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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
PAGE 4 5
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
TTF. Silent Wayfarer.vsca. and are used in this document with Fair Use intent.0a (see page 90). others left as blank slates. I first had to find a system that could do it justice.Introduction Welcome to the updated version of my first attempt at system hacking. battling synthetic intelligences. gear or mods don‘t quite suit your game. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. fellow RPG. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds. ChopSockey.html. Travellingdave. EonTrinity.wikia. I hope you find this document useful. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom. Please see the Licence section for further details. 4 . Barbacobra.ea. That‘s where VSCA Publishing’s Diaspora comes in. Special thanks goes out to my playtesters. the process of taking an established setting and creating. which can be found here: http://www. and more. James the Dark. Assembling a group of champions. rescuing colonists. Bioware’s Mass Effect and its sequels. I realised I had found a game system that would suit my needs. Darth Illithid. I acknowledge that Mass EffectTM and all related races. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License. despite the available scope of the setting. PolkaNinja. Also. were fantastic games that begged to be explored. For those looking for the font I used for the titles and headings. don‘t be afraid to make up your own versions. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version. Some text has been taken from the Diaspora System Reference Document. Mass Effect 2 and 3. Their home page can be found here: http://www. prototype00. zircher.net members Stevenls. What you see here is the culmination of my efforts to blend the two. Yook. the player trekked across the game setting exploring uncharted worlds. and Propagandor for their comments and encouragement. As you can imagine. but if some of the sample aspects. HumAnoydd. Some things were hinted at. it‘s a freeware font called Slider. and Stacie_gmrgrl. stunts. Bioware could only put so much into the game. chiefly Brad J. Introduced to Diaspora by friends on RPG.com/.net. and that you undertake and enjoy the adventures that are waiting for you. Murray (Halfjack). and can be found in their fantastic completeness here: http://masseffect. and are not meant to challenge ownership of such ideas. Mass Effect told the story of a group of civilisations about to meet their doom. Matthew Gooding (Reaganstorme) May 2012 ACKNOWLEGDEMENTS I would like to thank the creators of Diaspora.ca/Diaspora/diaspora-srd. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void.com/.
and other elements from the FATE system but they each have other distinctions. Our Ladder here is slightly different from the Spirit of the Century Ladder. Treating the -5 and 5 results as zero keeps the expected range though.75 0 1 2 3 4 19/81 23. in that the term Fair is replaced by Decent. are single digits. Without special dice.95 1/81 1. Each of these use fate dice. 3-4 as blank. While higher numbers are possible. through the invocation of Aspects.46 16/81 19. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. you add an appropriate skill. You roll your set of four fudge dice. The words are only applicable directly when a single character acts. If one is looking for appropriate adjectives to describe an action.The DIASPORA Mini-Games Diaspora is a set of mini-games. with two faces marked -. You add up the +s. in an opposed roll. subtract the -s. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. and you have a total. two faces marked +. in which a player roll is compared against a referee roll. 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 remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD.35 -1 16/81 19. available on the Internet.35 4/81 4. 5 . results of 7 against 5 represent a decent success. Refer to the provided links if you wish further clarification of any rules based information. which might be someone else's roll or might be a level imposed by the referee. successes and difficulties are rated by numbers or by the terms on the Ladder. and two faces blank. So. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. and then you compare against some difficulty level. 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. you could treat 1-2 as -. Aspects. this is functionally the same as rolling 4d3-8. around which the game is built. and 5-6 as +.24 -3 4/81 4.75 10/81 12. yielding a range from -4 to +4.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. most numbers in the game. This yields a particular curve. Since an apex Skill is at level 5. with better chances for extreme results.95 -2 10/81 12. A Fudge die is a d6. when all things are considered. it is often the difference between two rolls that might determine the quality of success. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. which yields a result between -4 and +4.
and their focus. the last great technological society.The MASS EFFECT Premise SETTING BACKGROUND Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect. and the usages of their Element Zero based technologies. or military antiproton drive) in addition to the FTL drive core. dubbed the Protheans. In fact. commercial fusion torch. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. The last such galactic extinction event happened approximately 50. By leaving the mass relays. were the Reapers. This effectively raises the speed of light within the mass effect field. It is most prominently used to enable faster-than-light space travel. Starships still require conventional thrusters (chemical rockets. allowing higher rates of acceleration. and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. behind them when they again leave for millennia. all currently discovered uses for element zero based effects generate a heat debt that must be managed. FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. from generating artificial gravity to manufacturing highstrength construction materials. and that the time to feed has come again. the Reapers wait for the coded signal from their keepers that technology is progressing. Very massive ships or very high speeds are prohibitively expensive. the Reapers provide the building blocks for their next harvest. In anticipation of intelligent life reaching for the stars. Navigation is only possible between relays. The Citadel. These routes are only able to be navigated using space ships with special Element Zero power cores. slumbering in hibernation. An advanced hybrid race of sentient synthetic/organic warships. and the heat debt acquired by interstellar travel. With only a core. This "mass effect" is used in countless ways. They discovered that in the dark spaces between galaxies. allowing them to tap into dark energies to reduce their mass. or "eezo". the idea of technological advancement to the point of collapse is here. with a few catches. as are limited FTL routes. In particular. In the Mass Effect setting. ELEMENT ZERO AND THE MASS EFFECT Element Zero ("Eezo") When subjected to an electrical current. 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. 6 . a ship has no motive power. the rare material dubbed element zero. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. but the latest in a long line of intelligent races to unlock the secrets of their use and discover their purpose. skilled navigators are able to propel the ships light-years in only a few hours. are not in-fact the creators of the mass relays scattered through the galaxy. emits a dark energy field that raises or lowers the mass of all objects within it. Using the energy field created by the mass relays.000 years ago. economy ion engine. allowing high speed travel with negligible relativistic time dilation effects.
If the field collapses while the ship is moving at faster-than-light speeds. but all Biotics are sensitive to the presence of mass effect fields. we see the presence of technology everywhere. and protect starships in planetary orbit or during space battles. and each system can have several planetary systems reachable by ships. With a positive current. Whilst there are still advances to be made. When the table sits down to create the cluster. and plenty of scientific secrets still to be discovered. while high mass compaction creates dense. mass is increased. personal networks are everywhere. low-mass fields permit the creation of evenlyblended alloys. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. sturdy construction materials. In starship drive cores. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. this charge must be grounded at regular intervals. In space. This still gives us plenty of conflict to game. Even colonists have access to advanced tech. With a negative current. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. The military makes extensive use of mobility enhancing technologies. amongst a variety of other effects. High-mass fields create artificial gravity and push space debris away from vessels. it's much more efficient to use the mass relays to navigate the galaxy. The least developed of the races is humanity. Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. and we never see any nontechnical races competing for resources. mass is decreased. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. and cybernetic implants. So. The human Systems Alliance M35 Mako Infantry Fighting Vehicle's small element zero core can reduce the vehicle's mass enough to allow a safe drop from an orbiting spacecraft such as the SSV Normandy. The ship is snapped back to sublight velocity. 7 . so the Tech stat for world creation becomes relatively non-variable for gaming purposes. Ubiquitous Technology In the games. as with regular Diaspora T4 societies. this manifests as an occasional static shock when they touch metal or other people. the world of Mass Effect is on the brink of imminent collapse. For Biotics. to prevent the electricity discharging into the hull and causing catastrophic damage. but can produce impressive offensive or defensive effects. This reflects back to the Cluster generation mini-game quite easily. the slipstreams become the links between the mass relays. The stronger the current. In manufacturing. the enormous excess energy shed in the form of lethal Cherenkov radiation. The Geth are a prime example of the doom that is pending with the development of AIs. whilst limited FTL is possible. who have jump started their technological creations and exploit Element Zero and mass effects themselves. driving the Quarians from their homeworld and taking over. This requires intensive training. Some Biotics' talents are not strong enough to be offensively viable. many Biotics can also create and manipulate their own mass effect fields. either by touching a planet surface or interacting with a planet's geomagnetic field. the greater the magnitude of the dark energy mass effect. and both are susceptible to combat hacking. the effects are catastrophic. It also means that most weaponry will be energy weapons.
What started as measures to protect the public good are beginning to become quite restrictive. from the relatively lawless Omega. we need a new stat to represent variances between worlds. Any sufficiently charismatic or forceful individual can set whatever rules they like. period. especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. O-1: Corruption Whilst relatively stable. weapons. There is a substantial administration system geared towards the issue. to the totally controlled centre of galactic politics. there are multiple layers of bureaucracy. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. and those who commit crime and are caught generally face the appropriate penalties. the Citadel. O+2: Licensed At this level of order. the rules and restrictions are beginning to pile up. At this level of order. controlled or illegal narcotics. systems and societies. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything. revocation and enforcement of many activities. validation. O+1: Progress Typically touted as a fair system for all. Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. Life is strictly survival-of-the-fittest. and all manner of other restricted goods are available for sale. There's plenty of variance in the levels of Order in societies during the missions in the game. Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station. Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. Example – The world of Illium. tomorrow's gang leaders may die in a hail of blaster fire. Example – The Zhu‘s Hope colony on the world of Feros O-2: Establishment Research stations and other corporate facilities often require places where they control exactly which rules they choose to follow. O+0: Stability Those employed to look after the public generally do. all exploited by those wanting to work around them. although there are still those willing and able to rort the system without bringing too much attention to themselves. I've picked ORDER. Example – The Citadel 8 . Example – Any homeworld of the Council races. verification. licensing and policing of those granted licences are the primary methods of keeping order. or other associate species of the Council.Cluster Creation Mini-Game Changes NEW SYSTEM STAT: ORDER Due to the universally high level of access to technology. those in charge are more concerned with their own power than in serving the public interest. where slaves. so whilst today's criminal ganglords might provide some measure of stability. Example – The completely corporate and privatised world of Noveria. representing a very minimal structure of a handful of people at most.
and Stunts that would be more common in the race than in humans. Some of the racial backgrounds described on the following pages should not be taken as options for player characters as they are more suitable for use as antagonists or in social interactions. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid. 9 . I‘ve incorporated two of them: new races and special powers. (Diaspora.Making it Work. and of those ideas. 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. 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. and Stunts”. but are included in this section for completeness. Aspects. There are some suggestions on how to model variances to the Diaspora setting in the SRD. including baseline humans. Mass Effect also has quite a few variations from the base outlines. or that some should be lower. as the SRD states. Chapter 9 . they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type. “anything should be able to be modelled with an appropriate balance of Skills. After all. They may suggest some Skills should be higher than others.Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. Page 221) There are fifteen racial backgrounds in Mass Effect. These differences form the mechanical description of the race.
traders. and their education 10 . possessing profound tactical insight. there are not many of them. Biotics are common enough that some capability is a requirement to be trained as a huntress. Asari have been bartenders and dancers. One-on-one. Asari choose to be warriors at a young age. Politically minded Asari will have good arts. Asari typically have the Agility skill quite high. Fortunately. a hunter's eye. not all develop their skills. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight. Reflecting their physical attributes. bureaucracy. and a dancer's grace and alacrity. are often considered the most powerful and respected sentient species in the known galaxy. mercenaries. culture/tech. and usually have at least one space skill. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. and as such often have the resolve skill. Huntresses fight individually or in pairs. and some all of them at somepoint in their life. and some kind of profession. Asari characters must take the Natural Biotic stunt. depending on the tactics preferred in their town. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. Asari have had a long time to develop many other skills. diplomats and warriors. 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. native to the planet Thessia. a huntress is practically unbeatable.Asari from that point is dedicated to sharpening their mind and body for that sole purpose. diplomacy. and Biotic talent. and have been at the heart of galactic society ever since. The Asari were instrumental in proposing and founding the Citadel Council. they possess an alarming proficiency for killing. and to discover and inhabit the Citadel. 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. but often have good charm or intimidation ranks. Out of physical combat. The Asari. but taking ranks in Biotic training is optional. As such. Asari can be found in all walks of life. Whilst they are natural Biotics. lack of Biotic talent excludes a young Asari from military service. and when focused on building their martial abilites are fearsome huntresses. Asari characters favour a few skills over others. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. A very long lived race. develop their stealth and close combat skills as huntresses.
is still hostile to the Systems Alliance. The custom is so deeply ingrained in Batarian culture that they consider the Council's anti-slavery standing to be prejudicial. though in more lawless regions of the galaxy like Omega. known as the Batarian Hegemony. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised. they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest". negotiations with a Batarian are likely to be conducted at gunpoint. They have a reputation for being shrewd businessmen and merchants. Their government. Batarians place an extremely high value on social caste and appearance. it is speculated their supreme leadership is autocratic or totalitarian in nature. fuelling the stereotype of the Batarian thug. Their shock troopers are known to be Biotically talented. as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. and have high combat and intimidation.Batarians Slavery is an integral part of the Batarian caste system. and overstepping one's place is frowned upon. Given the Batarian government's oppressive nature. who are forbidden to leave Batarian space by their omnipresent and paranoid government. a region the Batarians were already actively settling. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. It is not known what the average Batarian thinks about their enforced isolation. becoming an inward-looking rogue state. and related skills such as demolitions and tactics. Batarians strongly believe that species with less than four eyes are less intelligent. especially among colonists. Most Batarians at large in the galaxy will therefore be mercenaries or pirates. make Batarian counter-culture rebels almost impossible to find. The Council refused. as well as the threat of slavery by their own kind. When humans began to colonise the Skyllian Verge. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. The rest of the galaxy views the Batarians as an ignorable problem. Rogue Batarian slave rings are feared throughout the galaxy. but beneath the notice of the powerful Council races. Almost universally despised. Casting aspersions on the monetary worth of a social better is considered a serious insult. The indoctrination by their govenment and caste systems. 11 . and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations. despite the fact that their exile is largely self-imposed. despite being illegal according to Council law. It should be noted that these criminals do not represent average citizens. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. preferencing vanguard and sentinel packages.
within a single lifetime. standing on four muscular legs for increased stability. This has coloured their psychology. making them deliberate and conservative. The Elcor are native to the high-gravity world Dekuuna. Elcor move slowly. such as combat. Elcor speech is heard by most species as a flat. This process can be involuntary. stamina. These recalls are so vivid and detailed that some Drell may mistake it for reality. but as being requested to serve is a great honour. Any Drell may refuse to serve. alertness. resolve. ponderous monotone. They are massive creatures. so many have high ranks in agility. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. such as demolitions. The Drell possess eidetic memory. had established a regular trade route to the Citadel. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact. the Elcor discovered the closest mass relay and. few turn down the offer. The Elcor were just making their first forays into space travel when the Asari made contact with them. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. EVA and repair. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. Amongst themselves. Since then. and survival. Their Compact with the Hanar allows them to develop many other skills. an adaptation to a world where they must remember the location of every necessary resource (vegetation.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. With their help. The memories are so strong that an external stimulus can trigger a powerful memory recall. which the Drell fulfill by taking on tasks that the Hanar find difficult. The Elcor quickly became one of the more prominent species in Citadel space. but primarily ones that involve physical tasks. extremely slight body movements. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. drinkable water and prey migration paths) across vast distances. who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. These are filed away in huge libraries of data discs 12 . an evolved response to an environment where a fall can be lethal. as well as all space and combat skills. Since their subtlety can lead to misunderstandings with other species. Drell have quite a few physical skills due to their harsh development. The Elcor follow the recommendations of their Elders. scent. though they still have to share an embassy with the Volus.
pirates. When the Geth became sentient and began to question their masters. The Geth were created sometime around 1900 CE by the Quarians. to bouncers. bureaucracy. lumbering Geth Armatures. and are fond of making thorough. and reduced the Quarians to a race of nomads. colonists. The Geth continued development of new technology and variations of mobile platforms. While they prevented any contact by other races with themselves. specifically). Any attempt to embargo their space would be fruitless. Elcor warriors don't carry small arms. and trade only in finished goods. the Geth monitored communications and the Extranet. provided one has done a great deal of research. dubbed the ―Morning War‖ by the Geth. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. Geth The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. only slightly larger than the Alliance's. 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. They obtained an ultimate goal in this time period. They adopted an extremely isolationist attitude. These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists. instead choosing to exist in the computer hubs aboard massive space stations. from traders and business operators. The Geth also utilise turrets and drones (rocket. They see no point to rushing things. century-long development plans. but extremely well developed. separating their technology base from the rest of the galaxy. Because their slow. The Elcor economy is small. The slow speed and immense size of the Elcor makes them easy targets. which could house every single Geth program. Elcor occupy all sorts of positions. This makes Elcor policies very predictable. Elcor make better colonists than sailors. and stamina.to create a Dyson Sphere. The Geth did not repopulate the now barren Quarian worlds. assault. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest. as labourers and tools of war. Due to their conservative nature. Little is known about the Geth in the time between the Morning War and the present.and are consulted when needed. Over time. Fortunately. They don't need to trade for any resource—they have all they require to supply their own needs. serial killers and actors. instead relying on equipment stunts if in military roles. the Quarians attempted to exterminate them. recon and repair drones. the Elcor rely on sophisticated VI combat systems.any ships that ventured into Geth space were immediately attacked and destroyed. consequently having fewer space related skills. their durable hide allows them to shrug off most incoming fire. they should not have combat skills. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. The Geth won the resulting war. 13 . High brokerage. to the gigantic. the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers.
