If he wants to promote the skill further. and Intimidate with Renegade choices. Now. he must use intimidate at least three times or charm twice. and Arts 1. when the player has the option to promote a skill up the skill pyramid. Arts 2 and Charm 1. once he promoted it. 36 . characters should take both the charm and intimidation skills at tier five at character creation. before successfully charming the information out of her.
that Spin cannot be used to raise a Status Track.Option 2: Status Stress Tracks This style of play adds two new Status Stress tracks to each PC character. and the Renegade track for conduct that is selfish or callous. You are able to bank an extra Minor (+1) consequence in addition to the existing three you can bank. When a character that has a full Status track gets more Spin. and one Severe (+4). Status Consequences are recorded separately from consequences generated on normal stress tracks. Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. When a track is full. for good or ill. representing the preceding reputation of the character. The track must be raised to full again before more Consequences can be generated. the effect on you is that you can leverage your status more effectively than others. Cult of Personality Others spread words of your deeds and misdeeds far and wide. New Status Stress Track Stunts: Heightened Reputation There is something about your personality that leads others to judge you by your actions differently from those around you. You may only take this stunt once. the player can choose to generate one Status Consequence. the other for Renegade status. but may still be spent as normal instead. beating your opponent in an opposed roll by three or more shifts generates Spin. the player can begin to generate Status Consequences for that track. In Diaspora. players may take one of the following stunts during character creation. Perhaps it is something in your voice. Composure and Wealth stress tracks. an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. and are 6 boxes in length. It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. You may reduce one Status track to 5 boxes instead of the normal 6. or the way your gaze seems to have a particular intensity. Whenever a character would generate spin outside of a direct combat situation. and do not count against the maximum number of consequences allowed for stress taken on the original Health. Additionally. one for tracking Paragon status. The Consequence may be tagged by the player for the rated bonus outside of combat. one Moderate (+2). NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect. Increase the Paragon track for good or positive actions that benefit others. This option uses the generation of Spin to increase your Status tracks. one Minor (+1). Status consequences are removed from the character once tagged by the player. Whether it‘s due to admiration or fear. self-interest or gossip. Both tracks start empty at character creation. Lasting Reputation Events that you are a part of are particularly memorable for those involved. 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. allowing you to generate Status Consequences sooner than others. Status Consequences are rated 2/3/4 instead of 1/2/4. 37 . they may choose to spend that +1 Spin bonus to add one to an appropriate Status track. In the event that the roll generates Spin when a Status Consequence was tagged.
He does refer to the world of his birth. Using the Choosing Aspects Phase One .On Your Own Released from his obligations to others. Garrus is told to drop the investigation. • "Military Training" • "Father knows best" Phase Three . • "Palaven was hot" • "Do it right or don't do it at all" Phase Two . despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs. Garrus later left the military and followed in his father's footsteps by joining C-Sec himself. • "More to life than C-Sec" • "Finish the job once started" Phase Five . who was a well known CSec investigator whose mantra was "Do things right or don't do them at all.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age.Moment of Crisis Passionate about his job. Under extreme time pressure.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. and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. as being hot. Garrus is forced to admit that he has no proof. Due to his military training.Growing Up Not a lot is known of Garrus' past from the game. and were already as good as dead. He attends the ship's landing craft as an engineer. but does have a lead he needs more time to follow. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. • "Idealistic and Hot Headed" • "The one that got away" Phase Four . Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce. he has strong Tech Training skills. including his decision to accept his father's wishes in not taking Spectre training. Garrus is now free to do things his way. Denied. discussions with his new friend.SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. Palaven." We'll take these for our aspects. and being a former C-Sec Investigator. described as a hot head who still thinks he can change the world and should 38 . However. culminating in a disasterous situation. aka CSec. 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. Garrus meets the humans assigned to the case. and is at home on starships having useful gunnery skills. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman. Garrus frequently got into heated arguments with his superiors over his methods. He displays exceptional weapon skills. Garrus' father intervened to prevent him going. and new Spectre. and that he had a very by-the-book father. Commander Shepard and the crew of the SSV Normandy. shown to be able to headshot an enemy under difficult conditions. One of a thousand potential candidates for the Citadel's elite Spectre training. This fresh perspective frequently contrasts against things his father demanded of him. also becoming an Investigator. have more respect for the law. as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing.
Resolve(track). so I stuck close to them. This represents Garrus' commitment to finish a job once started. and First Aid Tech Talents.Moment of Crisis Realising their mistakes. Electronics. and Kaidan's retorts singled him out for punishing lessons. no matter the cost. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. The fourth is another mild Consequence. Brawling(combat). with Damping. Conatix quietly shut down the program and had the records sealed. Stealth • Rank 1: Culture/Tech(Turian Hierarchy.Growing Up The son of a serving Alliance military man. Overload. Eventually the Turian went too far and broke a young girl's arm for reaching for a glass of water instead of using her Biotic talents to do it. Medicine. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . By taking the Tech Training skill. Tech Training • Rank 3: Agility. and head of the SSV Normandy's Marine detail. unleashing a full Biotic charge. Decryption. we now have to choose some Tech Talents as part of the stunts. breaking the trainer's neck. Kaidan and his friend drifted apart.Starting Out Attempting to accelerate the training.Racial Background and Class Package options as guides. The Citadel). • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. The Turian used aggressive and provocative tactics. 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. Repair. Choosing Aspects Phase One . Conatix hired an ex-military Turian. • Resilient: The player may use four Consequences instead of three. a veteran of the First Contact war between humans and Turians. and the guts to do things his way. Intimidation. other skills as befit a military background. Tactics • Rank 2: Gunnery(space). He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. he aghast 39 . scarred from his childhood training. I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space). Vehicle Garrus has a combination of five combat and space skills like most Turians. conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. Kaidan immediately jumped to the rescue of his closest friend and lost it. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . Engineering(space).
Stasis.at what he was capable of. and First Aid. Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up. and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level. I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training. Communications(space). Computer(space). Lift. • "Alliance Marines . as his father did before him. By having both Biotic Training and Tech Training skills. Electronics. Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. He knows Barrier. Stamina(track). Kaiden has added the Medicine Talent to his Tech Training options. Medicine Forced to his limits and beyond.On Your Own After being saved by his new First officer. sought ways of completing missions without raising alarm. Commander Shepard. before deciding to return to the Alliance and join the military. Tactics • Rank 1: Culture/Tech(Systems Alliance. he attempted to figure out what to do with his life. Tech Training • Rank 2: Agility. Stealth • Rank 3: Alertness. and she fearful that he would lose control again. Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's Spectres. • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks. EVA. He trained extensively with Omni-tools.Ooh Rah!" • "Implant Migraines" Phase Five . Receiving several commendations for his actions. and has trained to use a military grade Omnitool to keep his squad alive.Sidetracked Serving in the human Systems Alliance military. and give him an edge if he is to pay back the Geth for his friend's death. and learnt how to keep his squad alive through the tough missions. Using the Racial Background and Class Package options as guides. Refusing the risky surgery to upgrade his L2 implant. we now need to pick his Biotic Effects and Tech Talents. Kaidan explored alternatives to using his Biotic powers. he also has the skills to function on the ship he serves on. Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO 40 . Kaidan has extraordinary staying power for a human. Dropping off the radar awhile. • MG Tech Training: Always searching for ways to keep his squad alive. • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects. Energy Weaons(combat). Keeping his squads alive through alternatives to open firefights. • "Be cautious. Kaiden focused on other ways of being useful without necessarily using his Biotic powers. Turian Hierarchy). Demolitions. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further. Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. and Throw. be in control" • "There's got to be another way" Phase Four . as he is familiar with Decryption. from a Geth attack that killed his best friend.
Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. slavers and other dregs of the galaxy.On Your Own Peeling back the mystery. Liara begins to feel the pull of attraction towards her new commander. Liara. an ancient Prothean defence that she triggered by accident. • "My Mother the politician" • "Feared Pureblood shame" Phase Two . so it's considered wasteful for Asari to reproduce together. She begins to calm down when she realises that her expertise. and then rescued from the newly rampant Geth. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. Science Choosing Aspects Phase One . Liara has no idea who her father is. 41 . but evidence is anecdotal. and relishes the time spent getting to know each other. by the first human Spectre. the Protheans. but look at that over there!" Choosing Skills A pre-eminent Archaeologist. however. • "Think. Liara has honed her natural Biotic abilities to protect herself from pirates. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. Liara began studying what little was known about the last great space-faring race before the Asari. due to the almost entire lack of actual ruins to investigate. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers. With all this unexpected time spent with the team. Using the Racial Background and Class Package options as guides. since genetic traits and cultural insight is gained from mating outside their species. • "Escape the present" • "Obsessive about Protheans" Phase Three . and joins the squad to help in the upcoming battles.Sidetracked She is discovered. I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . Liara earned her Doctorate and has become the foremost authority on Prothean ruins. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure. a great insult among contemporary Asari. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. Deciding to avoid the issue altogether. she has very little practical knowledge about them to go on. she is initially jealous that her decades of research seem to have been for nothing. are the only way to help Shepard to interpret the vision. Liara also has exceptional Biotic abilities and other technical skills.Growing Up Daughter of prominent politician Matriarch Benezia. Think!" • "What does this button do?" Phase Four .Starting Out Liara does not relish her role as Benezia's daughter and has shied away from her mother's life as an important figure in galactic affairs.Moment of Crisis Spending much of her time alone on strange and often dangerous planets. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. one Commander Shepard. They frown upon intra-species conception. Liara suspects that "he" was another Asari. Raised alone by her mother. The results of such unions are occasionally referred to as "purebloods". and her ability to meld using Biotics. which in the current cultural times is considered taboo.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.
• Rank 3: Agility, Communications(space), Survival • Rank 2: Charm, Computer(space), Navigation(Space), Tech Training • Rank 1: Assets, Bureaucracy,Culture/Tech(Asari Republics, Protheans), Medicine, Stealth Spending several decades looking for the faintest traces of a civilisation that vanished more than 50,000 years ago, Liara has developed skills to help her obsession, and to protect herself from those who think her an easy target just because she's alone. Choosing Stunts • Natural Biotic: Liara has spent considerable time on her Biotic abilities, and knows the Biotic Talents Throw, Lift, Warp, and Singularity. • Versatile Biotic: By spending one combat turn doing nothing else, Liara is able to swap out one Biotic Talent she hasn't used this scene for one of those listed here: Barrier, Stasis. • Military Grade Omni-tool: taken from slavers who thought they could handle her, Liara has added its capabilities to her own, learning First Aid and Electronics. Tracks • Health: OOO • Composure: OOO • Wealth: OOO O
Tali'Zorah nar Rayya
Initial Concept Tali'Zorah nar Rayya is a young Quarian engineer out in the galaxy on her Pilgimage, searching for a suitable gift to return to the Migrant Fleet.