Their limbs can grip tightly. Hanar are known for their intense politeness when speaking. have access to Tech Talents. the Hanar made contact with the Drell on their nearby homeworld of Rakhana. and although to outside observers the relationship can be construed as a form of slavery. Now the Drell serve as a client race of the Hanar. but are not strong enough to lift more than a few hundred grams each. so the Hanar rescued several hundred thousand Drell and brought them to Kahje. Drell have integrated with every level of Hanar society. the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. they rely on contra-gravitic levitation packs that use mass effect fields. where they integrated into Hanar society with the remaining Drell dying out. Many Drell become unofficial members of the 14 . However the invertebrate. and vary according to role. although most of their height is in their long tentacles which have three fingers at the base. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology. Several hundred years ago. and their strong religious beliefs regarding the Protheans. the reality is very different.Approximately three centuries after the Morning War. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. Geth encountered beyond the Veil will have programs developed equivalent to skills. whom they refer to as "the Enkindlers". The Hanar 'stand' slightly taller than a human. When interacting with mainstream galactic society. however. accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. They were allowed to peacefully leave the main Geth network. The majority of the Geth dismissed the offer. Hanar The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. 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. A small percentage of Geth. water-native Hanar cannot support their own weight in normal gravity. in exchange for their assistance.
Economic contacts are limited to a handful of trade stations on their borders. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. and tend to be poetic. a Hanar will still maintain exquisite poise.and speak with scrupulous precision and extreme politeness. Few Hanar are willing to deal with other species. their economy is small and isolated from the rest of the galaxy. the trailer also shows another key scene where the Hanar says. a movie about a Hanar Spectre who has "a gun in every tentacle. The Hanar communicate using sophisticated patterns of bioluminescence -.family. games and movies such as Blasto: The Jellyfish. "This one wonders if the criminal scum considers itself fortunate". One industry that Hanar seem well suited to is the Entertainment Industry." Famous for it's tagline "Enkindle this" followed by a gunshot." That said. possibly as a homage to the Human detective that the Hanar character is based on. Few standard technologies (designed for bipedal and fingered species) are available in their space. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. Due to this self-imposed isolation and the unique physiology of the race.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 will remain formal even with those it wishes dead. though they are still capable of strangling someone in favourable conditions. 15 . and they produce very few goods that are usable by others. Most Hanar take offense at improper language. and some even earn the privilege to learn their masters' soul names." It is only around those who know their soul name that they would ever consider using the first person. Instead they refer to themselves as "this one. For example. a "face name" and a "soul name. almost to a fault. so should have some driving Aspects to explain why. Hanar characters will be exceptional by choosing to associate with non-Hanar races. which occasionally causes clashes with other Citadel races. Hanar characters should have no combat skills at all. and must take special courses to unlearn this tendency if they expect to deal with other species. The Hanar have two names. a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers. Even when flustered or angry. Drell servants usually carry out Hanar assassinations." or the impersonal "it. frequently appearing in magazines. Hanar are extremely polite. as the Hanar are too cumbersome out of the water to participate in a physical fight. As such." The face name is used as a general label for use by strangers and acquaintances. The soul name is kept for use among close friends and relations.
Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. though they are trade partners with the Turians and Asari. protect their own interests and have a say in the governing of Citadel space. Once humanity does get a seat. which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. The conflict caught the attention of the Citadel Council. humans have no close allies among the other races. Human ambassadors have been pushing to induct a human into the Spectres. Without alliances or key political positions. humans have rapidly risen in prominence. which caught the Turians by surprise and ex- 16 . This makes human genetic material useful in biological experiments. With the help of the fledgling Systems Alliance. The Council forced the Turians to pay heavy reparations. are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. and the mass relay networks shortly thereafter. explorers managed to open the Charon Relay and discovered it led to Arcturus. a global rush began to decipher the petabytes of data from the outpost. as a control. It has been noted that humans are unusual in the galactic community. Humans. the Second Fleet then launched a massive counter-attack. begun in 2157. although the repercussions from the First Contact War are still being felt. humans have had to follow the edicts of the Council without having much influence on their decisions. While religions tried to assimilate this discovery into their doctrine. Discovering information on a mass relay orbiting Pluto. the Council's elite operatives. They independently discovered a Prothean data cache on Mars in 2148. 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. as the first step to getting a seat. thus introducing humans to the galactic community. Led by Admiral Kastanie Drescher. 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. with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. from the planet Earth. As a consequence of the Alliance's swift and decisive action during the First Contact War. known by humans as the First Contact War. they will be able to influence the Council's rulings. Unlike many species in Citadel space. humans expanded to other systems.Humans pelled them from Shanxi. opening any mass relays they could find. Since then.
Biotic individuals are rare. The weak and selfless do not live long. Unfortunately. As such. and security enforcers for gangsters. and overabundance of vicious predators. private armies. perhaps excluding intimidation. 17 . Ironically. and blunt. and governments alike. the rapidly-expanding Krogan became a threat to the galaxy in turn. This genetic 'infection' dramatically reduced fertility in Krogan females. scrapes or contusions. Their thick hides are virtually impervious to cuts. Krogan characters should have the stamina skill in one of the top three tiers. The Krogan managed to not only survive on their unforgiving homeworld. causing a severe drop in births and. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. and should also invest in brawling. and extreme heat and cold. They respect strength and self-reliance and are neither surprised nor offended by treachery. and they are highly resistant to environmental hazards. population. scarce resources. Many who have left Tuchanka have found employment as professional mercenaries. the Krogan were 'uplifted' into galactic society. With the help of the Salarians. though those who do possess the talent typically have strong abilities. bodyguards. after the Rachni were eradicated. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). but actually thrived in the extreme conditions. "looking out for number one" is simply a matter of course. ultimately. Krogan typically have few social graces. eliminating the Krogan numerical advantage. including toxins. a world known for its harsh environments. unsympathetic. 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. as Krogan society became more technologically advanced so did their weaponry. radiation.Krogan Krogan have always had a tendency to be selfish. but due to the overabundance of predators on their home planet. In their culture. close combat and resolve.
some take all six. Approximately three hundred years ago the Quarians created the Geth. The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. resolve. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. 18 . all Quarians habitually dress in highly sophisticated enviro-suits. the Council stripped the Quarians of their embassy. the Quarians became terrified of possible consequences and tried to destroy their creations. The most important fact of Quarian biology is their weak immune system. a huge collection of starships that travel as a single fleet. to serve as an efficient source of manual labor. Most Quarians focus on two space skills. the Quarians live aboard the Migrant Fleet. and favour MicroG combat or energy weapons. 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). Ever since. the Quarians fled in the Migrant Fleet while the Geth took over their systems. All Quarian characters should take the Aspect "Life seen through a window". However. this aspect changes to "No substitute for home cooking" or something similar. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems. If they travel on a sterile ship of the Migrant Fleet. science and survival. and quickly develop high EVA and medical skills to protect themselves. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. Soon after. but they also take ranks in repair. As a result. effectively cutting the Quarians out of Citadel politics as a punishment for their actions. when the Geth gradually became sentient. After being refused aid from the Citadel Council. to protect them from disease or infection if they are injured.Quarians Quarians are trained extensively before they leave on their pilgrimge. Since their homeworld Rannoch was conquered. a species of rudimentary artificial intelligences.
As such they are well respected. and it is generally accepted that they always know more than they are letting on. medical. Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. but some races. With this in mind. Salarian Characters excel at invention. science. see the Salarians as manipulators. including a few humans. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. especially the Elcor. The Salarians see information gathering and even spying as a matter of course when dealing with other races. Also valued are all space based skills. talk fast. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. repair.Salarians The second species to join the Citadel. and as such are well suited as traders and mercenaries. The Salarians also played a significant role in the evolution of the Krogan species. Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. 19 . and move fast. the Salarians are warm-blooded amphibians with a hyperactive metabolism. and EVA skills to augment their chosen professions. using their brokerage. The peaceful home planet and better technology put less strain on the Krogan as a species. and tactics. spearheaded in the field by Special Tasks Groups (STG). Unfortunately. Many Salarians have high alertness informing their decisions. a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth. demolitions. Though their military is nothing special. Salarians think fast. their metabolic speed leaves them with a relatively short lifespan. To Salarians. aggressively claiming formerly allied planets as their own. allowed the Krogans the time. tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). Salarians often have ranks in intellectual skills such as archaeology. numbers and energy to spread through Citadel space. combined with their exceedingly high birth rate. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. preferring to use cutting-edge technology rather than settle for anything less. The Salarians provided the Krogan with advanced technology and a new. This comparatively easy life. They are constantly experimenting and inventing. as they did before contact with the Salarians. bureaucracy. Salarians over the age of 40 are a rarity. other species seem sluggish and dull-witted.
water purification plants. so they tend to be poor entrepreneurs. from a construction engineer to a sanitation worker. The corps of engineers builds and maintains spaceports. The military police are also the civic police. offering protection in exchange for their fiscal expertise. Turians have a strong inclination toward public service and self-sacrifice.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. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. which virtually sterilised the Krogan and sent them into a decline. Known for their militaristic and disciplined culture. it is an allencompassing public works organisation. and eventually gained a Council seat in recognition of their efforts. 20 . The fire brigades serve the civilian population as well as military facilities. demolitions. repair. All Turians characters should have at least five skills from the combat and space skill sets reflecting time spent in public service. oratory. Aspects should also be chosen to reflect their loyalty to the team. It is rare to find one who puts his needs ahead of the group. Turians are noted for their strong sense of public service. The merchant marine ensures that all worlds get needed resources. Every citizen from age 15 to 30 serves the state in some capacity. The Turian military is the center of their society. and power stations. intimidation. The Turians then filled the peacekeeping niche left by the oncecooperative Krogan. Also prominent are bureaucracy. The Turians deployed a Salarian-created biological weapon called the genophage. as anything from a soldier to an administrator. It is not just an armed force. schools. they accepted the mercantile Volus as a client race. stamina and survival. the Turians are the most recent of the Citadel races invited to join the Council. To compensate.
I. 21 . A virtual intelligence (VI) is a sophisticated program designed to make modern computer systems easier to use. however. and in Citadel space they are technically illegal. Without its blue box. as variations in the quantum hardware and runtime results create unpredictable variations. They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life. A VI is Rogue when it no longer does what it is intended or instructed to do. so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user.s A VI going ―rogue‖ is akin to software not working correctly—that is in fact the cause. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports. however. A lot of armour upgrades use VI enhancements. and a specialized quantum computer called a "blue box". The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent. like AIs. use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential. they aren't actually self aware. with their behaviour parameters. Manufacturers of the blue box hardware required for the creation of AIs are also similarly restricted. conscious entity deserving the same rights as organics. An AI cannot be transmitted across a communication channel or computer network. an AI is no more than data files. The Geth serve as a cautionary tale against the dangers of rogue AI. just made with clever programming. This is what gives Rogue VI its definition—had the VI simply not worked. is a selfaware computing system capable of learning and independent decision making. it would be more broken than rogue. The newest biotic implants. They are not to be confused with artificial intelligences like the Geth. to create a kind of virtual immortality. the term "synthetic" is considered the politically correct alternative. expensive education. that an AI is a living. when the Geth rebellion put an end to most of their research into synthetic intelligence.Virtual Intelligence and A. but not the definition. Some VIs have 'personality imprints'. Advocacy groups argue. although it is illegal to make VIs based on currently living people. the L4 iteration. Creation of a conscious AI requires adaptive code. An Artificial Intelligence (AI). as VIs are only utilised to assist the user and process data (although. they can still get out of hand). only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. To gain some measure of control over the creation and study of AI. a slow. Loading these files into a new blue box will create a new personality. react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation. speech pattern and appearance based on specific individuals. Though they appear to be intelligent.
They hail from Irune. They are comfortable with bureaucracy. Volus mostly make their influence felt through trade and commerce. both against rivals of their own species and against any alien who stands in their way. trader or accountant. The Vorcha are not themselves a space-faring race. and many. and only two at most. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations. the Volus must wear pressure suits and breathers when dealing with other species. or even other tribe members. Volus culture is dominated by trade. resources. However. whether it be of land. if at all. Brokerage should be in the top three tiers. 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. and most have extensive assets to draw upon. work as some of the best financial advisers in Citadel space. and their presence is generally seen as a blight. 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. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. younger members will depart to start a new clan elsewhere. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. "know your customer's need better than they do". but are also a client race of the Turians. When a clan population grows too large. but are unlikely to have much in the way of space skills. both singly and in groups. Volus characters should not have any combat skills above tier four. 22 . which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. as should some profession such as banking. Because the Volus are not physically adept. and they have a long history on the Citadel. 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. as do oratory and tactics. and can even seem overly-pacifistic and cowardly to other. such as Omega. Known for their unique biology and aggressive behavior. Vorcha society is built around combat. which is a sore point for many Volus individuals. In fact. although many have found their way off-world as stowaways on ships visiting their homeworld.Volus Vorcha The Volus are an associate race on the Citadel with their own embassy. the Vorcha use combat. as their default form of communication resulting in their communications being primarily non-verbal. Volus must develop EVA skills to keep themselves safe. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. They are extremely aggressive. Like the Quarians. more militant species. Because they are not physically adept compared to most species. The Volus have a reputation as traders and merchants. As a result. they have never been invited to join the Council. The rest of galactic civilization regards them as pests and scavengers. Culture/tech skills are part of the business ethos.
The Yahg also possess a muscular. two large horns and facial markings on their heads. They have scaly skin ranging from red to brown. large body standing over a Krogan which provides considerable physical strength and agility. making it almost impossible to lie to a Yahg. as well as three toes on each foot. a triangular mouth adorned with sharp teeth. and two other fingers. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species. the Yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation. the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally. 23 . known for their violent and aggressive nature. Once the leader is established. Consummate predators. A group of Yahg will not cooperate until a single leader has attained dominance through either social maneuvering or brute force. The Yahg are a sentient race of towering humanoids native to the world of Parnack. Yahg have four pairs of eyes.Yahg The Yahg evolved to fill the niche of apex predator on Parnack. Their hands each have three fingers which include a thumb. each pair designed to track and predict the movements of prey. Discovered by the Citadel Council in 2125 CE. the Yahg possess unrivalled perceptiveness and mental adaptability. Yahg society is built around a pack mentality.