Choosing Aspects Phase One - Growing Up Growing up on the Migrant Fleet, Tali learnt the history of her people, living the shame of a people outcast from their own worlds and removed from galactic politics due to their own hubris. A mechanical genius, Tali spent hours learning, tinkering, and playing with engines, computers and anything else that fascinated her. Life on the Rayya, with all her shipmates also her family, whilst cramped and noisy was a happy time for the young girl. • "Mechanical Genius" • "Never trust an AI" Phase Two - Starting Out As the daughter of the head of the Admiralty Board, the highest authority in the flotilla, hopes were high for a young Quarian about to embark on her pilgrimage. A rite of passage for all Quarians, the pilgrimage serves a few important services to the flotilla. Foremost is to keep the fleet in contact with the rest of the galaxy, with Quarian young adults exploring and discovering important information and technical discoveries that would be of use to the entirely shipbound population left behind. Secondly, it provides an outlet for the energy of youth, giving them space to grow and learn from their own mistakes without risking their precious ships, whilst also reducing the number of people the taxed shipboard environment systems must support. • "Family Expectations"
• "Wanting to be valued" Phase Three - Moment of Crisis Curious, Tali's pilgrimage drove her to track down the Geth after hearing reports of their return from beyond the Perseus Veil. Isolating and disabling one, she retrieved its core memory module and discovered an audio file revealing the identity of the one who instigated the Geth attacks on Eden Prime. Fleeing to the Citadel, she attempted to sell the file in exchange for a hiding place before being ambushed by agents of the one behind the Geth attacks. Rescued by Commander Shepard, who has been trying to track down the information she was trying to sell, Tali gratefully plays the audio file in exchange for joining the Commander's team and stopping the Geth. • "Rage Against The Machines" • "Once Burned, Twice Shy" Phase Four - Sidetracked Taken aboard the SSV Normandy, Tali is amazed at the superior performance that the joint efforts of Human/Turian engineering have managed to get out of a ship so small. Spending her time aboard ship with Engineer Adams discussing technical specifications and performance curves, she quickly becomes unnerved by how quiet the ship is compared to the Flotilla ships. She comments that to a Quarian, a quiet ship means a dead engine or worse, a malfunctioning air filter and that it's like half the crew is missing. As the true extent of the mission she has joined is revealed, Tali shows a strong sense of duty, stating "Our Pilgrimage proves we are willing to give of ourselves for the greater good. What does it say about me if I turn my back on this?". • "Talkative when nervous" • "The Greater Good" Phase Five - On Your Own Integrated into the team of experts that Commander Shepard has been assembling, Tali never-the-less feels very young and inexperienced and hopes that she can prove herself worthy of such an important task. Returning to the flotilla to hide is no option when the entire fate of the galaxy is hanging by a thread, so the Geth must be stopped at all costs. • "Must Prove Myself" • "Stop the Geth" Choosing Skills Tali has a lot of technical skills, and has been trained in skills useful to her whilst on her
Pilgrimage. Using the Racial Background and Class Package options as guides, I picked her skills as follows: • Rank 5: Engineering(space) • Rank 4: Computer(space), Tech Training • Rank 3: EVA, Pilot(space), Repair • Rank 2: Close Combat(combat), Energy Weapons(combat), Resolve(track), Stealth • Rank 1: Art, Demolitions, Culture/Tech (Quarian Migrant Fleet, Geth), Science, Survival As suits her mechanical aptitude, all of her top six skills are engineering or space related. Whilst in the game she never needs to use her boot knife, it stands to reason that she probably knows how to use it. The rest of her skills reinforce her technical focus, and her love of art lets her appreciate the beauty in all things, especially music and brand new tech. Choosing Stunts • MG Omni-tool: Playing with spaceship engines and other systems almost from birth, Tali was given a Military Grade Omni-tool to take her skills to the next level. She knows Damping, Decryption, Electronics, and Energy Drain. • Quarian Machinist: Her Quarian background has given her special insight into Artificial Intelligences, granting her the Hacking Tech Talent. • Integral Equipment - Pressure Suit: Like all Quarians away from the Migrant Fleet, Tali possesses a pressure suit to protect her immune system and consequently has onboard equipment to help breathe. She may always act as though she has a pressure suit on, though does not gain the armour effects. Tracks • Health: OOO • Composure: OOO O • Wealth: OOO
Initial Concept: Urdnot Wrex is a Krogan mercenary, a feared Battlemaster who blends Biotic powers with devastating firepower.
Wrex managed to escape the ambush, but not before sinking his knife deep into Jarrod's chest. • "Instinct for Traps" • "Last Krogan Standing" Phase Three - Moment of Crisis Realising the proud warrior culture that once valued courage, strength, and honour – values embodied by the Krogan Monument – had now been reduced to glorifying pointless violence, Wrex turned his back on the rest of the Krogan and left. Over the past three centuries, he has served no master but himself; working as a bodyguard, mercenary, soldier of fortune, and bounty hunter. Tales of his exploits have even made it as far as the Quarian Flotilla. Despite his brutish appearance, Wrex rarely loses his temper. The mere threat of his anger is usually enough to get what he wants. When his fury is unleashed, however, it is a truly terrifying sight. He doesn't speak often, but when he does his words are direct and often shockingly blunt — that tends to get people to listen. • "Been There. Done That. " • "Words Win Battles Too." Phase Four - Sidetracked Hired to kill a human male named Fist on the Citadel, Wrex initially teams up with Commander Shepard to get closer to his target, as Shepard is also looking for him to lead him to his true target. Once Wrex and Shepard deal with Fist, Wrex appreciates Shepard‘s professionalism. Sensing some deeper aspects to Shepard's case, Wrex decides to offer his services full time, feeling that a storm's coming, and Shepard and his target are right in the middle of it. • "Consummate Professional" • "Taste for Adventure" Phase Five - On Your Own Now part of Shepard's crew on a mission to save the galaxy, Wrex is interested in the team of specialists he's assembled, especially the other Biotics. As a Battlemaster, Wrex was deemed suitable for the surgery necessary for the program, so is respectful of their abilities. Keen to test himself against the biggest threat to the galaxy since the Rachni Wars, Wrex feels that there is no challenge he can't beat, and feels that given time there is even some hope for his people. • "Biotic Battlemaster" • "Hope For The Future"
Choosing Aspects Phase One - Growing Up Born into Clan Urdnot, Wrex quickly gained fame for his prowess in battle. He became a leader of one of the smaller Urdnot tribes while still a youth – the youngest Krogan to be granted the honour in a thousand years. After the Krogan Rebellions ended, most remaining Krogan tribes wanted to continue fighting, and most vocal of those was Wrex's father, Warlord Jarrod. Wrex had different ideas. He believed that the Krogan didn't have the numbers to go to war, and even if they did the genophage ensured they couldn't replenish their numbers quickly enough. Instead of battle, he led his tribe to focus on breeding, for at least one generation, and called for other tribes to follow. • "Born Battle Champion" • "Lead by Example" Phase Two - Starting Out Gradually, other Krogan tribes began to come around to Wrex's ideas. This angered the Warlord Jarrod, who decided to arrange a Crush (a meeting on neutral ground) with all of the tribes. Wrex, sensing it was a trap, reluctantly agreed. Wrex and his best warriors met with Jarrod's group in the Krogan ancestral burial grounds called the Hollows, a holy place among the Krogan where violence is forbidden. When it became clear to Jarrod that Wrex wouldn't agree with him, he signalled his men. They leapt from their hiding places and ambushed Wrex's warriors, cutting them down.
Stasis. and +1 to Brawling rolls in defense. Culture/Tech (Krogans. and the four quads to see it through. and Warp effects. Using the Racial Background and Class Package options as guides. Survival. This applies to Consequences mitigating hits to any track. This emulates the Krogan biological redundancy. but better Biotic skills. • Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. Throw. Animal Handling. Tactics • Rank 1 Skills: Agility. Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. Profession (Mercenary) • Rank 3 Skills: Brawling. He has the words to diffuse a situation. Close Combat. or incite one. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO 45 . • Military Grade Brawling: used to represent a lifetime of mercenary work. The blood of a thousand battles runs through his two hearts and four lungs. adding +2 penetration to Brawling attacks. I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training. Mercenary Groups).Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. Resolve(track). it grants Wrex the Barrier. Equivilent to a current L4 generation BioAmp without the VI interface. Alertness. Energy Weapons • Rank 2 Skills: Intimidation. Oratory Wrex has excellent combat skills.
assault rifles should have a range of 1/3. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. Assault Rifles Awkward at close range. Sub-Machine Guns Designed for rapid fire. and the Advanced Optics. but the Both Barrels and Dispersed Fire stunts should be considered. this weapon is unable to be used for ranges other than those specified. naming conventions should be considered. 46 . They benefit from the Dispersed Fire. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. and that all weapons should take the Thermal Clip stunt. and keep some consistency as the table creates their own weapons. Cost 1bp. Here‘s a brief set of guidelines to help you design your own. Cost 1bp. EQUIPMENT In creating the gear below. Double Tap and High Recoil stunts are all appropriate. Sniper Rifles The ultimate long range weapon. Penalty reduced from -2 to -1. Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. it is not recommended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts. generally have low accuracy and damage per shot. shotguns should have a range of 0/2 and take the Limited Range stunt. They should have the Dispersed Fire and High Capacity stunts. Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical. They should not have much penetration power. sniper rifles should not have a minimum range below 3. Pistols Designed for use over short to middle distances. I decided to have all weapon and armour gear at T3 across the board. Time for some fun with equipment. we have a pretty good idea of the expected differences between different types of weapons. pistols should have a range of 0/2. Advanced Optics2 Transfer Aspect. New T3+ Energy Weapon Stunts The following stunts may be taken on any energy weapon unless noted below. doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. After all. Cost -1bp. Limited Range2 Transfer Aspect.Personal Combat Mini-Game Changes WEAPON TYPES To aid narration. Both Barrels/Double Tap Transfer Aspect. Double Tap. which then clears at the end of the players next turn. A high penetration is valuable. and cannot both be placed on the same weapon. I began by deciding at what level to set for the purposes of equipment design. Shotguns The ultimate close range weapon. offset by their clip size and rate of fire. SMGs often have similar ranges to pistols (0/2). and Advanced Optics stunts. "Overheated" tag must be free to use this stunt. and a low penetration of 1 or 2. They benefit from both the Double Tap and Advanced Optics stunts. Cost -1bp.
Sample Weapons Manufacturer: Hahne-Kedar Equipment: Kessler class Pistol Stats: Range: 0/2 Harm: 3 Penetration: 1 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Civilian (Makes the weapon available to those without the Military-grade Stunt for energy weapons) Cost: 3 This is your basic mass effect driven pistol. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. and is available extensively. Manufacturer: Haliat Armoury Equipment: Equalizer class Sniper Rifle Stats: Range: 3/5 Harm: 4 Penetration: 3 Aspects: High Recoil (can only be fired every other round unless the firer is prone. this is a basic assault rifle. applying its offensive roll to each target in a zone. Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Stats: Range: 0/2 Harm: 4 (8 when using Both Barrels) Penetration: 0 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Dispersed Fire (weapon can fire as an Area of Effect weapon. Manufacturer: Elanus Risk Control Equipment: Banshee class Assault Rifle Stats: Range: 1/3 Harm: 4 Penetration: 2 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Cost: 4 Standard issue to Turian military personnel. 47 . Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. This shotgun has been rigged to take an extra shot for massive damage at the expense of immediately requiring cool down time.
but rarely differs substantially from other weapons of the same type. 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. 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. 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.Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. 48 . This weaponry is always in demand for research purposes. but may be retrieved from defeated Geth. Instead.
Basic Spectre Omni-tools augment one Talent numerical value. Advanced Spectre Bio-Amps augment two Effect variables. There are no Spectre armour manufacturers. and Master Spectre Bio-Amps augment three Effect variables. For example: A character that knows the BarrierBiotic Effect with a HMBA Basic Bio-Amp has two choices. They can choose to add 3 Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents. for use solely by the Citadel Council‘s elite Spectre units. Duration based effects must cool down between uses by one turn per increase. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased. or extending the effect by one additional turn. lasting 3 turns or until another Biotic effect is used. and cannot be changed afterward. This may be a further +1 increase to a skill bonus. and Master Spectre Omni-tools augment three Talent variables. and Master Spectre gear costs 7. Advanced Spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free. Costs Basic Spectre gear costs 5.Spectre Gear Options High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. lasting 4 turns or until another Biotic effect is used. They cannot choose to increase both the armour bonus and extend the duration of effect unless they buy a HMBA Advanced or HMBA Master Spectre BioAmp. an additional -1 penalty to enemy skill checks. Advanced Spectre Omni-tools augment two Talent variables. and Master Spectre weapons are built with a +2bp bonus. so there is no Spectre rated armour available for purchase. Basic Spectre Bio-Amps augment one Effect numerical value. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects. Creation Basic Spectre weapons should be created with a +1bp bonus. to the effective armour of the character for the purposes of the defense roll against energy weapons. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres. Advanced Spectre gear costs 6. or an extension by one additional turn of an effect. an additional -1 penalty to the armour defense rating of an enemy. This may be a further +1 bonus to the effective armour defense rating of the character. they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. Some examples are below: 49 . but any nonauthorised users will be tracked down by other Spectre agents for item retrieval. one additional zone able to be reached by a talent. Spectres may authorise squadmates to purchase and use such gear. Alternatively.
instead of the standard +1 bonus. and corruption are all viable tactics for underhanded characters to use. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. infiltrating manufacturers warehouses. there are plenty of corporations out there to choose from. character histories. or to assist in narration. 50 . Sample Bio-Amp Manufacturers Manufacturer Aldrin Labs Armali Council Armax Arsenal Kassa Fabrication Serrice Council Sirta Foundation Spectre Gear1 Spectre Gear1 Spectre Gear1 Bio-Amp Solaris Amp Prodigy Gemini Polaris Savant Unity Amp HMBA Basic HMBA Adv HMBA Master Note 1: See the Spectre Gear Options section above. Alternatively. Bribery. and the place of law and order in the galaxy. and cannot be changed afterward. Both of these Talents now require one turn of cool-down between uses of the same Talent. 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. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. The character must now wait two turns after using this Talent before being able to use it again.A character that knows the Decryption Tech Talent with a HMOT Basic Omnitool can provide a +2 on computer skill checks during the damage control phase of space combat. Characters that knows both the Hacking and Overload Tech Talents with a HMOT Advanced Omni-tool can place a "targeting malfunction" free tag on a target for its next two turns instead of the usual one turn. Whilst such advanced gear would seem to favour characters with a high assets skill rank. blackmail. Use the lists below to inspire aspects. and not augment any other known Talent. and all lead to potentially interesting stories of obligation and debt. theft. being hunted. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets. there are other ways of obtaining these items. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased.
―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. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. using a mass effect field to protect the wearer. Cost -1bp. Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn. Provides a +2 bonus to agility checks. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. this stunt provides more energy to run any systems that draw their power from the armour. the benefit of this stunt is also negated. Shields require spending a fate point to recharge. Shields Sample Armour Manufacturer: Devlon Industries Equipment: Explorer line of Armour Stats: Defense: 5 Stamina Mod: +2 Agility Mod: 0 Aspects: Powered Armour (Stamina checks +2. but until they do. 51 . Transfer Aspect. Requires the "Shields" stunt also. but cannot be spent on the same turn that "Shields are Down!" has been tagged. If available. Recharge Booster Transfer Aspect. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged. Cost 1bp. Booster Power Pack Transfer Aspect. confers the taggable aspect "Taking Cover!". armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. Cost 1bp. "Taking Cover!" is cleared when the character moves.New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite.
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.Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. will manufacture for all races. whereas others like the Serrice Council produce solely for one race. use this table as inspiration to describe or inspire character aspects.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. Manufacturer1. Elcor. Some. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. Instead. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖. and is here purely for reference and inspiration for aspects or plots. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. and Hanar all produce their own armour. like Devlon Industries. and are not available to other races. 52 .
Armour Piercing Rounds Specifically designed to puncture metal. Popular with pirates. and provide +2 shifts if tagged by another player who successfully hits. Chemical Rounds Designed to detonate on impact. 53 . criminals and mercenaries. High Explosive Rounds Designed to shred flesh and other organic matter.) • if used in two successive rounds. there's plenty of opportunity for customisation. activates the weapon's "Overheated" tag and extends it for one additional round. • -1 Penetration to targets with an armour defense rating greater than or equal to 2.a mass of super-cooled subatomic particles . 1dF zones away (yes. +2 Pen to targets with an uncompelled Shields stunt. and can only be installed or removed from the weapon during the refresh phase of the game. removes the Thermal Clip stunt. high explosive rounds have one major drawback: a massive increase in weapon overheating. • If installed on a weapon with a maximum range not exceeding 2. • Harm of the weapon is reduced to 0. • causes 2 additional shifts on a successful hit. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn. this could mean back in the attacking character's zone. With nine different ammo types. Cryo Rounds New Variant Ammunition: Anti-Personnel Rounds Cooling lasers collapse ammunition into small Bose-Einstein condensate . these rounds are particularly effective against living targets. • +1 Harm and +1 Penetration to synthetic targets such as the Geth.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. All variant ammunition costs 3 to purchase. places a free taggable aspect "Massive Fireball!" around the target. Ammunition must be purchased separately from weapons. Successful hits confer the free taggable aspect "Toxic Shock" to the target. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. these rounds are particularly effective against synthetic targets. • on an unsuccessful attack. • +1 Harm to targets with a 0 armour defense rating.capable of snap-freezing impacted objects. • -1 Harm. these rounds are coated with a highly toxic compound. They are similar in construction to hollow point rounds.
Penetration 2. For example. +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt. causes +1 shift to all subsequent successful attacks against target until player's next turn. upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. Low Recoil. • on a successful hit. the actual damage done to the target is typically less than what's done by a standard round. as due to their Dispersed Fire stunt. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". which is greater than maximum of 2 zones required for the ability to take effect. Sledgehammer Rounds These rounds hit with incredible force. Thermal Clip). then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour. Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. Phasic Rounds Instead of projectiles. or with a tagged Shield aspect "Shields are Down!" These rounds are stamped with a minuscule amount of radioactive material. knocking opponents completely off their feet. • +1 Harm to targets with one or both Biotic Training and Tech Training skills. Harm 4. a weapon's Harm and Penetration are as per listed normally for the weapon. 54 . This consequence can be removed by a character with the First Aid Tech Talent.Incendiary Rounds Radioactive Rounds Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance. a hit will place the tag on all targeted enemies. • on a successful hit. inducing low levels of radiation sickness in targets. if Cryo Rounds were installed into the sample Assault rifle listed on page 31 (Range 1/3. This sickness makes it more difficult for Biotic or Tech abilities to be deployed. This makes them perfect for shotguns. • -2 Harm. usually one that occurs between scenes. or disappears after a short rest. knocks the target over and confers the free taggable aspect "Knocked prone". • extends the "Overheated" tag for one additional turn after being compelled. For situations not discussed in the details of the Ammunition stunts. It would have its base stats against any other target. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. However.
• +1 to Alertness when operated by an individual in powered armour. • +2 to Penetration. it instead clears at the end of the players current turn. • +4 to Penetration. if it would normally clear at the beginning of their next turn. Agility checks now at -3 if no "Servo" stunt on armour. High Caliber Barrel New Weapon Mods Combat Scanner Designed to interface with the Sensor packages installed on powered armour. 55 .New T3+ Energy Weapon Modifications Sometimes. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". • Replaces "Low Recoil" aspect with "High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). When you want to get that edge back. Frictionless Materials Increases the damage of the weapon at a cost of increased recoil. and can be installed or removed from the weapon during the refresh phase of the game. Weapon Mods must be purchased separately from weapons. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. that's when you need to go and upgrade your guns. If "High Recoil" is already present. Kinetic Coil Frictionless Materials give rounds more power at impact. • After every turn in which the weapon is fired. • Cost of this mod is 4. • -1 to Agility checks. variant ammunition isn't enough to give you an edge over your enemies. All weapon mods cost 3 to purchase. • +2 to Harm. They are more expensive to obtain than other weapon mods. Stacks with Alertness bonus from Powered Armour "Sensors" aspect. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. Combat Scanners increase the chance of detecting enemies. 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. If weapon and armour are separated. and cannot be applied to weapons with the "Civilian" aspect. Users already prone still receive the free taggable aspect. the player rolls 1dF. This allows it to be compelled again before the player's next turn. this mod cannot be applied. This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. For example. Weapons can only accept two Weapon Mods at any time. this mod ceases to provide its bonuses and penalties. and must be installed on higher quality weapons. • -1 to Harm.
This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect. • +2 bonus to Defense rating of Armour. • Replaces "High Recoil" aspect with "Low Recoil" aspect. • . Rail Extension New Armour Mods Modifies the length of the barrel to increase damage. Advanced VI functionality reduces weapon kickback to improve accuracy. • After every turn in which the weapon is fired. negating the benefits of the "Lightweight" aspect. All Armour Mods cost 3 to purchase unless otherwise stated. resistance to weapons force and resistance to Biotic and tech attacks. These mods may only be installed or removed from the armour during the refresh phase of the game. element zero microcores and firewall technology to give the wearer brute strength. this mod cannot be applied. If "Low Recoil" is already present. 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. All mods require the aspect "Powered Armour" to be installed. • +3 to Harm. such as Cryo Rounds or the Improved Heat Sink weapon mod. Combat Exoskeleton This prototype armour upgrade combines mechanical augmentation. redirecting the energy of incoming projectiles away from the body.1 to Agility checks. • -1 to Harm. and which may be compelled for all sorts of scene effects. but causes a greater chance of weapon overheating. Recoil Damper Ablative Coating Reduces kickback to improve accuracy at the cost of decreased power. the player rolls 1dF. Comes at a cost of reduced power. • -1 to Harm. increasing their effectiveness. • Armour gains the "Very Heavy" aspect. Armour Plating This prototype upgrade greatly increases damage. • +1 to Harm. Scram Rail Ablative coating is designed to chip away when impacted. Hardened ceramic plates can be applied to body armour suits. • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat.Kinetic Stabiliser New T3+ Powered Armour Modifications With all those lethal variant ammunition and weapon mods out there. it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive. • +4 bonus to Defense rating of armour. and each armour can be modified to take a maximum of two Armour Mods. it now becomes more difficult to move due to its awkwardness. • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. 56 . until the bonus is reduced to a minimum of +0 for the remainder of the scene.