The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. with resolve and stamina also valuable. intimidation. They lack advanced combat training. and tactics. and should have no ranks in the Biotic Training skill. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. they are by no means the only character concepts allowed.CLASS PACKAGES After a bit of tinkering. stealth and tactics. if at all. Engineers should have the Tech Training skill in the first or second tier. Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three. The weapon and combat specialist. Soldiers should have at least three or four combat skills. The Tech specialist. They should also consider taking advantage of the Combat Excellence stunt. They should have no ranks in Biotic Training or Tech Training. but should have ranks in demolitions. They should also take ranks in stamina and resolve. Also. stamina. whilst there are only six basic classes in the game. I came to the realisation that classes are not all that different from non-human races. with the highest combat skill at tier four. 24 . in that to play as a certain class type some skills should be valued over others. with one of them at tier two and the other at tier three. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. and as such. Whilst still prevented from taking Biotic Training. such as charm. or oratory. They lack advanced combat training. and should have no ranks in the Tech Training skill. Receiving more combat training than Engineers. 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. all ranked relatively highly with one in tier one or two. Possessing an unusual combination of skills. The Biotic specialist. with the highest combat skill at tier four. Whilst still prevented from taking Tech Training. and their attendant specialisations. Such specialised fields leave little time to develop combat skills. They should also take ranks in agility. should have only one combat skill at tier five. Receiving more combat training than the Adepts. Adepts should have the Biotic Training skill in the first or second tier. they should not have more than three combat skills in total and the highest at a tier one lower than their Tech Training skill. they should not have more than three combat skills in total and the highest at a tier one lower than their Biotic Training skill. Sentinels are Biotics with Tech training.
and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. or otherwise went rogue. however if they don't there are still stories that can be told about characters who didn't receive training. producing the effects seen as Biotic abilities. but each Biotic must first be trained. beating the odds. In humans. and are handled a little more freely here than in the original version of the Diaspora rules. They were also probably raised away from their parents.to use their talents to any useful degree. Once trained. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. This effectively inverts the function of the "Civilian" weapon stunt. generate protective barriers or restrain enemies. With Mass Effect being Space Opera in theme. Biotics were typically discovered at a very young age. then the character needs a Military Grade weapon stunt to utilize it. though some left. slow process. yet 25 . Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. Biotics of other species. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. In the core rules. then outfitted with a surgically implanted amplifier in the brain . and the extent of their training are the core concepts we want to integrate. did not manifest Biotic talents. which is a long. or after being Sidetracked. The events leading to their Moment of Crisis. or gainfully employed? Biotics All Asari are natural Biotics from birth. The first one we can do with an appropriate Aspect. humans who were exposed in utero. A Biotic has to essentially develop conscious control of their nervous system. and the last with a new skill.NEW SKILLS AND STUNTS Another of Mass Effect's differences is the presence of Biotic and Tech related powers. Most. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. and even if Biotic talents manifest themselves.usually at puberty . and thus implanted with their Bio-Amps during the Growing Up phase of character creation. though not all choose to develop their abilities. a Biotic can generate and control dark energy to move objects. Weapons are an important aesthetic from the games. they aren't always permanent. entered military service when they reached their Starting Out phase. about one in ten exposures will result in a person with moderate. Two new skills are introduced to allow characters to access these abilities. stable Biotic talents that are worth training. the quality of their implant. could also have been influenced by their Biotic Powers. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. can develop them in puberty through further exposure to element zero. such as terminal cancer. as it suits the genre and play style from the games. In extremely rare cases. and as a result many Biotics develop their powers with military application in mind. This is done using a technique called 'physical mnemonics'. All Biotics are sensitive to mass effect fields. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. such as humans. there is a risk the eezo will cause medical complications instead. However. the second with a stunt. the expensive procedure is performed by the military. and so on. The medical risk to their body. Usually. if a weapon does not have the ―civilian‖ aspect. are individuals who were exposed to dust-form element zero in utero and. or escaped and became mercenaries. or who had defective implants. The natural electrical impulses in the body can create mass effect fields from these nodules. Finally. but not all. developed eezo nodules throughout their nervous system. there is no real issue with ignoring that particular rule.
Powers are available at two levels. and last until the next turn only unless otherwise specified. These effects all require a successful Biotic Training skill roll to activate. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. a player may choose a number of effects equal to their Biotic Training skill level. This effect lasts 2 turns. Place an appropriate Aspect on the target as you would for a maneuver. Advanced powers usually combine effects and require much more skill and fine control to manifest. Primary and Advanced. rendering them helpless when they land. Throw / Pull In combat. such as crates or pieces of furniture.New Skill: Biotic Training Mass effect fields are difficult to generate and control without training. During character creation. and so on. Singularity This gravitational power sucks multiple enemies within a radius to a single area. the Biotic Training skill allows the character to create various effects. When activated. If the same target is Warped for two consecutive turns. making them more vulnerable to attack. leaving them floating helplessly and vulnerable to attack. Warp This effect lowers the armour on a target. Enemies in Stasis also become impervious to damage. It can also attract objects from the environment. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. Thus. an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects. freezing the target in place and making them unable to attack. and so on. increasing the damage the enemy takes. or until another Biotic effect is used. Place an appropriate Aspect on the target zone as you would for a maneuver. as well as dealing damage over time. Place an appropriate Aspect on the target as you would for a maneuver. Lift Using Lift will cause enemies to float helplessly in the air. this effect is mostly used to keep opponents at a distance. so a charging enemy will rush over the characters heads. and place an appropriate Aspect lasting till the characters next turn. In game terms. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field. or until another Biotic effect is used. Barrier Using this effect creates a barrier against the skin to protect against energy weapon attacks. Some examples are listed below. When activated. This effect lasts 3 turns. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect. Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. Shift an enemy one zone on a successful activation. Primary Biotic Effects Stasis This effect causes an enemy to be temporarily locked in a mass effect field. by either launching them away or knocking them over. This effect conserves the momentum of its target. modified by their BioAmp Implant stunt. 26 .
Higher pass costs must be eroded with shifts as normal. attuning themselves to their declared target.Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers. the character must not attack. move or reduce any barrier ratings for their current turn in preparation for their attack. If the target is no longer valid. Reave Prerequisites: Warp Effect. The following round. 27 . place manouvers.4 = +2 to defense. less one from this Effect. and applied to each separate border/barrier. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception. Charge Prerequisites: one of either Barrier or Throw Effects. After the attack. with the exception that they may ignore any border pass costs equal to 1. When the character attacks an unprotected organic. and if the target is still alive. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. as well as Resolve present in the skill pyramid. the character may make a Close Combat check. place manouvers. or +2 against armoured or synthetic targets. Next turn. Place a "Dominated" free tag on the target until the player's next turn. Dominate Prerequisites: Stasis Effect. At the end of the move. The character applies the effects of the Throw Effect to the target if they have it. but only on a successful result against their defense. There must be multiple enemies present to activate this talent. To use this Effect. To use this Effect. which does not count toward the next use of this Effect. and the benefits of the Barrier Effect to themselves if they have it. the player makes an attack against the target. After the attack. the target becomes immune to further domination attempts. as well as Close Combat present in the skill pyramid. rank 5 = +3 to defense). move or reduce any barrier ratings for their current turn in preparation for their attack. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. rank 3. 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. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. with a bonus of +4 against unarmoured biological targets. Next turn. whilst also giving a temporary defensive bonus when the power is used against unprotected organics. as well as Medicine present in the skill pyramid. place an "Immobilised and Helpless" aspect on the target. the character can spend 1 FP to gain a bonus to their defense against attacks from other organics.2 = +1 to defense. the character is unable to act for one turn. the character must not attack. they take a full turn move as per the standard rules (Diaspora page 102). 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.
However. they may pay 1 FP to immediately resolve the following effect. 28 . The character uses Slam like they would use their Biotic Lift ability. leaving it on the table for the remainder of the turn. instead of the ground. New Option: Biotic Combos As an additional option. The following effects are applied to all valid targets along that line. unsecured objects (explosive barrels. any character that gets a Superb (+5) or better result on their Biotic Training skill check may spend a FATE point to apply a "Residual Biotic Charge" aspect on either the target or the zone the target is in for the usual bonuses. the character must not use their free move this turn. The Shockwave is present until the start of the next turn. To use this Effect. If the character has 3 or more ranks in the Science skill. equal to the number of shifts generated. the character must not use their free move this turn. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects. and benefits from Science present in the skill pyramid. placing an appropriate aspect on a target. 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. etc).Shockwave Prerequisites: one of either Lift or Singularity Effects. The target rolls to defend only. the target loses all momentum becoming stationary as the ability takes effect. which otherwise resolves after all other characters have acted. including airborne targets close to the ground. The character draws a straight line across the map. and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2. If the character has 3 or more ranks in science. and the originating character may not use another Biotic Effect until after the end of the next turn. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. and any shifts are dealt to armour first. as well as Tactics present in the skill pyramid. The player must decide which scope the aspect belongs to at the time they place the aspect. equal to (Tactics Rank -1) zones in length from their position. All targets take damage if the check exceeded their defense rating. they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. When Slam resolves. The character applies the effects of the Lift Effect to all unshielded targets if they have it. This ability is unable to be used in consecutive turns. unlike Lift. NPC's. To use this Effect. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. Targets with the Shielding armour stunt that are hit are unable to move next turn. which can only be tagged by other Biotic skill checks.
but to save the life of the character. others are strong but unstable. the character begins to take one composure or health track damage for every successful activation. but assume any drawbacks associated as well if implanted. 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. The purpose of this implant was not to develop combat powers. because the L1s were implanted after puberty. If raised above 5. also determining 29 .New Stunt: Bio-Amp Implant Unless your character is an Asari. Asari are only restricted by training to the number of Biotic Effects they can produce. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. being a Biotic is an acquired ability. but without the associated drawback aspect. If reduced to zero or below. the character is unable to manifest any Biotic Effects this scene. this is the effective rating of the skill for the remainder of the scene. also determining the number of Biotic effects the character can manifest. The character may not take the Biotic Training skill at any level. this is the effective rating of the skill for the remainder of the scene. the character is unable to manifest any Biotic Effects this scene. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. cumulatively. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts. L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. Natural Biotic (Asari only) As the only known species that are all natural Biotics. 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. and can reduce this damage by taking Consequences like normal. but must still invest in the Natural Biotic stunt below. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. Geth are unable to be Biotics. while a few are powerful and stable. Players choose which track they will apply the damage to each time. L2 Implant The results of this implant vary wildly. Krogan characters with Bio-Amps are called Battlemasters. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. Asari have no need to augment their innate abilities with a Bio-amp. New Bio-Amp Implant Stunts the number of Biotic effects the character can manifest. Their implants are almost universally equivalent to current L4 Bio-Amps. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. If reduced to zero or below. The effective rating of the Biotic Training skill varies each time the character begins combat. but suffer discomfort from their implants. some L2s are hardly stronger than an L1.
with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years. 30 . Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. stable implant.L3 Implant A good. Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI". L3-R Implant Short for 'L3-retrofit'. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. Also restricted to a maximum rating of the Biotic Training skill to 3. There is no restriction to the maximum rating of the Biotic Training skill. They spend those years in increasing levels of pain. implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago. They would make good candidates for L1 implants. if they could ever be convinced to do so. Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. with many Battlemasters still alive today. There are no officially acknowledged side effects. L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. 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. although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. before eventually going insane with the agony. and force police or military personnel to kill them to stop the devastating rampage.
Electronics New Skill: Tech Training Anyone can play games or watch news clips on their omni-tool. the target's weapon is too hot from the sudden draining to be used immediately. as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). Primary Tech Talents Damping This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun.Omni-tools Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy. and access secure systems. and even starship systems. Versatile and reliable. including weapons and armour. such as hacking. unless otherwise stated below. They're either elite military. Apex: a character who has invested this much time and effort to raise their skill to this level has almost limitless options when they use them. bypass security alarms. as well as the reuse of salvaged equipment. The fabrication module can rapidly assemble small three-dimensional objects from common. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. Multiple Redundancy: use your Tech Training to grant a +1 bonus to an ally on their Computer skill check during the damage control phase of space combat. reusable industrial plastics. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character. most common energy weapons. This allows for field repairs and modifications to most standard items. ceramics. They are handheld devices that combine a computer microframe. or the target of elite Special Forces themselves. no codes are safe from their access. and must cool down until the end of their next turn. and can be used to disrupt Biotics. Energy Drain Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill. preventing them from firing for one turn. decryption. and light alloys. It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. Systems crash at the blink of their eye. Decryption Used to unlock sealed doors. sensor analysis pack. 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. and even enemy weapons malfunction on command. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. and minifacturing fabricator. it can also be used to augment another character's Computer (space) check. from a distance. After a successful attack in this manner. 31 . an omni-tool can be used to analyse and adjust the functionality of most standard equipment. Due to the highly technical nature of most devices. or repair.
There must be multiple enemies present to activate this talent. Penetration 2. Have-a-Thing: Combat Drone Range: 0/1. your Hacks to disrupt an artificial or synthetic life form‘s targeting systems are able to be repeated against the same target. 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. as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvantage). 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. 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. NonLethal. Through superior technique or inspired creativity. Combat Drone Prerequisites: Hacking Talent. The character must have at least one rank in the medicine skill to use this talent. and also can also be attempted against lone targets. or other appropriate point in play. 32 . The character must have at least one rank in the repair skill to use this talent. By investing in this talent and the linked Stunt. the target becomes immune to further overload attempts. the Combat Drone is unavailable until the next refresh phase. 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. Advanced Hacking Prerequisite Talent: Hacking. the target becomes immune to further hacking attempts.Have-aThing (Combat Drone) Stunt. The following round. Advanced Tech Talents All advanced Tech Talents require the Computer (space) skill to be present in the pyramid. Harm 2. Once destroyed. 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.First Aid Used in this way. during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. Place a "system rebooting" free tag on the target until the player's next turn. This talent may be taken multiple times. Jamming Broadcasting a signal that mimics the properties of solar interference. causing a -2 penalty to alertness checks. The following round. as well as their linked Primary talent. 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. granting a cumulative penalty to alertness checks. this talent allows the user to reduce the effectiveness of enemy scanners. The character must have at least one rank in the medicine skill to use this talent. Place a "disoriented and confused" free tag on the target until the player's next turn. Place a "targeting malfunction" free tag on the target until the player's next turn.
New Option: Tech Combos As an additional option. You may also pay a Fate Point once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. This talent is unable to be used in successive turns on the same enemy. The player must decide which scope the aspect belongs to at the time they place the aspect. 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. New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common.Cryo Blast Prerequisite Talent: Neural Shock. any character that gets a Superb (+5) or better result on their Tech Training skill check may spend a FATE point to apply a "Residual Static Charge" aspect on either the target or the zone the target is in for the usual bonuses. Attacks made against the character reduce the bonus by 1 for every shift. excluding the user. serving member of a military organisation or affiliate. Target the zone you are in. that zone must make a Stamina check against the number of shifts you rolled. Tech talents can only be used with such an omni-tool due to their specialised nature. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. absorbed by armour as usual. the user's Omni-Tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius. Tactical Cloak Prerequisite Talent: Jamming. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1. Advanced Overload Prerequisite Talent: Overload. mercenaries. causing Health stress equal to the number of shifts. Armour with Shields Stunt. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated. Tech Armour Prerequisites: Hacking Talent. Incinerate Prerequisite Talent: Energy Drain. or passing through. the highest capabilities come from having and training with military grade omni-tools. Your base Jamming duration is extended by one additional turn. or else immediately end their turn. causes a detonation that disrupts the zone the character is in. All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. On a success. 33 . place a ―Frozen and Immobilized‖ aspect on the zone for one turn. This talent is unable to be used in successive turns. or removed by ablation. When activated. and unshielded targets must resist 3 shifts of Composure damage. all targets within. many MG Omni-tools find their way onto the black market and into the hands of criminals. and make a Tech Talent roll against a difficulty of 2. Until the aspect expires. which can only be tagged by other Tech Training skill checks. or one adjacent zone. and when neutralised through any means except voluntary deactivation. and others. On a success. boosting the user's shields by +3 until deactivated. 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. Illegal to have without being a current. the weapon detonates.
Military Grade Immunity (CombatExcellence) Representing many. the player doubles the Harm rating of the weapon for their next turn. the weapon immediately activates the free ―Overheated‖ tag. 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.New Stunt: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt. although there are limitations on what is required to take it. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. 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‖. With one round of focus. Once per scene. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. that is without doing any other action. this stunt allows the player to double the Harm rating of one of their weapons for one turn. It then immediately activates the free ―Overheated‖ tag on the weapon. 34 . and regain their balance and protection. but must meet all other prerequisites and possess an appropriate weapon to use them. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. Once the shot is taken. 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‖. 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. and no ranks in either Biotic Training or Tech Training skills. many hours of experience under heavy fire. The character must not do anything for that turn except shoot. Once per scene.
Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. Assign an aspect to the temporary consequence as usual. You may continue to pay a FP each round until the end of the scene to continue this effect. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. providing a brief. allowing them to rejoin the scene. and may be at any rating. armour with the Shields stunt. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. Fortification reinforces armour when struck. As a full round action. granting them more time to refine their actions. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. The character resumes their Taken Out status and the consequence is removed when any of the following conditions are met: no FP are spent to keep the character active. you may change out the ammunition used by your weapon. 35 . the character takes enough stress to be Taken Out again. or the end of the scene occurs. You may not use this ability in consecutive turns. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. huge bonus through overcharging. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. As a combat action. Until the ―Overheated‖ aspect is tagged. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. 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. or replace normal rounds for a variant ammunition type. when it then activates the ―Shields are Down!‖ tag on the armour. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. Once per scene. The finely tuned senses of the user seem to slow down time around them. You may remove any current variant ammunition for normal rounds. This consequence is additional to any that the character already possesses.
before successfully charming the information out of her. characters should take both the charm and intimidation skills at tier five at character creation. Charm is linked with Paragon actions. Swapping with his Arts skill again. the one they should move is the one they used the most out of charm and intimidate. In this option. After an exciting session of combat. and Arts 1. John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice. To promote either skill further. A few sessions later.PARAGON AND RENEGADE EMULATION In the Mass Effect games. then in the refresh phase. he must start counting again. the Turian manages destroy the smuggler's base whilst saving the informant in the process. the same number of times as the number of ranks his character has in the skill. Later in the same session. 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. Even though he used charm twice last session. John's character forces them to keep the deal. John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. they must count their usages for both skills from this point. the character now has Intimidation 3. Sent to recover an important member of the finance ministry. Swapping with his rank 3 Arts skill. John's Turian Spectre now has Intimidate 3. If he wants to promote the skill further. once he promoted it. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. he must use intimidate at least three times or charm twice. During play. being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. John now has the option to promote the Charm skill up the pyramid. By threatening to follow through himself if they break the deal with another successful intimidation check. 36 . Charm 2. Arts 2 and Charm 1. the new rank of the intimidation skill. If they do so. Mass Effect keeps track of the Paragon and Renegade points on separate scales. when the player has the option to promote a skill up the skill pyramid. John's Turian has been accepted into the ranks of Spectre agents. players are tracked with respect to how they treat other characters in social situations. He intimidates his way into the club where he is to meet her. During the next refresh. If they used either skill the number of times that they have ranks in it. Now. the player should record the number of times they use them. as he used it more times than he used Intimidate and more times than he currently has ranks in it. Option 1: Skill Progression To emulate the progression of the character's path towards Paragon and Renegade. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. Here are some examples: John is playing a Turian Spectre candidate character with rank 2 Intimidation and rank 1 Charm. His first assignment is to find the location of a smuggler base from an inside source in the cartel. and they must be used more than the other. A good action will not make up for an evil one. and Intimidate with Renegade choices. therefore. then he'd have to successfully use it three times.
beating your opponent in an opposed roll by three or more shifts generates Spin. Both tracks start empty at character creation. that Spin cannot be used to raise a Status Track. but may still be spent as normal instead. 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. In Diaspora. one for tracking Paragon status. The Consequence may be tagged by the player for the rated bonus outside of combat. one Moderate (+2). the player can choose to generate one Status Consequence. Perhaps it is something in your voice. Increase the Paragon track for good or positive actions that benefit others. 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. the effect on you is that you can leverage your status more effectively than others. Additionally. for good or ill. When a character that has a full Status track gets more Spin. You are able to bank an extra Minor (+1) consequence in addition to the existing three you can bank. and one Severe (+4). When a track is full. an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect. The track must be raised to full again before more Consequences can be generated. In the event that the roll generates Spin when a Status Consequence was tagged. or the way your gaze seems to have a particular intensity. the player can begin to generate Status Consequences for that track. 37 . It is the exceptional events that raise the status of Paragons and Renegades above those of their peers.Option 2: Status Stress Tracks This style of play adds two new Status Stress tracks to each PC character. Composure and Wealth stress tracks. and the Renegade track for conduct that is selfish or callous. Whether it‘s due to admiration or fear. Whenever a character would generate spin outside of a direct combat situation. representing the preceding reputation of the character. one Minor (+1). Status Consequences are rated 2/3/4 instead of 1/2/4. This option uses the generation of Spin to increase your Status tracks. Lasting Reputation Events that you are a part of are particularly memorable for those involved. the other for Renegade status. allowing you to generate Status Consequences sooner than others. Status consequences are removed from the character once tagged by the player. Cult of Personality Others spread words of your deeds and misdeeds far and wide. they may choose to spend that +1 Spin bonus to add one to an appropriate Status track. You may reduce one Status track to 5 boxes instead of the normal 6. Status Consequences are recorded separately from consequences generated on normal stress tracks. and are 6 boxes in length. players may take one of the following stunts during character creation. Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. self-interest or gossip. You may only take this stunt once. and do not count against the maximum number of consequences allowed for stress taken on the original Health.
He attends the ship's landing craft as an engineer. Garrus frequently got into heated arguments with his superiors over his methods.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. Palaven. and is at home on starships having useful gunnery skills. but does have a lead he needs more time to follow. and were already as good as dead. Garrus meets the humans assigned to the case. • "Palaven was hot" • "Do it right or don't do it at all" Phase Two . One of a thousand potential candidates for the Citadel's elite Spectre training.Growing Up Not a lot is known of Garrus' past from the game. This fresh perspective frequently contrasts against things his father demanded of him. Garrus later left the military and followed in his father's footsteps by joining C-Sec himself. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman. Garrus is told to drop the investigation. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. He displays exceptional weapon skills. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. Due to his military training. culminating in a disasterous situation. and being a former C-Sec Investigator. • "Military Training" • "Father knows best" Phase Three . as being hot. he has strong Tech Training skills. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs.SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. • "More to life than C-Sec" • "Finish the job once started" Phase Five . However. • "Idealistic and Hot Headed" • "The one that got away" Phase Four . Under extreme time pressure. Garrus is now free to do things his way." We'll take these for our aspects. including his decision to accept his father's wishes in not taking Spectre training. 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. as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing. and new Spectre. described as a hot head who still thinks he can change the world and should 38 .On Your Own Released from his obligations to others. Garrus' father intervened to prevent him going. and that he had a very by-the-book father. Denied. shown to be able to headshot an enemy under difficult conditions.Sidetracked Assigned to investigate the claims by the human Systems Alliance of the destruction of one of their colonies by a rogue Turian Spectre agent named Saren. Garrus is forced to admit that he has no proof. discussions with his new friend. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. also becoming an Investigator. have more respect for the law.Moment of Crisis Passionate about his job. aka CSec. He does refer to the world of his birth. Commander Shepard and the crew of the SSV Normandy. Using the Choosing Aspects Phase One .
a veteran of the First Contact war between humans and Turians. • Resilient: The player may use four Consequences instead of three. He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. Choosing Aspects Phase One . and head of the SSV Normandy's Marine detail. unleashing a full Biotic charge. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. Electronics. Vehicle Garrus has a combination of five combat and space skills like most Turians. The Turian used aggressive and provocative tactics. other skills as befit a military background. The fourth is another mild Consequence. Kaidan and his friend drifted apart. Medicine. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. The Citadel). Stealth • Rank 1: Culture/Tech(Turian Hierarchy. and First Aid Tech Talents. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. so I stuck close to them. I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space). Resolve(track). and the guts to do things his way. Repair. Kaidan immediately jumped to the rescue of his closest friend and lost it. no matter the cost. Overload. Tactics • Rank 2: Gunnery(space). with Damping. Engineering(space). Intimidation. scarred from his childhood training. Conatix quietly shut down the program and had the records sealed. This represents Garrus' commitment to finish a job once started. and Kaidan's retorts singled him out for punishing lessons.Racial Background and Class Package options as guides. Conatix hired an ex-military Turian.Starting Out Attempting to accelerate the training. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. Tracks • Health: OOO • Composure: OOO O • Wealth: OOO Kaidan Alenko Initial Concept Kaidan Alenko is a human Systems Alliance Biotic sentinel with a stable L2 implant. Tech Training • Rank 3: Agility. he aghast 39 . By taking the Tech Training skill.Growing Up The son of a serving Alliance military man. Brawling(combat). conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . Decryption. breaking the trainer's neck.Moment of Crisis Realising their mistakes. we now have to choose some Tech Talents as part of the stunts. 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.
Dropping off the radar awhile. Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's Spectres. from a Geth attack that killed his best friend. Demolitions. Energy Weaons(combat).Sidetracked Serving in the human Systems Alliance military. • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks. Kaiden focused on other ways of being useful without necessarily using his Biotic powers. Kaidan has extraordinary staying power for a human. he attempted to figure out what to do with his life.Ooh Rah!" • "Implant Migraines" Phase Five . Kaidan explored alternatives to using his Biotic powers. Lift. and learnt how to keep his squad alive through the tough missions. • MG Tech Training: Always searching for ways to keep his squad alive. and has trained to use a military grade Omnitool to keep his squad alive. I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training. Medicine Forced to his limits and beyond. Refusing the risky surgery to upgrade his L2 implant. he also has the skills to function on the ship he serves on. Turian Hierarchy). as he is familiar with Decryption. and she fearful that he would lose control again. Receiving several commendations for his actions. Electronics. He knows Barrier. before deciding to return to the Alliance and join the military. • "Alliance Marines . Tactics • Rank 1: Culture/Tech(Systems Alliance. Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up. Keeping his squads alive through alternatives to open firefights. and First Aid. By having both Biotic Training and Tech Training skills. Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. Using the Racial Background and Class Package options as guides. Computer(space). Kaiden has added the Medicine Talent to his Tech Training options. be in control" • "There's got to be another way" Phase Four . • "Be cautious. EVA. Tech Training • Rank 2: Agility. Stamina(track). Communications(space). and give him an edge if he is to pay back the Geth for his friend's death. Commander Shepard. Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO 40 . sought ways of completing missions without raising alarm. He trained extensively with Omni-tools. and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level. Stasis. Stealth • Rank 3: Alertness.at what he was capable of. • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects.On Your Own After being saved by his new First officer. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further. and Throw. we now need to pick his Biotic Effects and Tech Talents. as his father did before him. Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail.
but look at that over there!" Choosing Skills A pre-eminent Archaeologist. 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. Science Choosing Aspects Phase One . Liara earned her Doctorate and has become the foremost authority on Prothean ruins. are the only way to help Shepard to interpret the vision. • "Think. a great insult among contemporary Asari. an ancient Prothean defence that she triggered by accident. and her ability to meld using Biotics. Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. With all this unexpected time spent with the team. Liara has honed her natural Biotic abilities to protect herself from pirates. one Commander Shepard. Deciding to avoid the issue altogether. and then rescued from the newly rampant Geth. • "Escape the present" • "Obsessive about Protheans" Phase Three . The results of such unions are occasionally referred to as "purebloods". slavers and other dregs of the galaxy. I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training.Moment of Crisis Spending much of her time alone on strange and often dangerous planets. so it's considered wasteful for Asari to reproduce together. since genetic traits and cultural insight is gained from mating outside their species. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure.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. and relishes the time spent getting to know each other. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . • "My Mother the politician" • "Feared Pureblood shame" Phase Two . She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. she has very little practical knowledge about them to go on. Liara.Growing Up Daughter of prominent politician Matriarch Benezia. She begins to calm down when she realises that her expertise. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. Think!" • "What does this button do?" Phase Four . Liara suspects that "he" was another Asari.Sidetracked She is discovered. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. They frown upon intra-species conception. she is initially jealous that her decades of research seem to have been for nothing. and joins the squad to help in the upcoming battles. however. Liara begins to feel the pull of attraction towards her new commander. Liara also has exceptional Biotic abilities and other technical skills. which in the current cultural times is considered taboo. Liara has no idea who her father is. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. Raised alone by her mother.Dr Liara T'Soni Initial Concept Dr Liara T'Soni is an Asari scientist obsessed with the past about to be shocked into the present to protect the future. by the first human Spectre. but evidence is anecdotal. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers.On Your Own Peeling back the mystery. Using the Racial Background and Class Package options as guides. 41 . the Protheans.
• Rank 3: Agility, Communications(space), Survival • Rank 2: Charm, Computer(space), Navigation(Space), Tech Training • Rank 1: Assets, Bureaucracy,Culture/Tech(Asari Republics, Protheans), Medicine, Stealth Spending several decades looking for the faintest traces of a civilisation that vanished more than 50,000 years ago, Liara has developed skills to help her obsession, and to protect herself from those who think her an easy target just because she's alone. Choosing Stunts • Natural Biotic: Liara has spent considerable time on her Biotic abilities, and knows the Biotic Talents Throw, Lift, Warp, and Singularity. • Versatile Biotic: By spending one combat turn doing nothing else, Liara is able to swap out one Biotic Talent she hasn't used this scene for one of those listed here: Barrier, Stasis. • Military Grade Omni-tool: taken from slavers who thought they could handle her, Liara has added its capabilities to her own, learning First Aid and Electronics. Tracks • Health: OOO • Composure: OOO • Wealth: OOO O
Tali'Zorah nar Rayya
Initial Concept Tali'Zorah nar Rayya is a young Quarian engineer out in the galaxy on her Pilgimage, searching for a suitable gift to return to the Migrant Fleet.
Choosing Aspects Phase One - Growing Up Growing up on the Migrant Fleet, Tali learnt the history of her people, living the shame of a people outcast from their own worlds and removed from galactic politics due to their own hubris. A mechanical genius, Tali spent hours learning, tinkering, and playing with engines, computers and anything else that fascinated her. Life on the Rayya, with all her shipmates also her family, whilst cramped and noisy was a happy time for the young girl. • "Mechanical Genius" • "Never trust an AI" Phase Two - Starting Out As the daughter of the head of the Admiralty Board, the highest authority in the flotilla, hopes were high for a young Quarian about to embark on her pilgrimage. A rite of passage for all Quarians, the pilgrimage serves a few important services to the flotilla. Foremost is to keep the fleet in contact with the rest of the galaxy, with Quarian young adults exploring and discovering important information and technical discoveries that would be of use to the entirely shipbound population left behind. Secondly, it provides an outlet for the energy of youth, giving them space to grow and learn from their own mistakes without risking their precious ships, whilst also reducing the number of people the taxed shipboard environment systems must support. • "Family Expectations"
• "Wanting to be valued" Phase Three - Moment of Crisis Curious, Tali's pilgrimage drove her to track down the Geth after hearing reports of their return from beyond the Perseus Veil. Isolating and disabling one, she retrieved its core memory module and discovered an audio file revealing the identity of the one who instigated the Geth attacks on Eden Prime. Fleeing to the Citadel, she attempted to sell the file in exchange for a hiding place before being ambushed by agents of the one behind the Geth attacks. Rescued by Commander Shepard, who has been trying to track down the information she was trying to sell, Tali gratefully plays the audio file in exchange for joining the Commander's team and stopping the Geth. • "Rage Against The Machines" • "Once Burned, Twice Shy" Phase Four - Sidetracked Taken aboard the SSV Normandy, Tali is amazed at the superior performance that the joint efforts of Human/Turian engineering have managed to get out of a ship so small. Spending her time aboard ship with Engineer Adams discussing technical specifications and performance curves, she quickly becomes unnerved by how quiet the ship is compared to the Flotilla ships. She comments that to a Quarian, a quiet ship means a dead engine or worse, a malfunctioning air filter and that it's like half the crew is missing. As the true extent of the mission she has joined is revealed, Tali shows a strong sense of duty, stating "Our Pilgrimage proves we are willing to give of ourselves for the greater good. What does it say about me if I turn my back on this?". • "Talkative when nervous" • "The Greater Good" Phase Five - On Your Own Integrated into the team of experts that Commander Shepard has been assembling, Tali never-the-less feels very young and inexperienced and hopes that she can prove herself worthy of such an important task. Returning to the flotilla to hide is no option when the entire fate of the galaxy is hanging by a thread, so the Geth must be stopped at all costs. • "Must Prove Myself" • "Stop the Geth" Choosing Skills Tali has a lot of technical skills, and has been trained in skills useful to her whilst on her
Pilgrimage. Using the Racial Background and Class Package options as guides, I picked her skills as follows: • Rank 5: Engineering(space) • Rank 4: Computer(space), Tech Training • Rank 3: EVA, Pilot(space), Repair • Rank 2: Close Combat(combat), Energy Weapons(combat), Resolve(track), Stealth • Rank 1: Art, Demolitions, Culture/Tech (Quarian Migrant Fleet, Geth), Science, Survival As suits her mechanical aptitude, all of her top six skills are engineering or space related. Whilst in the game she never needs to use her boot knife, it stands to reason that she probably knows how to use it. The rest of her skills reinforce her technical focus, and her love of art lets her appreciate the beauty in all things, especially music and brand new tech. Choosing Stunts • MG Omni-tool: Playing with spaceship engines and other systems almost from birth, Tali was given a Military Grade Omni-tool to take her skills to the next level. She knows Damping, Decryption, Electronics, and Energy Drain. • Quarian Machinist: Her Quarian background has given her special insight into Artificial Intelligences, granting her the Hacking Tech Talent. • Integral Equipment - Pressure Suit: Like all Quarians away from the Migrant Fleet, Tali possesses a pressure suit to protect her immune system and consequently has onboard equipment to help breathe. She may always act as though she has a pressure suit on, though does not gain the armour effects. Tracks • Health: OOO • Composure: OOO O • Wealth: OOO
Initial Concept: Urdnot Wrex is a Krogan mercenary, a feared Battlemaster who blends Biotic powers with devastating firepower.