Designed for heavy combat use. • +6 bonus to Defense rating of armour. localised doses of medi-gel to accelerate the healing process. Energized Weave Microprocessors wired into a combat suit can monitor vital functions and release small. • -2 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. it provides maximum protection for the user. • 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. • 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). First Aid Interface A prototype upgrade designed specifically for heavy combat use. • This armour costs 4 to purchase. • This armour costs 4 to purchase. and counts as two Armour mods. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. • Grants a +2 bonus to Close Combat checks. and also remove the Defense and agility penalties. • -2 to Agility checks as the mod draws power from the system intended for the servos. • -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the Defense bonus and remove the agility penalty. this armour provides maximum protection for the user. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. and counts as two Armour mods. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2. • This armour costs 4 to purchase. Energised Plating Mechanical augmentation increases the brute strength of the wearer. 57 .Biotic Effects and Tech Talents. 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. • -2 to Agility checks as the mod draws power from the system intended for the servos. and counts as two Armour mods. Exoskeleton • +4 bonus to Defense rating of armour.
the shield bonus from this mod is also negated. 58 . • This armour costs 4 to purchase. and counts as two Armour mods. combat suits rely on capacitors to store energy from a generator. • Any time the "Shields are Down!" tag is activated. • Confers the free taggable aspect "Software Crash" which may be compelled to prevent any movement for this round as the armour must be manually rebooted. Medical Exoskeleton Specialised microprocessors wired into a combat suit monitor vital functions and release small. • Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. causing a -1 to Agility checks. This interface also provides resistance to toxic attacks. • +1 to Agility checks. Requires the Shield aspect on the armour to be installed. the more potent the barrier. the shield bonus from this mod is also negated. and counts as two Armour mods. • Chemical rounds are unable to confer the "Toxic Shock" aspect. • +2 Shield bonus to the Defense rating of the armour. • +2 Shield bonus to Defense rating of armour. • This armour costs 4 to purchase. • +1 to agility checks. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions To generate kinetic barriers. Requires the Shield aspect on the armour to be installed. Medical Interface This mod draws on the user's stamina to boost their agility. The greater the capacitor storage. • This bulky armour mod decreases the power available to run other systems. • Any time the "Shields are Down!" tag is activated. • This very bulky armour mod decreases the power available to run other systems. localised doses of medigel to accelerate the healing process. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. Shield Battery A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. • +3 to Defense rating of armour. • 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). Kinetic Exoskeleton This prototype armour upgrade combines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. • -1 to Stamina checks (this does not confer any changes to the Health stress track). maximising healing and minimising recovery times for the user.Kinetic Buffer (this prevents an opponent using the Consequence to your disadvantage). causing a -2 to Agility checks.
) • 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. and that penetrating those shields is paramount. Toxic Seals Sample Advanced Gear Specially-sealed body armour provides increased protection against radiation. though they count as two mods instead of just one. May not be compelled two turns in a row.Stimulant Pack Advanced Gear All weapon and armour gear starts at T3 across the board. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. Tali knows that the Geth nearly always have shielded systems. and causes a -2 penalty to Agility checks. • 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. Kinetic Stabiliser 3 Final Weapon Stats: • Range: 0/2 (Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes. 59 . • -1 to Harm. Relying primarily on her Tech Training. Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. and a host of other toxins. Cryo Rounds 3. Costs: Pistol 4. and become unreliable when dramatically necessary. 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. +2 Penetration to targets with an uncompelled Shields stunt. She also added the ammunition mod at the same time so that the weapon will never overheat. Here's a look at some of the possibilities. gases. Although it has reduced stopping power. • +1 to Biotic Training and Tech Training skill checks. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. • If installed on a weapon with a maximum range not exceeding 2. removes the Thermal Clip stunt. • Chemical rounds are unable to confer the "Toxic Shock" aspect. The prototype armour mods provide some of the better bonuses. Tali needs a weapon that she can rely upon if the battle gets too close.
Costs: Rifle 4. Rail Extension: • +1 to Harm. and knows that with correct field placement. Little tricks. Frictionless Materials 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.) • 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. • This armour costs 4 to purchase. Combat Exoskeleton 4. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". Rail Extension 3. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. With enough protection to allow him to get up close and personal in a fight. 60 . Assisting this was his access to some of the best mods available. the awkwardness of his modified rifle should never become a deciding factor. a Krogan Battlemaster running in at a charge is terrifying beyond belief. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. No movement required to activate. unstoppable warrior.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. 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. Wrex becomes a battlefield juggernaught. • . • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. AP Rounds 3. Frictionless Materials: • +2 to Penetration. like the defense against Biotic Effects and Tech Talents. +2 bonus on armour defense the turn after "Taking Cover!". • +4 bonus to Defense rating of armour.1 to Agility checks. and cannot be applied to weapons with the "Civilian" aspect. and clears"Shields are Down!" tag automatically. 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.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. Costs: Armour 4. • Cost of this mod is 4. and counts as two Armour mods. negating the benefits of the "Lightweight" aspect. He appreciates the ability to take down highly armoured foes from great distances. may be compelled for all sorts of scene effects.
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 apply that to every target in an area. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. knocks the target over and confers the free taggable aspect "Knocked prone". Frictionless Materials: • +2 to Penetration. This shotgun is able to double its Harm rating every turn.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. knocking them all prone in the process. applying its offensive roll to each target in a zone). Costs: Rifle 4. and cannot be applied to weapons with the "Civilian" aspect. Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra. 61 . knocks targets over and confers "Knocked Prone" free tag. 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. Sledgehammer Rounds 3. Improved Heat Sink 3. • -1 to Harm. • Both Barrels • Limited Range • On a hit. Frictionless Materials 4. • Cost of this mod is 4.
Cerberus operates many other kinds of cells than purely para-military focused ones. these snipers find cover and hit with Assassination. collecting bounties on escaped Tech criminals. major trade stop. due to their activities. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts. thus rendering the Illusive Man blind in those areas. • Research Technicians: The technicians are normally Biotics. Each cell is led by an operative who reports directly to the Illusive Man. highly armoured. 62 . reporting regularly. They have also been described as a pro-humanity terrorist or paramilitary group.ADVERSARIES Apart from chasing after rogue Spectre agents. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. and use modified shotguns (page 61). terrorist activities. they use powerful Throw attacks. Cerberus is very well-funded. but believe history will vindicate them. Cerberus also runs several front corporations meant to fund and support their operations. Cerberus effectively has access to almost every settled system. This ensures that should one cell be compromised. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers. sabotage and assassination. Cerberus operatives accept that these methods are brutal. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. or hunting rogue psychotic Asari purebred Biotics. Cerberus has operatives all over Citadel space and the Terminus Systems. Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse. there are other races. and colony in the galaxy. which they don‘t just use against vehicles such as the M35 Mako. which includes Rachni (soldiers and workers). though unarmoured. Due to their widespread network. the others would not be captured. Led by a mysterious figure known only as the Illusive Man. However. • Cerberus Defenders: Found protecting research technicians. Their core belief is that humans deserve a greater role in the galactic community. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. Husks." 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. ranging from political to scientific but all united under the common goal of advancing humanity. Cerberus Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. including illegal or dangerous experimentation. and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. creatures and organisations out there for the characters to encounter. destroying Batarian pirate and slaving rings. they are rapidly deployed. • Cerberus Snipers: Often found indoors. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on. Any methods of advancing humanity's ascension are justified. but which has now gone rogue. or other dangerous nasties.
Carnage (see page 20) and the ability to recharge shields. Attacks using the Geth sniper beam. Utilize both disruptor and scram rockets heavy weapons platforms.Geth As described in the Racial Backgrounds section. • Geth Juggernaut: Similar to Geth Destroyers. has the ability to charge. shielding and rocket launchers. barriers. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. Extremely strong armour and shields with recharger. Geth encountered beyond the Veil will have programs developed equivalent to skills. Extremely resilient to small arms and ground vehicle fire. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. 63 . Capable of Radar Jamming but no shield recharging. • Geth Sniper: Armed with Geth sniper rifles and shielding. and vary according to role. Some have a stunt that grants them the equivalent abilities of an Omni-tool. • Geth Rocket Trooper: Equipped with Geth pulse rifles. and Jamming. have access to Tech Talents. Specialised for close quarters combat. Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. Also possesses shields. with the number of Talents equal to the skill rating. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). Resilient to gunfire. and Toxic rounds. • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. Has shielding but no rechargers. and can utilise Carnage. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping). and thus immune to effects that target only organics. The Geth are entirely synthetic creatures. Capable of using Assassination (see page 20). Geth barriers and capable of recharging shields. Has the Geth Shield Boost ability (treat as Ablative Armour). Overload. such as the Neural Shock Tech Talent. • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. Very strong shields and extremely resilient with shield recharger. Equipped with Geth pulse rifles and rocket launchers. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. • Geth Hopper: Cyberwarfare and ambush platform. specialised for long-range combat. Heavily shielded and very resilient with shield rechargers.
LOKI. the MSV Cornucopia. They have an inbuilt level of equivalent armour with a defense rating of 2. never seek cover during a firefight. skin and water content are converted into cybernetic materials. partly as a trap and partly as a warning to other organic races not to enter their space. and their civiliangrade firewalls are insufficient to deal with modern hacking. or where the use of organics for "around the clock" shifts is unfeasible. as an individual husk can only generate one electrical blast. and the body generates an electrical charge. allowing their programs to be easily overridden and turned upon their owners. with an equivalent skill level of 3 ranks. huge spikes that Alliance marines have nicknamed "dragon's teeth". if marines try to recover their dead comrades – the Husks are released and attack. prior to determining whether the effects of the blast generate composure track shifts. there is never only one husk around. Over time the body's organs. once close enough. When the spikes are approached – say. When a human is captured they are placed on impaling devices. The husks will charge at their enemies and. husks attack with a brawling skill level of rank 2. Many mercenary groups make extensive use of them. They count as both biological and synthetic creatures for the purposes of Tech Talents. variant weapon ammunition. though it is effective psychological warfare to make soldiers fight their own dead. A LOKI Mech that switches to its security protocols is easily identified. and YMIR classes of mechanical infantry units. • 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. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. Originally used by the Alliance for colony guard duty. Husks that reach the same zone as any character attack first with an electrical blast. give off a powerful electrical blast which disables shields and causes massive damage. and is also the manufacturer of the FENRIS. MECHs Earth based weapons manufacturer HahneKedar has become a major supplier to the Systems Alliance military. The Geth used a ship full of Husks. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. Thereafter. they have also seen use in groups on the shiftier side of the law when raw manpower is needed.Husks Husks are synthetic "zombies" created by the Geth. No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. blood is changed to a sickly green fluid. the dual "eye" on the unit turns from white to red. and so on. commonly called MECHs. often fielded by the Alliance. They possess a basic personality suite and are easily programmed for various security tasks. 64 . Unfortunately for those that encounter them. LOKI Mechs are incapable of any complex tactics. typically as expendable assault units.