Wrex managed to escape the ambush, but not before sinking his knife deep into Jarrod's chest. • "Instinct for Traps" • "Last Krogan Standing" Phase Three - Moment of Crisis Realising the proud warrior culture that once valued courage, strength, and honour – values embodied by the Krogan Monument – had now been reduced to glorifying pointless violence, Wrex turned his back on the rest of the Krogan and left. Over the past three centuries, he has served no master but himself; working as a bodyguard, mercenary, soldier of fortune, and bounty hunter. Tales of his exploits have even made it as far as the Quarian Flotilla. Despite his brutish appearance, Wrex rarely loses his temper. The mere threat of his anger is usually enough to get what he wants. When his fury is unleashed, however, it is a truly terrifying sight. He doesn't speak often, but when he does his words are direct and often shockingly blunt — that tends to get people to listen. • "Been There. Done That. " • "Words Win Battles Too." Phase Four - Sidetracked Hired to kill a human male named Fist on the Citadel, Wrex initially teams up with Commander Shepard to get closer to his target, as Shepard is also looking for him to lead him to his true target. Once Wrex and Shepard deal with Fist, Wrex appreciates Shepard‘s professionalism. Sensing some deeper aspects to Shepard's case, Wrex decides to offer his services full time, feeling that a storm's coming, and Shepard and his target are right in the middle of it. • "Consummate Professional" • "Taste for Adventure" Phase Five - On Your Own Now part of Shepard's crew on a mission to save the galaxy, Wrex is interested in the team of specialists he's assembled, especially the other Biotics. As a Battlemaster, Wrex was deemed suitable for the surgery necessary for the program, so is respectful of their abilities. Keen to test himself against the biggest threat to the galaxy since the Rachni Wars, Wrex feels that there is no challenge he can't beat, and feels that given time there is even some hope for his people. • "Biotic Battlemaster" • "Hope For The Future"
Choosing Aspects Phase One - Growing Up Born into Clan Urdnot, Wrex quickly gained fame for his prowess in battle. He became a leader of one of the smaller Urdnot tribes while still a youth – the youngest Krogan to be granted the honour in a thousand years. After the Krogan Rebellions ended, most remaining Krogan tribes wanted to continue fighting, and most vocal of those was Wrex's father, Warlord Jarrod. Wrex had different ideas. He believed that the Krogan didn't have the numbers to go to war, and even if they did the genophage ensured they couldn't replenish their numbers quickly enough. Instead of battle, he led his tribe to focus on breeding, for at least one generation, and called for other tribes to follow. • "Born Battle Champion" • "Lead by Example" Phase Two - Starting Out Gradually, other Krogan tribes began to come around to Wrex's ideas. This angered the Warlord Jarrod, who decided to arrange a Crush (a meeting on neutral ground) with all of the tribes. Wrex, sensing it was a trap, reluctantly agreed. Wrex and his best warriors met with Jarrod's group in the Krogan ancestral burial grounds called the Hollows, a holy place among the Krogan where violence is forbidden. When it became clear to Jarrod that Wrex wouldn't agree with him, he signalled his men. They leapt from their hiding places and ambushed Wrex's warriors, cutting them down.
and Warp effects.Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. Culture/Tech (Krogans. I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training. Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. Tactics • Rank 1 Skills: Agility. Equivilent to a current L4 generation BioAmp without the VI interface. Energy Weapons • Rank 2 Skills: Intimidation. Alertness. This applies to Consequences mitigating hits to any track. it grants Wrex the Barrier. Mercenary Groups). Oratory Wrex has excellent combat skills. or incite one. Using the Racial Background and Class Package options as guides. Profession (Mercenary) • Rank 3 Skills: Brawling. He has the words to diffuse a situation. Resolve(track). This emulates the Krogan biological redundancy. Stasis. and the four quads to see it through. The blood of a thousand battles runs through his two hearts and four lungs. Throw. Close Combat. adding +2 penetration to Brawling attacks. Survival. and +1 to Brawling rolls in defense. • Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. Animal Handling. but better Biotic skills. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO 45 . • Military Grade Brawling: used to represent a lifetime of mercenary work.
Cost 1bp. Assault Rifles Awkward at close range. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. but the Both Barrels and Dispersed Fire stunts should be considered. They should have the Dispersed Fire and High Capacity stunts. pistols should have a range of 0/2. Both Barrels/Double Tap Transfer Aspect. shotguns should have a range of 0/2 and take the Limited Range stunt. Advanced Optics2 Transfer Aspect. After all. EQUIPMENT In creating the gear below. naming conventions should be considered. and that all weapons should take the Thermal Clip stunt. Cost -1bp. I began by deciding at what level to set for the purposes of equipment design. New T3+ Energy Weapon Stunts The following stunts may be taken on any energy weapon unless noted below. and cannot both be placed on the same weapon. and keep some consistency as the table creates their own weapons. we have a pretty good idea of the expected differences between different types of weapons. Shotguns The ultimate close range weapon. Penalty reduced from -2 to -1. assault rifles should have a range of 1/3. They benefit from the Dispersed Fire. SMGs often have similar ranges to pistols (0/2). Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical.Personal Combat Mini-Game Changes WEAPON TYPES To aid narration. it is not recommended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts. Double Tap and High Recoil stunts are all appropriate. and the Advanced Optics. generally have low accuracy and damage per shot. Pistols Designed for use over short to middle distances. doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. which then clears at the end of the players next turn. and Advanced Optics stunts. Limited Range2 Transfer Aspect. Cost 1bp. offset by their clip size and rate of fire. and a low penetration of 1 or 2. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. Here‘s a brief set of guidelines to help you design your own. I decided to have all weapon and armour gear at T3 across the board. They benefit from both the Double Tap and Advanced Optics stunts. this weapon is unable to be used for ranges other than those specified. Double Tap. A high penetration is valuable. Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. Sniper Rifles The ultimate long range weapon. Sub-Machine Guns Designed for rapid fire. 46 . Cost -1bp. They should not have much penetration power. "Overheated" tag must be free to use this stunt. sniper rifles should not have a minimum range below 3. Time for some fun with equipment.
Manufacturer: Haliat Armoury Equipment: Equalizer class Sniper Rifle Stats: Range: 3/5 Harm: 4 Penetration: 3 Aspects: High Recoil (can only be fired every other round unless the firer is prone. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. applying its offensive roll to each target in a zone. 47 . this is a basic assault rifle. Manufacturer: Elanus Risk Control Equipment: Banshee class Assault Rifle Stats: Range: 1/3 Harm: 4 Penetration: 2 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Cost: 4 Standard issue to Turian military personnel. and is available extensively.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. 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.Sample Weapons Manufacturer: Hahne-Kedar Equipment: Kessler class Pistol Stats: Range: 0/2 Harm: 3 Penetration: 1 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Civilian (Makes the weapon available to those without the Military-grade Stunt for energy weapons) Cost: 3 This is your basic mass effect driven pistol. This shotgun has been rigged to take an extra shot for massive damage at the expense of immediately requiring cool down time. Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork.
but may be retrieved from defeated Geth. This weaponry is always in demand for research purposes. 48 . Sample Weapon Manufacturers Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. 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.Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. 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. Note 2: See the Spectre Gear Options section on page 49. Instead. but rarely differs substantially from other weapons of the same type.
Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres. Advanced Spectre gear costs 6. Basic Spectre Bio-Amps augment one Effect numerical value. They can choose to add 3 Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents. Creation Basic Spectre weapons should be created with a +1bp bonus. Basic Spectre Omni-tools augment one Talent numerical value. Alternatively. Advanced Spectre Omni-tools augment two Talent variables. This may be a further +1 increase to a skill bonus. for use solely by the Citadel Council‘s elite Spectre units. an additional -1 penalty to the armour defense rating of an enemy. but any nonauthorised users will be tracked down by other Spectre agents for item retrieval. lasting 4 turns or until another Biotic effect is used. Advanced Spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free. Advanced Spectre Bio-Amps augment two Effect variables. and Master Spectre weapons are built with a +2bp bonus. Some examples are below: 49 . There are no Spectre armour manufacturers. they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. or extending the effect by one additional turn.Spectre Gear Options High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. Spectres may authorise squadmates to purchase and use such gear. and cannot be changed afterward. lasting 3 turns or until another Biotic effect is used. to the effective armour of the character for the purposes of the defense roll against energy weapons. and Master Spectre Omni-tools augment three Talent variables. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased. Duration based effects must cool down between uses by one turn per increase. one additional zone able to be reached by a talent. For example: A character that knows the BarrierBiotic Effect with a HMBA Basic Bio-Amp has two choices. and Master Spectre Bio-Amps augment three Effect variables. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects. This may be a further +1 bonus to the effective armour defense rating of the character. an additional -1 penalty to enemy skill checks. 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. Costs Basic Spectre gear costs 5. and Master Spectre gear costs 7. or an extension by one additional turn of an effect. so there is no Spectre rated armour available for purchase.
infiltrating manufacturers warehouses. and corruption are all viable tactics for underhanded characters to use. Both of these Talents now require one turn of cool-down between uses of the same Talent. and cannot be changed afterward. Use the lists below to inspire aspects. Alternatively. 50 . or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. and all lead to potentially interesting stories of obligation and debt. or to assist in narration. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. Whilst such advanced gear would seem to favour characters with a high assets skill rank. 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. character histories. there are plenty of corporations out there to choose from. The character must now wait two turns after using this Talent before being able to use it again. Bribery. and the place of law and order in the galaxy.A character that knows the Decryption Tech Talent with a HMOT Basic Omnitool can provide a +2 on computer skill checks during the damage control phase of space combat. there are other ways of obtaining these items. blackmail. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased. being hunted. 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 not augment any other known Talent. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. 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. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets. theft. instead of the standard +1 bonus.
Provides a +2 bonus to agility checks. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. but until they do. If available. but cannot be spent on the same turn that "Shields are Down!" has been tagged. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged. Cost 1bp. Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn. "Taking Cover!" is cleared when the character moves. using a mass effect field to protect the wearer. Cost 1bp. Requires the "Shields" stunt also. ―Out of Juice‖ taggable aspect) Servos (removes agility penalty) Sensors (Alertness checks at +1) Shields Recharge Booster Cost: 4 An example of Turian standard light military armour. 51 . 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. the benefit of this stunt is also negated. Recharge Booster Transfer Aspect. Shields require spending a fate point to recharge. armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense.New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite. Cost -1bp. Booster Power Pack Transfer Aspect. Transfer Aspect. this stunt provides more energy to run any systems that draw their power from the armour. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. confers the taggable aspect "Taking Cover!".
For gaming purposes there is little need to differentiate one manufacturer from another due to the variability of armour able to be created with the armour creation rules on page 235 of the Diaspora rulebook. use this table as inspiration to describe or inspire character aspects. and are not available to other races. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. and is here purely for reference and inspiration for aspects or plots. Manufacturer1.2 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. 52 . like Devlon Industries. Elcor. will manufacture for all races. whereas others like the Serrice Council produce solely for one race. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. Some. and Hanar all produce their own armour.Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. Instead.
these rounds are coated with a highly toxic compound. there's plenty of opportunity for customisation. They are similar in construction to hollow point rounds. 53 . • -1 Harm. and can only be installed or removed from the weapon during the refresh phase of the game. criminals and mercenaries. • causes 2 additional shifts on a successful hit. high explosive rounds have one major drawback: a massive increase in weapon overheating. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. places a free taggable aspect "Massive Fireball!" around the target. +2 Pen to targets with an uncompelled Shields stunt.capable of snap-freezing impacted objects.a mass of super-cooled subatomic particles . Cryo Rounds New Variant Ammunition: Anti-Personnel Rounds Cooling lasers collapse ammunition into small Bose-Einstein condensate . • +1 Harm to targets with a 0 armour defense rating. Successful hits confer the free taggable aspect "Toxic Shock" to the target. removes the Thermal Clip stunt. Popular with pirates. these rounds are particularly effective against living targets. All variant ammunition costs 3 to purchase. With nine different ammo types. • -1 Penetration to targets with an armour defense rating greater than or equal to 2. Chemical Rounds Designed to detonate on impact. these rounds are particularly effective against synthetic targets. Ammunition must be purchased separately from weapons. High Explosive Rounds Designed to shred flesh and other organic matter. Armour Piercing Rounds Specifically designed to puncture metal.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. activates the weapon's "Overheated" tag and extends it for one additional round. 1dF zones away (yes.) • if used in two successive rounds. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn. • If installed on a weapon with a maximum range not exceeding 2. • Harm of the weapon is reduced to 0. this could mean back in the attacking character's zone. and provide +2 shifts if tagged by another player who successfully hits. • on an unsuccessful attack.
as due to their Dispersed Fire stunt. the actual damage done to the target is typically less than what's done by a standard round. causes +1 shift to all subsequent successful attacks against target until player's next turn. usually one that occurs between scenes. Penetration 2. Sledgehammer Rounds These rounds hit with incredible force. This sickness makes it more difficult for Biotic or Tech abilities to be deployed. • -2 Harm. However. Harm 4. Low Recoil. Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. a weapon's Harm and Penetration are as per listed normally for the weapon. It would have its base stats against any other target. Phasic Rounds Instead of projectiles. For example. • on a successful hit. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". a hit will place the tag on all targeted enemies. upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. This consequence can be removed by a character with the First Aid Tech Talent. 54 . • 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. or with a tagged Shield aspect "Shields are Down!" These rounds are stamped with a minuscule amount of radioactive material. • extends the "Overheated" tag for one additional turn after being compelled. For situations not discussed in the details of the Ammunition stunts. This makes them perfect for shotguns. Thermal Clip). +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt. then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour.Incendiary Rounds Radioactive Rounds Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance. • +1 Harm to targets with one or both Biotic Training and Tech Training skills. knocks the target over and confers the free taggable aspect "Knocked prone". or disappears after a short rest. knocking opponents completely off their feet. which is greater than maximum of 2 zones required for the ability to take effect.
Users already prone still receive the free taggable aspect. this mod cannot be applied. Weapons can only accept two Weapon Mods at any time. For example. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. • Cost of this mod is 4. 55 . this mod ceases to provide its bonuses and penalties. They are more expensive to obtain than other weapon mods. that's when you need to go and upgrade your guns. This allows it to be compelled again before the player's next turn. Agility checks now at -3 if no "Servo" stunt on armour. • -1 to Harm. variant ammunition isn't enough to give you an edge over your enemies. When you want to get that edge back. • After every turn in which the weapon is fired.New T3+ Energy Weapon Modifications Sometimes. This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. • +2 to Harm. and cannot be applied to weapons with the "Civilian" aspect. If "High Recoil" is already present. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". All weapon mods cost 3 to purchase. 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. and can be installed or removed from the weapon during the refresh phase of the game. and must be installed on higher quality weapons. High Caliber Barrel New Weapon Mods Combat Scanner Designed to interface with the Sensor packages installed on powered armour. Stacks with Alertness bonus from Powered Armour "Sensors" aspect. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. If weapon and armour are separated. • Replaces "Low Recoil" aspect with "High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). the player rolls 1dF. • +4 to Penetration. • +2 to Penetration. • -1 to Agility checks. • +1 to Alertness when operated by an individual in powered armour. Kinetic Coil Frictionless Materials give rounds more power at impact. Frictionless Materials Increases the damage of the weapon at a cost of increased recoil. Weapon Mods must be purchased separately from weapons. if it would normally clear at the beginning of their next turn. it instead clears at the end of the players current turn.
All mods require the aspect "Powered Armour" to be installed. element zero microcores and firewall technology to give the wearer brute strength. • . If "Low Recoil" is already present. Combat Exoskeleton This prototype armour upgrade combines mechanical augmentation. negating the benefits of the "Lightweight" aspect. 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. • Replaces "High Recoil" aspect with "Low Recoil" aspect. Rail Extension New Armour Mods Modifies the length of the barrel to increase damage. Comes at a cost of reduced power. resistance to weapons force and resistance to Biotic and tech attacks. • Armour gains the "Very Heavy" aspect. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat. Advanced VI functionality reduces weapon kickback to improve accuracy. Armour Plating This prototype upgrade greatly increases damage.1 to Agility checks. the player rolls 1dF. Recoil Damper Ablative Coating Reduces kickback to improve accuracy at the cost of decreased power. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect. it now becomes more difficult to move due to its awkwardness. 56 . • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. but causes a greater chance of weapon overheating. • +2 bonus to Defense rating of Armour. These mods may only be installed or removed from the armour during the refresh phase of the game. such as Cryo Rounds or the Improved Heat Sink weapon mod. and each armour can be modified to take a maximum of two Armour Mods. until the bonus is reduced to a minimum of +0 for the remainder of the scene. Hardened ceramic plates can be applied to body armour suits. increasing their effectiveness. All Armour Mods cost 3 to purchase unless otherwise stated. • +3 to Harm. • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. • -1 to Harm. • +1 to Harm. it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive. Scram Rail Ablative coating is designed to chip away when impacted. this mod cannot be applied. • After every turn in which the weapon is fired. redirecting the energy of incoming projectiles away from the body.Kinetic Stabiliser New T3+ Powered Armour Modifications With all those lethal variant ammunition and weapon mods out there. • +4 bonus to Defense rating of armour. and which may be compelled for all sorts of scene effects. • -1 to Harm.
• Grants a +2 bonus to Close Combat checks. 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. 57 . • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2. First Aid Interface A prototype upgrade designed specifically for heavy combat use. • This armour costs 4 to purchase. it provides maximum protection for the user. • -2 to Agility checks as the mod draws power from the system intended for the servos. • +6 bonus to Defense rating of armour. this armour provides maximum protection for the user. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the Defense bonus and remove the agility penalty. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4. and counts as two Armour mods. • -2 to Agility checks as the mod draws power from the system intended for the servos. Exoskeleton • +4 bonus to Defense rating of armour. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the bonus against A complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks. and also remove the Defense and agility penalties. • -2 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. and counts as two Armour mods. • 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).Biotic Effects and Tech Talents. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. • This armour costs 4 to purchase. • -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. and counts as two Armour mods. Energized Weave Microprocessors wired into a combat suit can monitor vital functions and release small. • This armour costs 4 to purchase. Designed for heavy combat use. Energised Plating Mechanical augmentation increases the brute strength of the wearer. localised doses of medi-gel to accelerate the healing process.
and counts as two Armour mods. and counts as two Armour mods. This interface also provides resistance to toxic attacks. 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 agility checks. causing a -1 to Agility checks. The greater the capacitor storage.Kinetic Buffer (this prevents an opponent using the Consequence to your disadvantage). • +2 Shield bonus to Defense rating of armour. Medical Interface This mod draws on the user's stamina to boost their agility. the shield bonus from this mod is also negated. Medical Exoskeleton Specialised microprocessors wired into a combat suit monitor vital functions and release small. • This bulky armour mod decreases the power available to run other systems. • Any time the "Shields are Down!" tag is activated. localised doses of medigel to accelerate the healing process. • +3 to Defense rating of armour. • This armour costs 4 to purchase. combat suits rely on capacitors to store energy from a generator. • Chemical rounds are unable to confer the "Toxic Shock" aspect. • -1 to Stamina checks (this does not confer any changes to the Health stress track). • 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. • This armour costs 4 to purchase. • This very bulky armour mod decreases the power available to run other systems. 58 . • Any time the "Shields are Down!" tag is activated. maximising healing and minimising recovery times for the user. the more potent the barrier. • 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). • +1 to Agility checks. the shield bonus from this mod is also negated. Requires the Shield aspect on the armour to be installed. • Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. Shield Battery A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. • +2 Shield bonus to the Defense rating of the armour. • 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. causing a -2 to Agility checks.
• -1 to Harm. Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. Cryo Rounds 3. and causes a -2 penalty to Agility checks. Relying primarily on her Tech Training. +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. and become unreliable when dramatically necessary. Tali needs a weapon that she can rely upon if the battle gets too close. and a host of other toxins.) • 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. gases. • +1 to Biotic Training and Tech Training skill checks. • Chemical rounds are unable to confer the "Toxic Shock" aspect. 59 . Costs: Pistol 4. Tali knows that the Geth nearly always have shielded systems. • 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. May not be compelled two turns in a row. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes. Toxic Seals Sample Advanced Gear Specially-sealed body armour provides increased protection against radiation. 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. Here's a look at some of the possibilities. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod.Stimulant Pack Advanced Gear All weapon and armour gear starts at T3 across the board. • If installed on a weapon with a maximum range not exceeding 2. The prototype armour mods provide some of the better bonuses. 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. and that penetrating those shields is paramount. Although it has reduced stopping power. though they count as two mods instead of just one. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. removes the Thermal Clip stunt.
Costs: Armour 4. +2 bonus on armour defense the turn after "Taking Cover!". Combat Exoskeleton 4. 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. • . have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. Little tricks. Rail Extension: • +1 to Harm. a Krogan Battlemaster running in at a charge is terrifying beyond belief. ―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. Frictionless Materials: • +2 to Penetration. and cannot be applied to weapons with the "Civilian" aspect. Frictionless Materials 4. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . With enough protection to allow him to get up close and personal in a fight. Assisting this was his access to some of the best mods available. • +4 bonus to Defense rating of armour. and clears"Shields are Down!" tag automatically. AP Rounds 3. and knows that with correct field placement. negating the benefits of the "Lightweight" aspect. like the defense against Biotic Effects and Tech Talents. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. 60 . • Cost of this mod is 4.Garrus Vakarian's Sniper Rifle Manufacturer: Elanus Risk Control Equipment: Hammer class Sniper Rifle Base Stats: • Range: 3/5 • Harm: 4 • Penetration: 3 Aspects: • High Recoil • Thermal Clip • Advanced Optics Armour Piercing Rounds: • +1 Harm and +1 Penetration to synthetic targets such as the Geth. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". Wrex becomes a battlefield juggernaught. 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. • This armour costs 4 to purchase. He appreciates the ability to take down highly armoured foes from great distances. may be compelled for all sorts of scene effects. the awkwardness of his modified rifle should never become a deciding factor. and counts as two Armour mods. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4.) • Thermal Clip (weapon has the Aspect "Overheated" which may be compelled to prevent firing) • Advanced Optics (allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. No movement required to activate. Rail Extension 3.1 to Agility checks. unstoppable warrior. Costs: Rifle 4.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone.
• Cost of this mod is 4. clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. 61 . Frictionless Materials: • +2 to Penetration. and apply that to every target in an area. Costs: Rifle 4. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. applying its offensive roll to each target in a zone). knocking them all prone in the process. Improved Heat Sink 3. 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. This shotgun is able to double its Harm rating every turn. Frictionless Materials 4.Cerberus Defender Modified Shotgun Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Base Stats: • Range: 0/2 • Harm: 4 (8 when using Both Barrels) • Penetration: 0 Aspects: • Low Recoil • Thermal Clip • Dispersed Fire • Both Barrels (doubles Harm for next shot and tags ―Overheated‖ aspect until end of next round) • Limited Range Sledgehammer Rounds: • On a successful hit. Sledgehammer Rounds 3. • Both Barrels • Limited Range • On a hit. • -1 to Harm. and cannot be applied to weapons with the "Civilian" aspect. knocks targets over and confers "Knocked Prone" free tag. knocks the target over and confers the free taggable aspect "Knocked prone". Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra.
Any methods of advancing humanity's ascension are justified. Due to their widespread network. sabotage and assassination. including illegal or dangerous experimentation. and use modified shotguns (page 61). 62 . there are other races. This ensures that should one cell be compromised. Their core belief is that humans deserve a greater role in the galactic community. collecting bounties on escaped Tech criminals. Cerberus also runs several front corporations meant to fund and support their operations. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. or other dangerous nasties. Led by a mysterious figure known only as the Illusive Man. Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse. 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. the others would not be captured. Cerberus Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. which they don‘t just use against vehicles such as the M35 Mako. reporting regularly. • Cerberus Defenders: Found protecting research technicians. terrorist activities. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. they use powerful Throw attacks. ranging from political to scientific but all united under the common goal of advancing humanity. • Research Technicians: The technicians are normally Biotics. but believe history will vindicate them. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers. Husks. Each cell is led by an operative who reports directly to the Illusive Man. However. these snipers find cover and hit with Assassination. and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. but which has now gone rogue. Cerberus effectively has access to almost every settled system. Cerberus bases are usually guarded by the following forces: • Cerberus Commandos: Highly trained shock troops armed with assault rifles or pistols. Cerberus operates many other kinds of cells than purely para-military focused ones. major trade stop. • Cerberus Snipers: Often found indoors. or hunting rogue psychotic Asari purebred Biotics. Cerberus has operatives all over Citadel space and the Terminus Systems." and may have been edited by Cerberus agents to discourage casual explorers. though unarmoured. and colony in the galaxy. thus rendering the Illusive Man blind in those areas. Cerberus operatives accept that these methods are brutal. destroying Batarian pirate and slaving rings. they are rapidly deployed. They have also been described as a pro-humanity terrorist or paramilitary group. due to their activities. which includes Rachni (soldiers and workers).ADVERSARIES Apart from chasing after rogue Spectre agents. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. Cerberus is very well-funded. highly armoured.
The Geth are entirely synthetic creatures. • Geth Hopper: Cyberwarfare and ambush platform. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). 63 . and can utilise Carnage. • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. Has shielding but no rechargers. practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers. Some have a stunt that grants them the equivalent abilities of an Omni-tool. have access to Tech Talents. with the number of Talents equal to the skill rating. Attacks using the Geth sniper beam. Specialised for close quarters combat. has the ability to charge. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. Extremely resilient to small arms and ground vehicle fire. Geth encountered beyond the Veil will have programs developed equivalent to skills. Extremely strong armour and shields with recharger. and vary according to role. Has the Geth Shield Boost ability (treat as Ablative Armour). such as the Neural Shock Tech Talent. Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. • Geth Juggernaut: Similar to Geth Destroyers. and thus immune to effects that target only organics. Carnage (see page 20) and the ability to recharge shields. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. • Geth Rocket Trooper: Equipped with Geth pulse rifles. Utilize both disruptor and scram rockets heavy weapons platforms. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping). and Jamming. barriers. Geth barriers and capable of recharging shields. and Toxic rounds. shielding and rocket launchers. Capable of Radar Jamming but no shield recharging. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. Also possesses shields. specialised for long-range combat. Equipped with Geth pulse rifles and rocket launchers. Very strong shields and extremely resilient with shield recharger.Geth As described in the Racial Backgrounds section. • Geth Sniper: Armed with Geth sniper rifles and shielding. Capable of using Assassination (see page 20). Heavily shielded and very resilient with shield rechargers. Overload. Resilient to gunfire.
and the body generates an electrical charge. LOKI. once close enough. LOKI Mechs are incapable of any complex tactics. The Geth used a ship full of Husks. give off a powerful electrical blast which disables shields and causes massive damage. allowing their programs to be easily overridden and turned upon their owners. They possess a basic personality suite and are easily programmed for various security tasks. partly as a trap and partly as a warning to other organic races not to enter their space. commonly called MECHs. Unfortunately for those that encounter them. with an equivalent skill level of 3 ranks. and YMIR classes of mechanical infantry units. if marines try to recover their dead comrades – the Husks are released and attack. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. prior to determining whether the effects of the blast generate composure track shifts. The husks will charge at their enemies and. the dual "eye" on the unit turns from white to red. as an individual husk can only generate one electrical blast.Husks Husks are synthetic "zombies" created by the Geth. When the spikes are approached – say. never seek cover during a firefight. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. or where the use of organics for "around the clock" shifts is unfeasible. skin and water content are converted into cybernetic materials. Originally used by the Alliance for colony guard duty. blood is changed to a sickly green fluid. and is also the manufacturer of the FENRIS. and so on. huge spikes that Alliance marines have nicknamed "dragon's teeth". They count as both biological and synthetic creatures for the purposes of Tech Talents. Thereafter. they have also seen use in groups on the shiftier side of the law when raw manpower is needed. No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. the MSV Cornucopia. Over time the body's organs. typically as expendable assault units. MECHs Earth based weapons manufacturer HahneKedar has become a major supplier to the Systems Alliance military. A LOKI Mech that switches to its security protocols is easily identified. and their civiliangrade firewalls are insufficient to deal with modern hacking. though it is effective psychological warfare to make soldiers fight their own dead. variant weapon ammunition. there is never only one husk around. husks attack with a brawling skill level of rank 2. Many mercenary groups make extensive use of them. • 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. They have an inbuilt level of equivalent armour with a defense rating of 2. When a human is captured they are placed on impaling devices. 64 . Husks that reach the same zone as any character attack first with an electrical blast. often fielded by the Alliance.
altered. they are stunned by a taser device embedded in the 'head' of the FENRIS. When a FENRIS Mech is severely damaged.and drugsniffing dogs would. When attacking. limiting its movements to a slow. FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. noisy. Whilst it can fire its twin Cannons on the move however. the YMIR Mech has better firewalls than other models. the YMIR does have a few limitations. Heavily armoured and shielded. they are identifiable by their white armor and red lights. used in the same manner bomb. A major disadvantage to FENRIS Mechs. as they tend to constantly advance on enemies to engage at point-blank range. is that their software programming can be hacked. In order to fire either weapon. the mech will deactivate and remain stationary. and indeed to all mechs. If shot while in this deactivated state. For many humans. they are fitted with protective actuated shield covers. bringing the target down with its front legs in an animalistic pounce-like motion. or overridden by an experienced hacker. • YMIR Mech: The Battle YMIR Mech. the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. 65 . Despite its fearsome weaponry. is a massive killing machine designed for anti-infantry purposes. As a military model. or Model 34-A. these covers must open. After the target is struck. and FENRIS Mechs can be turned against those they are tasked with serving. They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. but is still vulnerable to hacking by dedicated hackers. the mech will explode. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions. Kinaesthetic programming is limited due to the complexity of the design. and have been seen deployed alongside LOKI Mechs. YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. To protect the workings of the weapon arms from small arms fire. walk and cannot attempt to climb steps. it must pause to fire rockets to ensure a stable launching platform. a FENRIS Mech will accelerate to a set speed and jump with its rear legs. giving warning to those able to see the mech.• FENRIS Mech: Like other mechs produced by Hahne-Kedar.
mercenaries will commonly raid remote outposts or unprotected starships when unemployed. Their use of Throw and Warp makes them dangerous. a biotic can be found amongst mercenary bands.a Turian group based on Omega. or protecting their employer's investments or operations. though are most commonly Turians. mercenaries tend to use superior weapons and armour. usually equipped with an assault rifle or a shotgun. smuggling tainted element zero. Able to field a variety of personnel to fulfil their contract. • Eclipse. • The Talons. 66 . Humans.Mercenary Organisations Mercenary bands operate throughout the Attican Traverse and the Terminus Systems. • Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers. Sometimes euphemistically referring to themselves as 'private security organisations'.a minor mercenary band. mostly wiped out by Council Spectre agent Saren Arterius. meaning their equipment is usually produced by a variety of manufacturers (unlike military forces. Mercenaries are usually found at their bases on remote worlds.a major mercenary corporation active in the Terminus systems. or by individuals who want protection or assassination services. They often have the ability to use Immunity. and line up for an Assassination shot. consisting exclusively of Krogan and Vorcha. They are usually hired by criminal organisations that require "heavy muscle".a 'private security' firm and one of the most powerful groups in the Terminus Systems. Mercenaries hail from all races and backgrounds. • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders. • Blue Suns. They control 20% of Omega. Batarians or Krogan. which prefer to select equipment from a single company). most fill one of the following roles: • Mercenary: The standard mercenary. • Mercenary Adept: Very occasionally. Given that their occupation requires them to be efficient and capable. they are usually lightly armoured.a pirate group that acts as the"muscle" of Omega. Notable Mercenary organisations • Blood Pack. • The Grim Skulls. Krogan mercenaries regenerate their shields particularly quickly in a fight. but they are lightly armed and armoured. and focus on vehicles such as the M35 Mako. • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher.