To protect the workings of the weapon arms from small arms fire. the mech will explode. is a massive killing machine designed for anti-infantry purposes. walk and cannot attempt to climb steps. After the target is struck. Heavily armoured and shielded. and indeed to all mechs. is that their software programming can be hacked. Despite its fearsome weaponry. but is still vulnerable to hacking by dedicated hackers. As a military model. they are fitted with protective actuated shield covers. giving warning to those able to see the mech. YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. bringing the target down with its front legs in an animalistic pounce-like motion. For many humans. In order to fire either weapon. When a FENRIS Mech is severely damaged. they are identifiable by their white armor and red lights. altered.and drugsniffing dogs would. A major disadvantage to FENRIS Mechs. They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. or Model 34-A. When attacking. Kinaesthetic programming is limited due to the complexity of the design. 65 . Whilst it can fire its twin Cannons on the move however. the YMIR does have a few limitations. as they tend to constantly advance on enemies to engage at point-blank range. noisy. it must pause to fire rockets to ensure a stable launching platform. these covers must open. or overridden by an experienced hacker. the YMIR Mech has better firewalls than other models. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions. If shot while in this deactivated state. and FENRIS Mechs can be turned against those they are tasked with serving. the mech will deactivate and remain stationary. used in the same manner bomb. a FENRIS Mech will accelerate to a set speed and jump with its rear legs. limiting its movements to a slow.• FENRIS Mech: Like other mechs produced by Hahne-Kedar. and have been seen deployed alongside LOKI Mechs. • YMIR Mech: The Battle YMIR Mech. they are stunned by a taser device embedded in the 'head' of the FENRIS.
though are most commonly Turians. mercenaries will commonly raid remote outposts or unprotected starships when unemployed. and line up for an Assassination shot. Mercenaries are usually found at their bases on remote worlds. meaning their equipment is usually produced by a variety of manufacturers (unlike military forces.Mercenary Organisations Mercenary bands operate throughout the Attican Traverse and the Terminus Systems. mostly wiped out by Council Spectre agent Saren Arterius. but they are lightly armed and armoured. Batarians or Krogan. • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders. Humans. Krogan mercenaries regenerate their shields particularly quickly in a fight. and focus on vehicles such as the M35 Mako. They control 20% of Omega. a biotic can be found amongst mercenary bands.a Turian group based on Omega. smuggling tainted element zero.a major mercenary corporation active in the Terminus systems. or protecting their employer's investments or operations.a minor mercenary band. Their use of Throw and Warp makes them dangerous. they are usually lightly armoured. usually equipped with an assault rifle or a shotgun. • Mercenary Adept: Very occasionally. They often have the ability to use Immunity. Able to field a variety of personnel to fulfil their contract. or by individuals who want protection or assassination services. Notable Mercenary organisations • Blood Pack. which prefer to select equipment from a single company). • Eclipse. 66 . consisting exclusively of Krogan and Vorcha.a pirate group that acts as the"muscle" of Omega. • The Talons.a 'private security' firm and one of the most powerful groups in the Terminus Systems. Mercenaries hail from all races and backgrounds. most fill one of the following roles: • Mercenary: The standard mercenary. Sometimes euphemistically referring to themselves as 'private security organisations'. • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher. mercenaries tend to use superior weapons and armour. • Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers. • Blue Suns. • The Grim Skulls. They are usually hired by criminal organisations that require "heavy muscle". Given that their occupation requires them to be efficient and capable.
it will occasionally place a squad member in Stasis and appears to use a form of Barrier. the humans. Rachni Soldiers are slower. but much larger creatures than Rachni Workers. Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. They can also spit acid. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. and other hidden locations. The Brood Warrior has abilities comparable to a standard Rachni Soldier. able to survive environments that kill most sentient species. These tentacles are used to impale enemies .Rachni The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. They are most at home in vents and tunnels. they likely fill the niche occupied by drones in other hive species. they are quite fragile. then its highly likely that other governments have as well. Should their territory be invaded on purpose or even by accident. in fear of being plunged into another galactic war. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). It is said that they only attack when the hive is particularly strained for warriors. with thin tentacles ending in little pods. the spacefaring Rachni were driven to expand and defend their territory. They are the 'elder males' of the hive that usually mate with the queen. Intelligent but highly aggressive. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. They were eventually defeated and completely eradicated by the Krogan. The Rachni aren't as extinct as the galaxy had been led to believe. They normally inhabit extremely hazardous worlds. 67 . they respond with brutal force. who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. determined to remain isolated from the rest of the galaxy. they rush up to the squad and explode in suicide attacks. Given their name. Acting in swarms. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. and rarely. Rachni soldiers are cunning and like to ambush their enemies. using them as proxies to translate and communicate when necessary. if ever.the Rachni can use weapons but prefer to use these tentacles to impale their victims. Bred in captivity away from a brood queen. on difficult to terraform worlds. seen. they are effectively giant sized locusts intent on death and destruction of all sentient life around them. causing heavy toxic damage which ignores shields. although its attacks inflict more damage. Rachni Queens are the largest and most intelligent of the species. Rachni Queens are capable of possessing the minds of other Biotics. It stands to reason that if the galaxy‘s newest spacefaring race. The Rachni are territorial. It is also unique among Rachni in that it possesses some Biotic ability. causing heavy toxic damage. tending to the needs of the queen. have encountered them. Best handled at a distance. Defended by Brood Warriors who will die to protect them.
spread by previous generations of space travelers. two or three at most can be found on a single planet. They have Natural Weapons as an apex skill. and a new skill called Acid Spit. burrowing up from beneath their prey. and must wait one round between attacks to recharge their spit. They may use their one free move to rise up or drop back underground. and do not inhabit rolling hills. or valleys. Threshers commonly have some sort of "lure" in their nest. and smashing with their claws in close range while emitting infrasound. and are immobile when they raise up to attack. thresher maws are immobile above ground. Their attacks consist of spitting powerful viscous acid that splashes on contact. They are enormous. but there are some "stray" nests. and instead have an extended health track of 3dF+9 Thresher maws are solitary creatures. harm 8. Aggressive and highly territorial. with a body nearly twice that size beneath the surface. but can move incredibly quickly below. they can reach one additional zone with their claws when using their natural weapons. asteroids or moons with little or no atmosphere. They live alone in nests spanning large areas underground. Fortunately. the Thresher Maw cannot be targeted. They also have rank 4 skills agility. which is a combined combat skill and weapon. yet are robust enough to survive prolonged periods in deep space and atmospheric reentry. As a result. 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. When moving underground. mountains. only the head and tentacles erupt from the earth to attack. and move if shifts are successfully generated against them.Thresher Maws Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. penetration 6. Owing to the nature of their attacks. They always attack the closest target. • Dauntless: Thresher Maws have no composure or wealth tracks. thresher maw spores appear on many worlds. They reproduce via spores that lie dormant for millennia. identifiable only by their landscape profiles. They can take a lot of damage and can be very hard to kill. 68 . and are a menace to any structures or vehicles in their nesting area. they completely ignore shields. They can grow to be in excess of 30 metres tall above the ground. Give them the following stunts: • Extended Reach: Due to their immense size. or they may take an additional zone of movement when they take their free move when fully underground. • Native Burrower: Thresher Maws never fully leave the ground they live in. Due to their size. such as a crashed probe to draw unwary scavengers. and their burrowing style of movement. and their acid attacks as though the shields stunts don‘t exist. thresher maws usually live in large flat open spaces on uninhabited planets. with a range of 2/5. The body of an adult thresher maw never entirely leaves the ground. Treat Thresher Maws as having an armour defense rating of 6. violent creatures that burst up from the ground without warning when disturbed. with a harm rating of 8 and must wait one round between attacks due to their size. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets.
faster. their continual lack of resources have kept Vorcha society extremely primitive. smarter. the Vorcha constantly fight each other in fierce competition over basic necessities. Vorcha The Vorcha originate from a small. 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. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw. and consummate survivors. clannish. each additional Vorcha magnifies the gang‘s combat ferocity exponentially. Originally native to the Krogan homeworld of Tuchanka. they are – like most life from Tuchanka – savage. wild varren hunt in packs and are so vicious they'll even take on the Geth. Even as their population grows.Varren Varren are omnivores with a preference for living prey. Krogan Blood Pack mercenaries often sweep pockets of Vorcha. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. wreaking havoc with the native ecology. To this day. Virtually everywhere the Krogan have been. savage species. varren infestations have followed. gathering them up and literally beating them into soldiers. The Krogan have had a love-hate relationship with varren for millennia. 69 . leading to the rather unusual nickname 'fishdogs'. alternately fighting them for territory and embracing them as treasured companions. Seeing the potential of the Vorcha's individual adaptability. including Batarians – raise them as beasts of war. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds. Their supreme adaptability. Vorcha ―trained‖ by this ordeal are stronger. hostile. A common subgenus of varren has metallic silver scales. 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. Krogan – and some other species. and more resilient than other members of the race. However.
or at T3 with a few sink stunts. one man ships. With this small tweak. and Dreadnaughts. • Fighters are small. We can adjust this for our game. we have a quick and easy way to define and differentiate our ships. or T2 level for the larger designs. for a hard sci-fi genre. Geth dropships are classed as Frigates. and have access to shipyard facilities that supply dedicated repair engineers. thus Technology is the difference between ships. spacecraft may not take the T4 Stunt "Dumps heat into another dimension". Using this idea. cargo freighters and colony ships usually sport minimal or no weaponry. larger than anything else built by the council races. New Spacecraft Stunts Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers. These behemoths are built at T4 (29 bp). • Frigates are designed at a level of T2 (17bp). • Carriers are usually the same size as Cruisers at T3. Crew must adhere to the standard operating procedures of the government. so that instead of limiting ships build points by technology. such as luxury cruisers. • Dreadnaughts are the largest vessels in Council space. so are well represented by the T1 (11 bp) level. and built with 8bp. • Cruisers are firmly in the realm of T3 (23bp) ships. Spacecraft and Tech Levels Diaspora made the design decision that ship size. New T0+ Spacecraft Stunts Government Subsidy Spacecraft with this stunt are officially part of the navy of the government. usually fielded by carriers. • Reapers are sentient ships. with severe consequences for variation from those limits so imposed. is not important. All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system. Warships in Mass Effect are classified in one of four weight classes: Frigates. we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships.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. All ships of this type must take the Civilian stunt. we just say that they are limited by size. and are limited in number to only a few operated by each member race. • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" 70 . Carriers. Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). who use magneto-hydrodynamics to power them. depending on the individual size and age. Cruisers. assigned a dedicated crew to operate all systems. but use the optional rules for Fighters on page 228 of the main rules. These terrors of the black are built at T5 (35 bp) or T6 (41 bp). The only ones who use an actual Beam weapon are the Reapers. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat.