These tentacles are used to impale enemies . Rachni Queens are the largest and most intelligent of the species. The Rachni aren't as extinct as the galaxy had been led to believe. They normally inhabit extremely hazardous worlds. and rarely. 67 . they are effectively giant sized locusts intent on death and destruction of all sentient life around them. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). on difficult to terraform worlds. it will occasionally place a squad member in Stasis and appears to use a form of Barrier.the Rachni can use weapons but prefer to use these tentacles to impale their victims. the spacefaring Rachni were driven to expand and defend their territory. Rachni Queens are capable of possessing the minds of other Biotics. then its highly likely that other governments have as well. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. Defended by Brood Warriors who will die to protect them. They were eventually defeated and completely eradicated by the Krogan. The Rachni are territorial. causing heavy toxic damage. seen. causing heavy toxic damage which ignores shields. They are the 'elder males' of the hive that usually mate with the queen. Rachni soldiers are cunning and like to ambush their enemies.Rachni The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. and other hidden locations. using them as proxies to translate and communicate when necessary. They are most at home in vents and tunnels. able to survive environments that kill most sentient species. in fear of being plunged into another galactic war. It is also unique among Rachni in that it possesses some Biotic ability. Rachni Soldiers are slower. who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. It stands to reason that if the galaxy‘s newest spacefaring race. although its attacks inflict more damage. have encountered them. if ever. with thin tentacles ending in little pods. tending to the needs of the queen. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. It is said that they only attack when the hive is particularly strained for warriors. the humans. they respond with brutal force. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. but much larger creatures than Rachni Workers. Acting in swarms. they likely fill the niche occupied by drones in other hive species. they rush up to the squad and explode in suicide attacks. Should their territory be invaded on purpose or even by accident. Best handled at a distance. Bred in captivity away from a brood queen. Intelligent but highly aggressive. Given their name. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. They can also spit acid. The Brood Warrior has abilities comparable to a standard Rachni Soldier. they are quite fragile. determined to remain isolated from the rest of the galaxy. Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers.
only the head and tentacles erupt from the earth to attack. They live alone in nests spanning large areas underground. They can grow to be in excess of 30 metres tall above the ground. They can take a lot of damage and can be very hard to kill. and a new skill called Acid Spit. violent creatures that burst up from the ground without warning when disturbed. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets. thresher maws are immobile above ground. thresher maw spores appear on many worlds. mountains. and must wait one round between attacks to recharge their spit. Their attacks consist of spitting powerful viscous acid that splashes on contact. When moving underground. such as a crashed probe to draw unwary scavengers. Treat Thresher Maws as having an armour defense rating of 6. but there are some "stray" nests. They always attack the closest target. They have Natural Weapons as an apex skill. Due to their size. Owing to the nature of their attacks. They are enormous. and instead have an extended health track of 3dF+9 Thresher maws are solitary creatures. Fortunately. but can move incredibly quickly below. They may use their one free move to rise up or drop back underground. Threshers commonly have some sort of "lure" in their nest. thresher maws usually live in large flat open spaces on uninhabited planets. or valleys. They also have rank 4 skills agility. and are immobile when they raise up to attack. penetration 6. As a result. asteroids or moons with little or no atmosphere. Aggressive and highly territorial. with a range of 2/5. they can reach one additional zone with their claws when using their natural weapons. 68 . burrowing up from beneath their prey. Give them the following stunts: • Extended Reach: Due to their immense size. The body of an adult thresher maw never entirely leaves the ground. spread by previous generations of space travelers. yet are robust enough to survive prolonged periods in deep space and atmospheric reentry. and do not inhabit rolling hills. • Dauntless: Thresher Maws have no composure or wealth tracks. with a harm rating of 8 and must wait one round between attacks due to their size. identifiable only by their landscape profiles. with a body nearly twice that size beneath the surface. • Native Burrower: Thresher Maws never fully leave the ground they live in. and smashing with their claws in close range while emitting infrasound. the Thresher Maw cannot be targeted. and their burrowing style of movement. They reproduce via spores that lie dormant for millennia. and move if shifts are successfully generated against them. harm 8.Thresher Maws Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. or they may take an additional zone of movement when they take their free move when fully underground. two or three at most can be found on a single planet. and are a menace to any structures or vehicles in their nesting area. and their acid attacks as though the shields stunts don‘t exist. which is a combined combat skill and weapon. they completely ignore shields. 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.
To this day. Krogan Blood Pack mercenaries often sweep pockets of Vorcha. A common subgenus of varren has metallic silver scales. varren infestations have followed. gathering them up and literally beating them into soldiers. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. including Batarians – raise them as beasts of war. alternately fighting them for territory and embracing them as treasured companions. wild varren hunt in packs and are so vicious they'll even take on the Geth. the Vorcha constantly fight each other in fierce competition over basic necessities. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds. their continual lack of resources have kept Vorcha society extremely primitive. wreaking havoc with the native ecology. clannish. Even as their population grows. they are – like most life from Tuchanka – savage. hostile.Varren Varren are omnivores with a preference for living prey. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. Krogan – and some other species. Gaining even a few Vorcha gives a mercenary band a formidable advantage. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. savage species. and consummate survivors. Virtually everywhere the Krogan have been. The Krogan have had a love-hate relationship with varren for millennia. faster. Vorcha ―trained‖ by this ordeal are stronger. and more resilient than other members of the race. each additional Vorcha magnifies the gang‘s combat ferocity exponentially. Seeing the potential of the Vorcha's individual adaptability. Vorcha The Vorcha originate from a small. leading to the rather unusual nickname 'fishdogs'. Their supreme adaptability. smarter. However. 69 . With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw. 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. Originally native to the Krogan homeworld of Tuchanka.
Warships in Mass Effect are classified in one of four weight classes: Frigates. and Dreadnaughts. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. one man ships. usually fielded by carriers. and are limited in number to only a few operated by each member race. Carriers. • Dreadnaughts are the largest vessels in Council space. larger than anything else built by the council races. assigned a dedicated crew to operate all systems. Geth dropships are classed as Frigates. Crew must adhere to the standard operating procedures of the government. • Cruisers are firmly in the realm of T3 (23bp) ships. These terrors of the black are built at T5 (35 bp) or T6 (41 bp). Cruisers. • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" 70 . • Carriers are usually the same size as Cruisers at T3. is not important. so are well represented by the T1 (11 bp) level. spacecraft may not take the T4 Stunt "Dumps heat into another dimension". Spacecraft and Tech Levels Diaspora made the design decision that ship size. and built with 8bp. with severe consequences for variation from those limits so imposed. we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships. All ships of this type must take the Civilian stunt. The only ones who use an actual Beam weapon are the Reapers. Using this idea. Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system. for a hard sci-fi genre. New T0+ Spacecraft Stunts Government Subsidy Spacecraft with this stunt are officially part of the navy of the government.Space Combat Mini-Game Changes SPACECRAFT Knowing that Mass Effect is not set in the hard sci-fi genre allows us to tweak the Diaspora starship creation rules to align with the Space Opera ideas that big ships with lots of people and weapons are possible. • Frigates are designed at a level of T2 (17bp). New Spacecraft Stunts Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers. we have a quick and easy way to define and differentiate our ships. such as luxury cruisers. These behemoths are built at T4 (29 bp). we just say that they are limited by size. With this small tweak. so that instead of limiting ships build points by technology. or at T3 with a few sink stunts. thus Technology is the difference between ships. • Reapers are sentient ships. We can adjust this for our game. but use the optional rules for Fighters on page 228 of the main rules. depending on the individual size and age. cargo freighters and colony ships usually sport minimal or no weaponry. and have access to shipyard facilities that supply dedicated repair engineers. or T2 level for the larger designs. who use magneto-hydrodynamics to power them. • Fighters are small.
Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. Spacecraft can go to 'silent running' for around 2-3 hours. torpedos. and provides a +2 bonus to Heat Track as well as a +2 bonus to the Navigation check during the Detection phase of space combat. or drift passively through a system for days before having to vent and give away her position. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). 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.• • • • • • • • • • • • • • • • • • "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. and mass effect accelerated projectiles. This stunt also provides a +2 bonus to maintenance checks when at government facilities. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. See Diaspora page 69 for standard travel times. and provides a +1 bonus to V-Shift. or it will build up to levels capable of cooking the crew alive. Cost 1bp. and thus reserved for critical operations. and a +2 bonus to repair checks to remove consequences. These shields safely deflect small objects traveling at rapid velocities. Cost 4bp. This system does not operate during mass relay travel as the heat generated is too much to absorb. Requires the Tantalus Core Stunt. This affords protection from micro-meteorites. but the stored heat must eventually be radiated. whilst also powering the Internal Emissions Sink. Cost 2bp. New T1+ Spacecraft Stunts Mass Effect Drive The pinnacle of interstellar drive design. This experimental system may only be installed on spacecraft with a 71 . then divide those by ten. Cost 1bp. and allows ships to move ten times faster between their destinations for the same reaction mass. except when such consequences were gained when the aspect chosen above was tagged. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks. Cost: -1bp. a Mass Effect Drive is required to access the mass relay system.
she is optimised for solo reconnaissance missions deep within unstable regions. is a prototype "deep scout" frigate. and with the sponsorship of the Citadel Council Ship Class: Prototype "Deep Scout" Frigate Base Stats: • V-Shift: 4 • Beam: 3 • Torpedo: 1 • EW: 3 • Trade: 0 • Frame Track: 3 • Data Track: 4 • Heat Track: 4 Stunts: • Mass Effect Drive • Government Subsidy (Experimental Design) • Tantalus Drive Core (+1 to V-Shift) • Internal Emissions Sink (+2 Heat Track. using state-ofthe-art stealth technology powered by an experimental drive core. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. +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. 72 . fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. it is expected that a follow-up class incorporating "lessons learned" will be produced. nimble. Should the Normandy‘s design prove useful in field tests. 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.
bring down their kinetic barriers.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. these fighter craft work as a unit to jam the comms of any intruding vessels. A mix-up during the cruiser's construction left it with an unusually large drive core and engineers redesigned the ship around the excessive power source. 73 . and then cause them to catastrophically vent their atmosphere. Designed with killing much larger ships in mind. and +2 to to V-Shift for 4bp. 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. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. The Oversize Drive Core stunt provides a +1 bonus to the Heat track. explosive style. Cerberus fields its own defense ships around their secret research stations. 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.
or Armour. All normal rules for character association with units apply as per Diaspora page 192. Additionally. change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. and receive a -1 penalty to Camouflage next turn. colloquially called "shields". provide protection against most mass accelerator weapons. This stunt provides a +1 to Hand-toHand. the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour. this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately. Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. the Specialists gain an extra aspect ―Power Drained‖. the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals. Anti-Air. Additionally. 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. However. though. determined at creation. The unit receives +2 to this skill when used defensively. Additionally. this stunt grants +1 to the Signals skill of the unit. and +1 to one of Direct Fire or Anti Air. or Direct Fire. At the gaming table. there are a few ways Mass Effect characters can augment their assigned platoon. Biotic Specialist (Infantry) As fearsome as they are in direct combat. Shield Projector Kinetic barriers. while no less potent to their unit. There are no new platoon skills added in this section.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. Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. the infiltrators gain an extra aspect ―Power Drained‖. Tech Specialist (Infantry) Seizing control of the electronic battlespace. At platoon level. as well the ability to try to use a manouver to remove a free tag on an ally that is currently within Command range. Tech Infiltrator (Infantry) Using their jamming skills to great effect. Direct Fire. 74 . as well as +1 to one of the Signals or Camouflage skills. Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. as well as +1 to one of the Observation or Armour skills. At creation choose one of Armour or Hand-to-Hand. New Platoon Stunts The following stunts may be taken by any unit that meets the type restriction (if any). Whether on a starship or a soldier's suit of armour. the Defenders gain an extra aspect ―Power Drained‖. Command. the basic principle remains the same. Similarly. Platoon Creation Changes When constructing platoons. Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking.
allowing it to take off vertically and hover in place using minimum fuel. as it has no FTL drive. a high-altitude bomber. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. “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. Signals 2. Movement 1. The only role the Mantis cannot perform is that of a true deep-space fighter. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. Alliance Marines (T3 Infantry) Direct Fire 3.Example Platoons All platoons are created at tech level T3. the Grizzly has had a long career protecting its troops well. Command 1. Anti-Air 2. disrupting communications. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. Whilst slower and bulkier than its successor. Hand-to-Hand 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. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Proven Battle Taxi Overheated Weapons Alliance M29C Grizzly Command IFV (T3 Armour Leader) Armour 4. Direct Fire 3. First rolled off the assembly lines in 2170. a fighter. Armour 1. the M35 Mako. and was a bane against the Turians during the First Contact War. Movement 1. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. Observation 2. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. Direct Fire 3. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. Movement 1. Max Move +1 Scout: able to continue move when entering a zone containing an enemy Wireless: Command Range +1 Reach Out with Precision Fire Overheated Weapons Alliance M29 Grizzly Infantry Fighting Vehicle (T3 Armour) Armour 5. the Mantis remains in service in dozens of armies across the galaxy. The Mantis houses an element zero core which lightens the engines with a mass effect field. taking out support units and delivering marines to weak points in the enemy formations.
and their education from that point is dedicated to sharpening their mind and body for that sole purpose. Movement 3. Observation 2 Morale OO VTOL: Able to stay on map and move 1 zone Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Agile and Aggressive Overheated Weapons A61 Mantis Gunship . Movement 3. Movement 4. Armour 2. and a dancer's grace and alacrity. Armour 2. Armour 2. Bombing Run From Nowhere! Out of Ammunition (prevent Mine laying) Overheated Weapons (prevent Direct Fire) Asari Huntress Platoon (Asari Republics) • 2x Asari Commandos • 1x Asari Huntresses • 1x Asari Bodyguards • 1x Asari Matriarch • Platoon Fate: 6 FP Asari choose to be warriors at a young age. Movement 3.Ground Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. infiltration. 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. possessing profound tactical insight. 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. 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 . Armour 2. focused guerrilla strikes. A61 Mantis Gunship . they are adept at ambush. One-on-one. and assassination. a hunter's eye. depending on the tactics preferred in their town. a huntress is practically unbeatable. Huntresses fight individually or in pairs. demoralizing and defeating their enemies through intense.Shield Projector (TE): Armour +1 Boosters (TE): Movement +1 Highly Trained: Morale +1 Surprise! I'm Back! Overheated Weapons A61 Mantis Gunship – Bomber Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5.Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5.
Anti-Air 2. The Geth make perfect ambushers—"they don't move. Camouflage 1. 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. +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. Movement 2. Observation 2." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. +1 to Direct Fire. they don't even breathe. Geth can even be packed tightly into crates and left in storage. Direct Fire 3. Hand-to-Hand 3. Veteran 1. they may communicate their exact thoughts and ideas at the speed of light. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender. Direct Fire 2. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. 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 . they don't make noise. Veteran 1. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. Command 1. Armour 1. shutting down their power sources to stay undetected. This makes them extremely efficient in battlefield conditions. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3. Movement 3. Veteran 1. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Direct Fire 2. Armour 1. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Movement 2. The key element of Geth warfare is surprise. Morale OOO OOO O Geth Platoons All Geth are networked to each other.Biotic Specialist: +1 to Hand-to-Hand. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively. Armour 2. Camouflage 1. Direct Fire 1. +1 to Direct Fire. Movement 1.
which can be used to increase mass and provide greater traction. 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. Anti-Air 2. Geth Troopers (T3 Infantry) Hand-to-Hand 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. Armour 2. Observation 1. Movement 1. Geth Anti-Armour Platoon • 4x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP Be sure when assembling Geth Platoons to adjust them for the Leadership Stunt bonus. Signals 2. Direct Fire 2.Air2. Geth repair their morale using Signals instead of Command. Signals 2. Movement 1. It is equipped with microthrusters and a small element zero core. the M29 Grizzly. Though the interior is cramped. fell short of accomplishing.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. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. Morale OO Command Range: 2 Anti-Personnel Rounds (TE): Direct Fire +1 Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Relentless Automatons Overheated Weapons Geth Rocket Troopers (T3 Infantry) Direct Fire 3. Movement 2. which varies depending on which Leader is assigned to a Platoon. Observation 1. Observation 1. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. or reduce its mass for limited evasive or positioning manouvers. Direct Fire 2. and that they are extensively reliant on digital communication for interaction. 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 . Anti. Observation 1. Armour 3. Movement 2. It is designed to fulfill the role of rapid deployment that its predecessor. Armour 2. Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1 Geth Network: able to use Signals in place of Command Tactical Genius: Units in platoon ignore 1 extra zone of range when attacking Close Range Nightmare Overheated Weapons Relentless Killing Machine New Stunt: Geth Network (Geth only) Due to their synthetic nature. Armour 1.