This affords protection from micro-meteorites. Cost: -1bp. Requires the Tantalus Core Stunt. This stunt also provides a +2 bonus to maintenance checks when at government facilities. or drift passively through a system for days before having to vent and give away her position. Internal Emissions Sink This stealth system is able to temporarily "store" heat generated by routine shipboard operations in lithium heat sinks deep within the hull. and allows ships to move ten times faster between their destinations for the same reaction mass. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks. then divide those by ten. whilst also powering the Internal Emissions Sink. and mass effect accelerated projectiles. or it will build up to levels capable of cooking the crew alive. but the stored heat must eventually be radiated. a Mass Effect Drive is required to access the mass relay system. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. Cost 4bp. New T1+ Spacecraft Stunts Mass Effect Drive The pinnacle of interstellar drive design. These shields safely deflect small objects traveling at rapid velocities. Cost 1bp. torpedos. and provides a +1 bonus to V-Shift. See Diaspora page 69 for standard travel times. Cost 2bp.• • • • • • • • • • • • • • • • • • "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. Spacecraft can go to 'silent running' for around 2-3 hours. and a +2 bonus to repair checks to remove consequences. and thus reserved for critical operations. 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. This system does not operate during mass relay travel as the heat generated is too much to absorb. except when such consequences were gained when the aspect chosen above was tagged. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. Cost 1bp. This experimental system may only be installed on spacecraft with a 71 .
nimble. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. 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. +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. codeveloped with the Turian Hierarchy. 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.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. Should the Normandy‘s design prove useful in field tests. using state-ofthe-art stealth technology powered by an experimental drive core. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. she is optimised for solo reconnaissance missions deep within unstable regions. 72 . is a prototype "deep scout" frigate. it is expected that a follow-up class incorporating "lessons learned" will be produced.
bring down their kinetic barriers. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. 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. The Oversize Drive Core stunt provides a +1 bonus to the Heat track. 73 . except when "NonStandard Design" was tagged) • Oversize Drive Core • Kinetic Barriers Cost: 8 Aspects • Government Owned and Operated (Asari Republics) • Non-standard Design • Shields Down! • Oversize Drive Core • As Graceful as she is Deadly • Shields as tough as a Dreadnaught’s The Cybaen is an Asari cruiser-class warship. Designed with killing much larger ships in mind. 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. and then cause them to catastrophically vent their atmosphere. these fighter craft work as a unit to jam the comms of any intruding vessels.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. Cerberus fields its own defense ships around their secret research stations. and +2 to to V-Shift for 4bp. explosive style.
Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand. the basic principle remains the same. Similarly. Direct Fire. Anti-Air. At creation choose one of Armour or Hand-to-Hand. Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. as well as +1 to one of the Signals or Camouflage skills. the Defenders gain an extra aspect ―Power Drained‖. the Specialists gain an extra aspect ―Power Drained‖. Additionally. Biotic Specialist (Infantry) As fearsome as they are in direct combat. as well the ability to try to use a manouver to remove a free tag on an ally that is currently within Command range. while no less potent to their unit. provide protection against most mass accelerator weapons. There are no new platoon skills added in this section. Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. and receive a -1 penalty to Camouflage next turn. Tech Infiltrator (Infantry) Using their jamming skills to great effect. the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. or Direct Fire. Additionally. At platoon level. This stunt provides a +1 to Hand-toHand. Tech Specialist (Infantry) Seizing control of the electronic battlespace. Whether on a starship or a soldier's suit of armour. All normal rules for character association with units apply as per Diaspora page 192.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. Command. there is an opportunity to explore larger scale events through multiple squads in the Platoon level combat minigame. offensive Biotic abilities are unfortunately visually flashy and distinctive. New Platoon Stunts The following stunts may be taken by any unit that meets the type restriction (if any). and +1 to one of Direct Fire or Anti Air. Shield Projector Kinetic barriers. the infiltrators gain an extra aspect ―Power Drained‖. though. there are a few ways Mass Effect characters can augment their assigned platoon. the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour. However. colloquially called "shields". Additionally. 74 . At the gaming table. The unit receives +2 to this skill when used defensively. determined at creation. Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking. as well as +1 to one of the Observation or Armour skills. this stunt grants +1 to the Signals skill of the unit. change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. or Armour. this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately. Platoon Creation Changes When constructing platoons.
“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. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. The Mantis houses an element zero core which lightens the engines with a mass effect field. First rolled off the assembly lines in 2170. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. taking out support units and delivering marines to weak points in the enemy formations. Movement 1. Signals 2. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. Direct Fire 3. 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.Example Platoons All platoons are created at tech level T3. the Mantis remains in service in dozens of armies across the galaxy. the M35 Mako. Movement 1. a fighter. as it has no FTL drive. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. and was a bane against the Turians during the First Contact War. Command 1. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . Alliance Marines (T3 Infantry) Direct Fire 3. allowing it to take off vertically and hover in place using minimum fuel. The only role the Mantis cannot perform is that of a true deep-space fighter. Direct Fire 3. Observation 2. no spot of enemy units required Battlefield Genius: platoon units gain Command Range +1 Command and Control of the Battlespace Overheated Weapons As Protective As a Papa Bear A61 Mantis Multirole Gunship (Citadel Races Only) The Gunship is driven by vectored-thrust engines. the Grizzly has had a long career protecting its troops well. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. disrupting communications. Whilst slower and bulkier than its successor. Hand-to-Hand 2. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. Movement 1. a high-altitude bomber. Anti-Air 2. Armour 1. Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Proven Battle Taxi Overheated Weapons Alliance M29C Grizzly Command IFV (T3 Armour Leader) Armour 4.
Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. they are adept at ambush. depending on the tactics preferred in their town. possessing profound tactical insight. a huntress is practically unbeatable. and assassination. 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 . 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. One-on-one. focused guerrilla strikes. Armour 2. Observation 2 Morale OO VTOL: Able to stay on map and move 1 zone Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Agile and Aggressive Overheated Weapons A61 Mantis Gunship .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. Armour 2. infiltration. Armour 2. and their education from that point is dedicated to sharpening their mind and body for that sole purpose. A61 Mantis Gunship . Direct Fire 2 Morale OO Interceptor: able to respond and act to enemy aircraft if on LAUNCH box 76 .Air Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Anti-Air 4. and a dancer's grace and alacrity. Movement 4. Huntresses fight individually or in pairs. Armour 2. a hunter's eye. Movement 3. demoralizing and defeating their enemies through intense. Movement 3. Movement 3.Ground Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. Observation 2 Morale OO Scatterable Mine Payload: can deliver areadenial ordnance (mines) Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Suddenly. Like an army of ninja.
Armour 1. Command 1. Camouflage 1. Veteran 1. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Direct Fire 1. Hand-to-Hand 3. +1 to Direct Fire. they don't even breathe. This makes them extremely efficient in battlefield conditions. Direct Fire 2.Biotic Specialist: +1 to Hand-to-Hand. Veteran 1. The key element of Geth warfare is surprise. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. +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. Movement 1. Armour 1. Camouflage 1. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. shutting down their power sources to stay undetected. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. Movement 3. +1 to Direct Fire. Direct Fire 3. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. they don't make noise. Movement 2. The Geth make perfect ambushers—"they don't move. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. +1 to Anti-Air. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. 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. Movement 2. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. Anti-Air 2. Morale OOO OOO O Geth Platoons All Geth are networked to each other. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively. Direct Fire 2. they may communicate their exact thoughts and ideas at the speed of light." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. Observation 2. 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 . Geth can even be packed tightly into crates and left in storage. Armour 2. +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender.
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.Air2. the M29 Grizzly. 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 . Though the interior is cramped. Movement 2. fell short of accomplishing. Armour 2. Armour 3. 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. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. Movement 1. Anti.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 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. Observation 1. Armour 1. Signals 2. Signals 2. Movement 2. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. Morale OO Command Range: 2 Anti-Personnel Rounds (TE): Direct Fire +1 Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Relentless Automatons Overheated Weapons Geth Rocket Troopers (T3 Infantry) Direct Fire 3. Armour 2. Geth repair their morale using Signals instead of Command. Direct Fire 2. It is designed to fulfill the role of rapid deployment that its predecessor. It is equipped with microthrusters and a small element zero core. which can be used to increase mass and provide greater traction. Anti-Air 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. Direct Fire 2. Geth Troopers (T3 Infantry) Hand-to-Hand 3. Movement 1. or reduce its mass for limited evasive or positioning manouvers. which varies depending on which Leader is assigned to a Platoon. Observation 1. Observation 1. Observation 1. and that they are extensively reliant on digital communication for interaction.
Movement 1. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. Direct Fire 1. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. STG Recon Unit (T3 Infantry) Camoflage 3. These include a recon drone controller. Signals 1. reconnaissance. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . additional aspect ―Power Drained‖ to remove these bonuses. performing dangerous missions such as counterterrorism. usually deployed by the Citadel Council. Armour 1. 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. devoted to accomplishing their mission regardless of the cost involved to others or themselves. 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. and sabotage. Observation 3. STG operators are brutally practical. 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. Direct Fire 3. Hand-to-Hand 2 Armour 1.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. Armour 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. +1 to Observation. infiltration. Observation 2. a mobile air defense platform. assassination. Hand-to-Hand 2. Movement 1. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. STG operators work in independent cells.
Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Always Has a Plan Overheated Weapons Command of the Airwaves Power Drained 80 . Tech Defender: +1 to Command. Armour 1. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. Wireless: Command Range +1 Never Where You Thought They Were Overheated Weapons Power Drained Other Platoons and Units These are just a small sample of the potential types of units that can be created for the Platoon mini-game. 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. +1 to Camouflage. Indirect Fire 1. additional aspect ―Power Drained‖ to remove these bonuses. 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.STG Infiltrators (T3 Infantry) Camouflage 3. Movement 2. able to use manouver to remove free tag on ally in command. Direct Fire 2. Armour 2. I encourage you to create your own versions of these units. Signals 1. Tech Infiltrator: +1 to Armour. Hand-to-Hand 2. Hand-to-Hand 1. Movement 3. additional aspect ―Power Drained‖ to remove these bonuses.
individualistic and thus. Character creation works in a similar way. encountering various alien races and establishing itself on the galactic stage. Humans also discovered the mass relay network that threaded the galaxy. With the technology from these ruins. This is the setting history established in the first Mass Effect game. battling aliens and making allies (and vice versa). They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. such as 81 . moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space. and some members of those races resent the appearance that humans are going to jump the queue ahead of them. beginning the First Contact War. Salarians. unpredictable. as well as how individuals choose to operate within. to join the Asari. or outside. by its very nature as programmed entertainment. Cluster creation is intended for each player to suggest themes they‘d like to explore. no one in the wider galactic community had ever heard of humans. Whilst you can explore hundreds of worlds across the series. Whilst the Citadel is seen as the primary location of galactic rule. humanity learned the secrets of mass effect physics and element zero. Their independent discovery of a Prothean data cache on Mars and their activation of the Charon Mass Relay thrust them into politics of the existing races and upset many delicate balances. and are heavily petitioning for full member status in the Citadel Council. 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. Law and Order The Mass Effect games place strong emphasis on the theme of law and order in the galaxy. abnormally ambitious. creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. Humans are new to the galaxy A little over 35 years ago. and Turians in the decision making process. which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry. highly adaptable. 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. permitting instantaneous passage across thousands of light-years. unlocking faster-than-light travel. with steps designed to help link your characters to each other. Humans are still discovering what it takes to survive on these newly discovered worlds. Taking control of a pivotal character in the events of the game. you get the chance to explore the galaxy. At the gaming table. Humanity began its journey among the stars. exploring ancient ruins and fabulous cities alike. Hoping to expand their territory and driven by immense curiosity about the galaxy.Campaigns and Themes Mass Effect is set in the year 2183 CE. there are many places that the reach of the council doesn‘t extend. our options are not so limited. they began activating every mass relay they could find. as well as confronting the prevailing opinions of humans as intelligent. there are hard limits on what you can do and where you can go. humans have an active role in galactic commerce and settlement. those confines. This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. At the time of the first game. Many races have petitioned for elevation to this status for a long time. as the structure of the Diaspora RPG cluster and character creation is designed to help you. In this section.
and Elite special operations groups are one place to develop them. aspect. Just choose one. The introduction of both a Geth character. Partial Characters and Cool Stuff As you have read through this book. lest the same mistakes get made. there are those who are sent in to do them. skills or abilities your character needs. Unfortunately for the council races. 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. or even the elite Council Spectres. Along these lines. the Geth. take some time to decide why your character is so good at that particular skill. the law. nor impossible to work around. Whether they are the biotic powerhouse Asari Huntresses. these potentially disastrous outcomes are neither certain. an ability or race. this can be explored in the ways humans protect. give ‗em that race. As one character in the game puts it: synthetic races have no use whatsoever for organics — they don't have the same needs or drives as biological creatures. The apex skill represents a significant investment in time. you can always begin by using one of those characters as a starting point to developing your own. An AI gives the view from the other side of the fence when it says that. Special Operations and Apex Skills When there are dangerous missions to perform. a stunt or two. Sometimes. resources and attitude for the character. the covert and clandestine Salarian Special Tasks Group. 82 . The Citadel Council heavily controls all research into synthetic intelligences. "all organics must destroy or control synthetic life forms". C-Sec is a volunteer organisation. Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. Conversely. or stunt that interested you. Diaspora supports this style of play with its pyramid skill structure. to provide protection to interests not necessarily desired by the Council. They have successfully incorporated humans into their structure to help with policing and patrol duties. when other inspiration is taking a while to surface. The companion document to this rules hack. or circumvent. When you are unsure what kind of aspects. You can always fill in the rest as you play. many mercenary groups employ humans as hired muscle.the iron fisted rule of the Asari crime lord Aria on Omega. banning AI research almost entirely. ―Hacking Diaspora: Threats. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. exiled from their home planet by their own creations. Tying into the first theme of humans being new to the galaxy. name them. and you‘re good to go. 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. However. so too is the nature of how organics deal with synthetic intelligences. with them making up the largest of the minorities. so they have no need to trade resources or information with them. they are all you need to begin to create a character. The Quarian peoples are adrift in space. there is much appeal to playing highly competent beings breaking heads and taking names. you have probably noted things of interest you‘d like to explore. 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. Organics vs Synthetics In the large scale. At the personal level. from a synthetic point of view. notably Blue Suns and Eclipse. or the corporate control of Noveria. With only one skill at the Superb (+5) level. and is always happy to take new recruits.
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.
target takes one additional damage shift from any successful attacks. adaptive predators loyal only to the strongest Engineer Vanguard Sentinel Infiltrator Biotic specialist. Minimal combat training. Warp -2 to enemy armour defense. Biotic and Combat skills not higher than rank 4. Place aspect on target. no Biotic Training. If used two turns in a row. Minimal combat training. and overthrew. Singularity Gravity sink. clannish primitives used as cannon fodder by mercs Towering. no combat skills. Lasts two turns. Primary Biotic Effects: Barrier +2 to own armour defense rating. Place aspect on target. 84 . admired and distrusted equally Synthetic AI race created by. no Tech Training. Lift Target floats helplessly. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. Number of effects equal to skill training level. omnitools and bio-amps. Conserves momentum. mono-gendered race of female appearance Pirates. Tech and Combat skills not higher than rank 4. emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. reliable and affordable equipment such as armour. Tech specialist. Place aspect on target. Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. Amphibious information seekers. New Skill: Biotic Training (Page 26) Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. combat skills not higher than rank 3. Combat Excellence stunt available with ranks in Tactics. Class Packages (Page 24) Adept (Page 9) Racial Backgrounds Asari Batarians Drell Elcor Hanar Humans Geth Krogan Quarians Salarians Turians VI / AI Volus Vorcha Yahg Soldier Powerful Biotics. Throw Shift enemy one zone. now militantly serve the Hanar Ponderous giants. slavers. Combat specialist. no Biotic Training. other combat skills not higher than rank 3. Stasis Target unable to move and takes no damage. no Tech Training. Three or four combat skills. adept at sneaky and subtle Public service peacekeepers. Hate humans Rescued from their dying world. Non-technical apex skill. Broken by the genophage Evicted by own AI creations. no Biotic or Tech Training. Effects last until the next turn only unless otherwise specified. Biotic and Tech Training skills not higher than rank 4. modified by Bio-Amp Implant stunt. home is where the flotilla is.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. Lasts three turns. the Quarians Reptilian mercs and enforcers. client race of the Turians Aggressive. Zone aspect.
or +4 for having both. L3 Implant Max skill rank = 3 Effects = Skill rank. Unstable L2 Implant Max skill rank = 3. must start again. L4 Implant Aspect: ―Occasionally Distracted by VI‖. Make a Biotic check at +2 for one effect. otherwise resolves at the end of turn. Effects = Skill rank L1 Implant Cannot take skill. That target becomes immune to further Domination next turn. Spend one turn preparing this effect. you are unable to act the following turn. Effects = Skill rank. Finally. or both if you possess both effects. Effects = Skill rank +1. If target is invalid. reducing any pass costs by 1. New Stunt: Bio-Amp Implant (Page 29) Modifies number of effects. Must not take free move.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. Younger than 300: are dying. Unable to use another Biotic effect next turn. or +4 for both. have no implant and cannot take skill. those without Shielding have the Lifted effect applied to them. Reave Requires: Warp effect and Medicine skill. Place ―Biotic Shockwave‖ aspect if have Singularity. Effects = Skill rank. Effected targets with the Shielding stunt are unable to move next round. Effects = 0 Stable L2 Implant Max skill rank = 4. Draw line on map from character (Tactics -1) zones in length. If >5. If target was unarmoured biological. Place ―Slammed‖ aspect on target. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect. L3-R Implant Max skill rank = 3 -1 to composure track. no effects avail. Effects = Skill rank. Add 1dF to skill rank before combat to determine skill level. make a Close Combat check at +2 bonus for having one of the required effects. Dominate Requires: Stasis effect and Resolve skill. you are unable to act the following turn. Add 3dF to skill rank before combat to determine skill level. or Throw to target. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. No max skill rank. one composure or health damage cumulative per use. Shockwave Requires: Lift or Singularity effect and Tactics skill. or a +4 bonus to unarmed biological target. Finally. Spend one turn focussing on a target. Then. Slam Requires: Lift effect and one of Throw or Pull effects. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. Armax Arsenal Supplier of elite Turian military units. Next. 85 . rounding up against other biologicals. Advanced Biotic Effects (pages 27. They must then resist an attack equal to Biotic Training +2. May pay a FP to resolve the effect immediately. then next turn gain a +2 bonus to armoured or synthetic target. high priced and very difficult to acquire for most non-Turians. Their weapons and armour are high quality. Unable to use this effect in consecutive turns. Asari Biotic No implant required. apply Barrier to self. If 0. All zones affected must resist this attack. may spend a FP to gain a defense bonus equal to half Medicine ranks. then next turn make a full turn move.
VARIANT RULES QUICK SHEETS Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold. Advanced Requires: Hacking talent. Drone Stats: Range 0/1. All Tech Talents last for one turn. in same or adjacent zone to the character unless otherwise noted below. All targets in the zone. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect. A mobile weapon platform at your command. Harm 2. Primary Tech Talents: Damping Use defensively to contest Biotic Effects. May be taken multiple times to stack penalty. Substitute ranks in Tech Training for Medicine skill rolls. 86 . Must have at least 1 rank in Repair skill. Decryption Unlock doors. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. Target becomes immune to further Overloads next turn. Place ―System Rebooting‖ taggable aspect on synthetic target. or passing through must roll their Stamina skill against the number of shifts. Must have at least 1 rank in Medicine skill. starships. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. Combat Requires: Hacking Talent. etc. 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. Drone and Have-a-Thing: Combat Drone stunt. Elanus Risk Control Services A private security corp that can provide event security. Substitute ranks in Tech Training for Repair skill rolls. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. bypass alarms. access secure systems. 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. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. Jamming -2 penalty to enemy alertness checks. Must have at least 1 rank in Medicine skill. and lasts 2 turns when activated. and to hack lone targets. On a success. ending their turn if they fail. heat or toxic exposure. professional mercs. including Biotics. place ―Suppressed by Tech‖ aspect on appropriate target. That target becomes immune to further Hacking next turn. Place ―Disorientated and Confused‖ taggable aspect on biological target. NonLethal. Offensively. to weapons and armour. Hacking Restrictions removed to allow repeated Hacking attempts on same target. place a ―Frozen and immobilised‖ aspect on the zone for one turn. Pen 2. Multiple Redundancy: Use my Tech Training. Advanced Tech Talents: Must also have Computer (space) skill.
excluding the user. including possessing an appropriate weapon. MG Immunity Once per scene. Overload Restriction removed to allow repeated Overload attempts on same target. 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. the Tech Armour detonates. May also pay a FP to impair all attempts to attack or target you by -1 per level of Jamming you possess whilst it is active. Advanced Requires: Overload talent. but must still meet all other prerequisites. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. absorbed by armour. and no ranks in either Biotic Training or Tech Training. Combat Excellence Requires: Energy Weapon skill of at least Rank 3. Armour bonus granted by Shields boosted by +3 when this talent is activated. 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. Tactical Cloak Requires: Jamming talent. target takes Health damage of number of shifts.VARIANT RULES QUICK SHEETS Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain talent. Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. On a success. 87 . any level of Tactics skill. 89) Hahne-Kedar Earth-based major supplier to the Systems Alliance military. Unable to be used on successive turns against the same enemy. Tech Armour Requires: Hacking talent. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. Base Jamming talent duration extends by 1 turn. after ―Shields are Down!‖ compelled. New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. and unshielded targets must resist 3 shifts of Composure damage. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. though their armour lines are generally recognized as above average. When neutralised. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged. Attacks reduce this bonus by 1 per shift.
VARIANT RULES QUICK SHEETS
Advanced Combat Excellence Abilities: Adrenaline Requires: Alertness and Rush Agility skills. Spend a FP to gain a +3 to your next roll. You also gain +2 shifts to damage for any attacks you make until the beginning of your next turn. Unable to use this ability in consecutive turns. Concussive Requires: Science skill. Shot Spend a FP to replicate the effects of Sledgehammer rounds (page 54, 89) until the weapon‘s ―Overheated‖ aspect is tagged. Disruptive Requires: Repair skill. Shot Add +1 Harm to weapons with ammunition that impose penalties to the Harm rating of the weapon. Fortification Requires: Repair skill; Armour with Shields stunt. Spend a FP to gain a +4 shield bonus to Armour until the end of next turn, when it then activates the ―Shields are Down!‖ tag. Hot-Swap Requires: Agility skill. Ammunition As a full round action, change from normal rounds to a variant ammunition type, or from a variant back to normal. You may not switch one variant ammo for another variant without switching to normal rounds first. Unity Requires: Resolve and Oratory skills. Once per scene, you may spend a FP to grant a consequence (1/2/4) to an ally that has been Taken Out. This is in addition to any consequences they already possess. You take a penalty to all rolls equal to the consequence rating for the next round only. Assign an aspect to the consequence as usual. You may spend another FP next round to keep the character active in the scene, but you no longer incur the consequence penalty. The character resumes their Taken Out status and the consequence is removed when no FP are spent, they take enough stress to be taken out again, or the end of scene occurs. Haliat Armoury A smaller Turian weapons manufacturer that specializes in a line of basic level weapons that are actually of high quality.
Paragons and Renegades
Option 1: Skill Progression Take both the charm and intimidation skills at tier five at character creation. During refresh phase, to promote either skill further, character must have used charm or intimidation skill at least the same number of times that they have ranks in it, and they must promote the one they have used more than the other. Option 2: Status Stress Tracks Characters gain two new stress tracks, one for tracking Paragon Status, the other for tracking Renegade Status. Both tracks start 6 boxes long, but may be modified by stunts. When Spin is obtained outside of a combat situation, you can spend the +1 Spin bonus on increasing one of your Status stress track levels. You should increase the Paragon track for good or positive actions that benefit others, and the Renegade track for conduct that is selfish or callous. When a track is full, you may generate a Status consequence (1/2/4) on that track, which doesn‘t count towards your maximum number of consequences. You can have only 3 Status consequences in total, one each of Minor (+1), Moderate (+2), and Severe (+4). Give the consequence an Aspect when created, and reduce the Status track by the rating. These consequences are only able to be tagged outside of combat (by anyone), and are removed once tagged by the player. Spin generated when Status aspects are tagged by the player do not count towards further Status stress.
New Status Stress Track Stunts
Heightened Reputation Cult of Personality Lasting Reputation
Reduce one Status Stress Track to 5 boxes. You may only take this Stunt once. Status Consequences are rated 2/3/4 instead of 1/2/4. You are able to bank one additional Minor (+1) Status consequence.
VARIANT RULES QUICK SHEETS
Jormangund Technology A rising Human corp that pursues aggressive integration of alien technologies. Makes advanced optical computers and AI "blueboxes", as well as superior environmental hazard armour
New T3+ Energy Weapon Ammo
New T3+ Energy Weapon Stunts
Weapon gains ―Overheated‖ taggable aspect; Cost -1bp. Both Barrels/ Doubles Harm and activates Double Tap ―Overheated‖ tag; Cost 1bp. Advanced Reduced penalty of -1 for firOptics ing outside min/max range; Cost 1bp. Limited Weapon unable to be used Range outside min/max ranges; Cost -1bp.
Spectre Gear Options
Costs Weapon Creation Bio-Amps and Omnitools
Basic Spectre gear costs 5; Adv Spectre gear costs 6; Master Spectre gear costs 7. Basic: +1bp bonus; Adv: +1bp bonus and Advanced Optics stunt; Master: +2bp bonus. Spectre rated gear increases the numerical values of stunts; Basic: one Effect variable; Adv: two Effect variables; Master: three Effect variables.
New T3+ Powered Armour Stunts
Booster Power Pack
"Shields are Down!" compellable aspect causes -2 to armour defense. Fate point to recharge. Cost -1bp. "Taking Cover!" taggable aspect removes tagged Shields aspect if character doesn‘t move; Further +2 bonus to defense next turn if they stay stationary. Cost 1bp. Provides a +2 bonus to agility checks. When ―Out of Juice‖ tagged, negates this bonus. Cost 1bp.
All variant ammunition costs 3 to purchase. Anti+1 Harm to armour rating 0; Personnel -1 Penetration when armour rating greater/equal to 2 Armour Pierc- +1 Harm and +1 Pen to ing synth; +1 Pen to non-synth targets with armour gr/eq 4 Incendiary On hit causes +1 shift to all successful attacks; Extends "Overheated" tag for one extra turn after compelled. Cryo -1 Harm, +2 Pen to targets with uncompelled Shields; Removes Thermal Clip stunt if max range eq/less 2. High Explosive Free taggable aspect "Massive Fireball!" on target and 2 extra shifts on hit; Free taggable aspect "Massive Fireball!" 1dF zones away from intended target on a miss; If used for two consecutive turns, activates and extends "Overheated" tag for one extra turn Sledgehammer Free taggable aspect "Knocked prone" on hit. Phasic -2 Harm, +3 Pen to targets with uncompelled Shields; -2 Harm to targets with tagged shield aspect or without any shields on armour Chemical Harm reduced to 0; Free taggable aspect "Toxic Shock" on hit; +2 shifts if tag is used by another player who hits. Radioactive +1 Harm to Biotic Training and/or Tech Training skills; Mild consequence "Radiation Poisoning" on damage; Biotic and Tech Training skill +2 to target difficulty level if character has "Radiation Poisoning". Kassa Fabrication No expense is spared by this Human corp, as the exorbitant cost of their products show, which include weapons, armour and omni-tools.
VARIANT RULES QUICK SHEETS
New T3+ Energy Weapon Mods
All weapon mods cost 3 to purchase unless otherwise stated. Combat +1 to alertness when wearing Scanner powered armour; stacks with sensors aspect; -1 to Agility checks. Frictionless +2 Penetration; Materials Cost 4; must not be Civilian. High Caliber +2 to Harm; "Low Recoil" Barrel swapped for "High Recoil"; Improved "Overheated" clears half a turn Heat Sink faster than normal; -1 Harm. Kinetic Coil +4 Penetration; After every use, user gets free taggable aspect "Knocked prone" unless rolls +1 on 1dF. Kinetic Reduced penalty of -1 for firing Stabiliser outside min/max range; -1 Harm. Rail +1 Harm; Extension - 1 to Agility checks. Recoil "High Recoil" swapped for Damper "Low Recoil"; -1 to Harm Scram Rail +3 Harm; after every use, auto activates "Overheated" unless rolls +1 on 1dF; Overrides any other improved Thermal effect.
Exoskeleton First Aid Interface Hardened Weave Kinetic Buffer Kinetic Exoskeleton
+2 to Close Combat checks. Combat action disables the first free tag on the Health stress track +2 protection against Biotic/Tech; -1 penalty to Defense +1 to Agility checks; -1 to Stamina checks only +2 Shield bonus to Defense; +1 to agility checks. "Shields are Down!" tag also disables shield bonus; "Servo Lockup" tag prevents the user from applying any manouver aspects to scene; Costs 4 and counts as 2 mods. +3 bonus to Defense; Combat actions disable the first 2 free tags on Health stress track; -2 to Agility checks; "Software Crash" tag prevents movement this turn; Costs 4 and counts as 2 mods. Combat action disables the first free tag on the Health stress track. "Toxic Shock" aspect from Chem Rounds can‘t be applied, Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills; -1 to Agility checks. +2 Shield bonus to Defense "Shields are Down!" tag also disables shield bonus; +1 to Biotic/Tech skill checks; "Overstimulated and Distracted" tag negates Biotic/ Tech bonus and causes -2 to Agility checks; Tag cannot be compelled 2 turns in a row. "Toxic Shock" aspect from Chem Rounds cannot be applied; Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills; Environmental based aspects are unable to be used against the user of this mod. Rosenkov Materials A Human corp that has forged a reputation as one of the premier armour manufacturers in Citadel space.
New T3+ Powered Armour Mods
All armour mods cost 3 to purchase unless otherwise stated. Ablative +4 bonus to Defense; Coating Shifts against armour reduces bonus by 1 for every two shifts. Armour +4 bonus to Defense; Plating "Cracked Plates" tag only free after first turn of combat Combat "Very Heavy" negating any Exo"Lightweight" aspect; skeleton +4 bonus to Defense; +1 protection from Biotic/ Tech; Costs 4 and counts as 2 mods. Energised +6 bonus to Defense; -2 to AgilPlating ity checks; "Power Glitches" tag negates bonus and penalty; Costs 4 and counts as 2 mods. Energised +4 defense vs Biotic/Tech; Weave -2 penalty to Defense; -2 to agility checks; "Power Glitches" tag negates bonus and penalties; Costs 4 and counts as 2 mods.
Shield Battery Stimulant Pack
or T6 (41 BP) Allows access to mass relay network. Violent primitive race usually found in forgotten corners of dark places. Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. and all travel times reduced by factor of 10. +2 to Heat Track. Batarians or Krogan. 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). "Government Owned and Operated" aspect. +2 bonus to repair checks to remove consequences. Must also have one other high energy usage system (IES). They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps.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. 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). 91 . Cost 1bp. Stealth system gives +2 bonus to Nav check in detection phase. Intelligent arachnid race with hive mind. Mechanical robots used as supplementary guards. Cybernetic zombies created by Geth from captured Biological races. except when aspect was tagged. Additional aspect from list below (or similar). sometimes used by Krogan Blood Pack mercenaries. Huge solitary burrowing monsters with acid spit. +1 to V-Shift. Humans. Mostly Turians. Crew must adhere to SOPs. New T0+ Spacecraft Stunts Government Subsidy (Page 70) Adversaries Cerberus Geth Husks Mercenaries MECHs Rachni Thresher Maws Varren Vorcha (Page 62) Official part of government navy. Cost 4bp. +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. Adaptable dangerous pests that hunt in packs. Cost 2bp.
and get a -1 penalty to Camouflage next turn. 92 . Gain +1 spot marker after attacking with either of the two chosen skills. Ability to try to use a manuover to remove a free tag on an ally that is within command range. +1 to Signals. Tech Defender (Infantry) Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network +1 to Command and ―Power Drained‖ aspect. Geth repair their morale with Signals instead of Command.VARIANT RULES QUICK SHEETS New Platoon Stunts Shield Projector Biotic Defender (Infantry) (Page 74) Biotic Specialist (Infantry) +1 Tech Enhancement to Armour Choose one of Armour or Hand-to-Hand: +2 bonus when chosen skill is used defensively. which causes a -1 penalty to Camouflage the following turn. +1 to one of Camouflage or Signals. and ―Power Drained‖ aspect. +1 to Armour and ―Power Drained‖ aspect. +1 to one of Armour or Observation. +1 to Hand-to-Hand. +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 . Note 2: See the Spectre Gear Options section on pages 49 or 89. but rarely differs substantially from other weapons of the same type. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. but may be retrieved from defeated Geth. and are not available to other races. Armour Manufacturers (Page 52) Manufacturer Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation 1. and is here purely for reference and inspiration for aspects or plots.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. This weaponry is always in demand for research purposes. and Hanar all produce their own armour. Elcor.
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