+1 to Observation. additional aspect ―Power Drained‖ to remove these bonuses. and sabotage. These include a recon drone controller. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. Movement 1. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. Hand-to-Hand 2. assassination. reconnaissance. Signals 1. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . 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. Observation 2. 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. STG operators work in independent cells.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. Armour 3. Direct Fire 1. Direct Fire 3. Observation 3. STG Recon Unit (T3 Infantry) Camoflage 3. Movement 1. STG operators are brutally practical. Hand-to-Hand 2 Armour 1. Morale OO Command Range: 1 Scout: able to continue move when entering a zone containing an enemy Special Forces: not automatically spotted when it shares a zone with an enemy unit. 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. performing dangerous missions such as counterterrorism. infiltration. a mobile air defense platform. usually deployed by the Citadel Council. devoted to accomplishing their mission regardless of the cost involved to others or themselves.
Tech Defender: +1 to Command. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. additional aspect ―Power Drained‖ to remove these bonuses. +1 to Camouflage. Direct Fire 2.STG Infiltrators (T3 Infantry) Camouflage 3. I encourage you to create your own versions of these units. Armour 1. Tech Infiltrator: +1 to Armour. Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Always Has a Plan Overheated Weapons Command of the Airwaves Power Drained 80 . additional aspect ―Power Drained‖ to remove these bonuses. 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. Armour 2. Movement 2. Signals 1. Hand-to-Hand 1. Movement 3. Hand-to-Hand 2. 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. able to use manouver to remove free tag on ally in command. 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. Indirect Fire 1.
there are hard limits on what you can do and where you can go. 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. and Turians in the decision making process. no one in the wider galactic community had ever heard of humans. unpredictable. humans have an active role in galactic commerce and settlement. Hoping to expand their territory and driven by immense curiosity about the galaxy. encountering various alien races and establishing itself on the galactic stage. Humans are new to the galaxy A little over 35 years ago. Many races have petitioned for elevation to this status for a long time. battling aliens and making allies (and vice versa). Humans also discovered the mass relay network that threaded the galaxy. At the time of the first game. They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. 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. creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space. Humanity began its journey among the stars. as well as confronting the prevailing opinions of humans as intelligent. they began activating every mass relay they could find. Character creation works in a similar way. by its very nature as programmed entertainment. exploring ancient ruins and fabulous cities alike. Salarians. as well as how individuals choose to operate within. or outside. individualistic and thus. you get the chance to explore the galaxy. With the technology from these ruins. This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. Law and Order The Mass Effect games place strong emphasis on the theme of law and order in the galaxy. Taking control of a pivotal character in the events of the game. In this section. with steps designed to help link your characters to each other. our options are not so limited. beginning the First Contact War. This is the setting history established in the first Mass Effect game. which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry. there are many places that the reach of the council doesn‘t extend. highly adaptable. humanity learned the secrets of mass effect physics and element zero. Whilst you can explore hundreds of worlds across the series. as the structure of the Diaspora RPG cluster and character creation is designed to help you. 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. those confines. Whilst the Citadel is seen as the primary location of galactic rule. abnormally ambitious.Campaigns and Themes Mass Effect is set in the year 2183 CE. and are heavily petitioning for full member status in the Citadel Council. Cluster creation is intended for each player to suggest themes they‘d like to explore. Humans are still discovering what it takes to survive on these newly discovered worlds. to join the Asari. At the gaming table. unlocking faster-than-light travel. and some members of those races resent the appearance that humans are going to jump the queue ahead of them. such as 81 .
or even the elite Council Spectres. so too is the nature of how organics deal with synthetic intelligences. "all organics must destroy or control synthetic life forms". 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. a stunt or two. or stunt that interested you. or the corporate control of Noveria. these potentially disastrous outcomes are neither certain. Whether they are the biotic powerhouse Asari Huntresses. the covert and clandestine Salarian Special Tasks Group. exiled from their home planet by their own creations. The apex skill represents a significant investment in time. an ability or race. resources and attitude for the character. 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. The Quarian peoples are adrift in space. Just choose one. you can always begin by using one of those characters as a starting point to developing your own. many mercenary groups employ humans as hired muscle. 82 . Diaspora supports this style of play with its pyramid skill structure. take some time to decide why your character is so good at that particular skill. You can always fill in the rest as you play. 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. so they have no need to trade resources or information with them. ―Hacking Diaspora: Threats. The companion document to this rules hack. They have successfully incorporated humans into their structure to help with policing and patrol duties. Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. Unfortunately for the council races. Along these lines. this can be explored in the ways humans protect. 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. with them making up the largest of the minorities. C-Sec is a volunteer organisation. At the personal level. banning AI research almost entirely. the Geth. give ‗em that race. there is much appeal to playing highly competent beings breaking heads and taking names. and you‘re good to go.the iron fisted rule of the Asari crime lord Aria on Omega. skills or abilities your character needs. lest the same mistakes get made. when other inspiration is taking a while to surface. Partial Characters and Cool Stuff As you have read through this book. aspect. Tying into the first theme of humans being new to the galaxy. notably Blue Suns and Eclipse. When you are unsure what kind of aspects. name them. Conversely. the law. With only one skill at the Superb (+5) level. The Citadel Council heavily controls all research into synthetic intelligences. or circumvent. there are those who are sent in to do them. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. Organics vs Synthetics In the large scale. to provide protection to interests not necessarily desired by the Council. and Elite special operations groups are one place to develop them. and is always happy to take new recruits. they are all you need to begin to create a character. nor impossible to work around. from a synthetic point of view. However. The introduction of both a Geth character. Special Operations and Apex Skills When there are dangerous missions to perform. you have probably noted things of interest you‘d like to explore. An AI gives the view from the other side of the fence when it says that. Sometimes.
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.
Three or four combat skills. now militantly serve the Hanar Ponderous giants. If used two turns in a row. and overthrew. Lasts two turns. Throw Shift enemy one zone. Lasts three turns. slavers. Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. Primary Biotic Effects: Barrier +2 to own armour defense rating. Minimal combat training. modified by Bio-Amp Implant stunt. Lift Target floats helplessly.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. Tech specialist. Biotic and Combat skills not higher than rank 4. home is where the flotilla is. no combat skills. Tech and Combat skills not higher than rank 4. no Tech Training. Non-technical apex skill. Place aspect on target. emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. combat skills not higher than rank 3. Minimal combat training. adept at sneaky and subtle Public service peacekeepers. target takes one additional damage shift from any successful attacks. reliable and affordable equipment such as armour. Singularity Gravity sink. the Quarians Reptilian mercs and enforcers. 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. client race of the Turians Aggressive. New Skill: Biotic Training (Page 26) Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. Amphibious information seekers. Biotic and Tech Training skills not higher than rank 4. Place aspect on target. no Tech Training. Broken by the genophage Evicted by own AI creations. clannish primitives used as cannon fodder by mercs Towering. mono-gendered race of female appearance Pirates. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. Zone aspect. no Biotic Training. Place aspect on target. 84 . Warp -2 to enemy armour defense. no Biotic or Tech Training. Combat specialist. Stasis Target unable to move and takes no damage. Number of effects equal to skill training level. Combat Excellence stunt available with ranks in Tactics. Hate humans Rescued from their dying world. admired and distrusted equally Synthetic AI race created by. Conserves momentum. adaptive predators loyal only to the strongest Engineer Vanguard Sentinel Infiltrator Biotic specialist. other combat skills not higher than rank 3. no Biotic Training. Effects last until the next turn only unless otherwise specified. omnitools and bio-amps.
rounding up against other biologicals. L3-R Implant Max skill rank = 3 -1 to composure track. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. 85 . Advanced Biotic Effects (pages 27. Shockwave Requires: Lift or Singularity effect and Tactics skill. one composure or health damage cumulative per use. reducing any pass costs by 1. Unstable L2 Implant Max skill rank = 3. All zones affected must resist this attack. high priced and very difficult to acquire for most non-Turians. then next turn make a full turn move. Effects = Skill rank. Add 3dF to skill rank before combat to determine skill level. Effects = Skill rank. or +4 for having both. Finally. Unable to use another Biotic effect next turn. Spend one turn preparing this effect. Then. Place ―Slammed‖ aspect on target. Armax Arsenal Supplier of elite Turian military units. New Stunt: Bio-Amp Implant (Page 29) Modifies number of effects. Asari Biotic No implant required.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. those without Shielding have the Lifted effect applied to them. Add 1dF to skill rank before combat to determine skill level. If target is invalid. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. Effects = Skill rank L1 Implant Cannot take skill. apply Barrier to self. L3 Implant Max skill rank = 3 Effects = Skill rank. make a Close Combat check at +2 bonus for having one of the required effects. Place ―Biotic Shockwave‖ aspect if have Singularity. otherwise resolves at the end of turn. no effects avail. Effects = Skill rank +1. Unable to use this effect in consecutive turns. Make a Biotic check at +2 for one effect. No max skill rank. you are unable to act the following turn. or both if you possess both effects. then next turn gain a +2 bonus to armoured or synthetic target. Draw line on map from character (Tactics -1) zones in length. That target becomes immune to further Domination next turn. Younger than 300: are dying. Finally. May pay a FP to resolve the effect immediately. Spend one turn focussing on a target. Effects = 0 Stable L2 Implant Max skill rank = 4. must start again. may spend a FP to gain a defense bonus equal to half Medicine ranks. Effected targets with the Shielding stunt are unable to move next round. you are unable to act the following turn. or +4 for both. Their weapons and armour are high quality. If target was unarmoured biological. or Throw to target. L4 Implant Aspect: ―Occasionally Distracted by VI‖. Must not take free move. Slam Requires: Lift effect and one of Throw or Pull effects. Next. If 0. or a +4 bonus to unarmed biological target. They must then resist an attack equal to Biotic Training +2. Reave Requires: Warp effect and Medicine skill. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect. If >5. have no implant and cannot take skill. Effects = Skill rank. Dominate Requires: Stasis effect and Resolve skill.
and lasts 2 turns when activated.VARIANT RULES QUICK SHEETS Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold. May be taken multiple times to stack penalty. in same or adjacent zone to the character unless otherwise noted below. ending their turn if they fail. Must have at least 1 rank in Medicine skill. Target becomes immune to further Overloads next turn. Pen 2. starships. Combat Requires: Hacking Talent. NonLethal. Jamming -2 penalty to enemy alertness checks. 89) Repair New Skill: Tech Training Characters can have a total number of talents equal to number of ranks they have in the Tech Training skill. or passing through must roll their Stamina skill against the number of shifts. place ―Suppressed by Tech‖ aspect on appropriate target. All Tech Talents last for one turn. access secure systems. Advanced Tech Talents: Must also have Computer (space) skill. Must have at least 1 rank in Repair skill. Hacking Restrictions removed to allow repeated Hacking attempts on same target. All targets in the zone. On a success. Place ―Disorientated and Confused‖ taggable aspect on biological target. Elanus Risk Control Services A private security corp that can provide event security. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. bypass alarms. Advanced Requires: Hacking talent. Offensively. That target becomes immune to further Hacking next turn. Place ―System Rebooting‖ taggable aspect on synthetic target. Drone Stats: Range 0/1. Harm 2. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. 86 . to weapons and armour. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect. including Biotics. professional mercs. heat or toxic exposure. 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. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action. Substitute ranks in Tech Training for Repair skill rolls. Drone and Have-a-Thing: Combat Drone stunt. Substitute ranks in Tech Training for Medicine skill rolls. place a ―Frozen and immobilised‖ aspect on the zone for one turn. Decryption Unlock doors. etc. A mobile weapon platform at your command. Primary Tech Talents: Damping Use defensively to contest Biotic Effects. Must have at least 1 rank in Medicine skill. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. and to hack lone targets. Multiple Redundancy: Use my Tech Training. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent.
including possessing an appropriate weapon. Combat Excellence Requires: Energy Weapon skill of at least Rank 3. MG Immunity Once per scene.VARIANT RULES QUICK SHEETS Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain talent. On a success. absorbed by armour. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged. Overload Restriction removed to allow repeated Overload attempts on same target. Omni-Tool Manufacturers Manufacturer Aldrin Labs Ariake Technologies Armali Council Kassa Fabrication Serrice Council Sirta Foundation Elkoss Combine Spectre Gear1 Spectre Gear1 Spectre Gear1 (Page 50) Omni-Tool Bluewire Tool Logic Arrest Tool Nexus Polaris Savant Chameleon Tool Cipher Tool HMOT Basic HMOT Adv HMOT Master Note 1: See the Spectre Gear Options (page 49. and Armour with Shields stunt. excluding the user. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. and unshielded targets must resist 3 shifts of Composure damage. target takes Health damage of number of shifts. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. When neutralised. and no ranks in either Biotic Training or Tech Training. Their weapons are stock quality at best. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. after ―Shields are Down!‖ compelled. though their armour lines are generally recognized as above average. May also pay a FP to impair all attempts to attack or target you by -1 per level of Jamming you possess whilst it is active. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. but must still meet all other prerequisites. New Stunt: Combat Excellence (Page 34) This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. Advanced Requires: Overload talent. Tech Armour Requires: Hacking talent. Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. Unable to be used on successive turns against the same enemy. any level of Tactics skill. Armour bonus granted by Shields boosted by +3 when this talent is activated. 87 . Attacks reduce this bonus by 1 per shift. Base Jamming talent duration extends by 1 turn. the Tech Armour detonates. New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. 89) Hahne-Kedar Earth-based major supplier to the Systems Alliance military. Tactical Cloak Requires: Jamming talent.
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
Mostly Turians. Cost 2bp. Intelligent arachnid race with hive mind. Must also have one other high energy usage system (IES). 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). Batarians or Krogan. Mechanical robots used as supplementary guards. 91 . Cost 1bp. 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. Cybernetic zombies created by Geth from captured Biological races. and all travel times reduced by factor of 10. +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. except when aspect was tagged. Cost 4bp. +1 to V-Shift. Adaptable dangerous pests that hunt in packs.VARIANT RULES QUICK SHEETS Serrice Council An Asari consortium that manufactures the highest quality omni-tools and bioamps which are considered incredibly rare – and highly prized – items on the galactic market. Stealth system gives +2 bonus to Nav check in detection phase. or T6 (41 BP) Allows access to mass relay network. +2 bonus to repair checks to remove consequences. Huge solitary burrowing monsters with acid spit. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. Humans. Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. Additional aspect from list below (or similar). Synthetic AI race. Violent primitive race usually found in forgotten corners of dark places. sometimes used by Krogan Blood Pack mercenaries. Crew must adhere to SOPs. New T1+ Spacecraft Stunts (Page 71) Mass Effect Drive Tantalus Drive Core Internal Emissions Sink (IES) Civilian Spacecraft Frigates Spacecraft Tech Levels T1 (11 BP) (Page 70) T2 (17 BP). +2 to Heat Track. "Government Owned and Operated" aspect.
VARIANT RULES QUICK SHEETS New Platoon Stunts Shield Projector Biotic Defender (Infantry) (Page 74) Biotic Specialist (Infantry) +1 Tech Enhancement to Armour Choose one of Armour or Hand-to-Hand: +2 bonus when chosen skill is used defensively. +1 to one of Armour or Observation. +1 to Signals. Ability to try to use a manuover to remove a free tag on an ally that is within command range. which causes a -1 penalty to Camouflage the following turn. +1 to Armour and ―Power Drained‖ aspect. +1 to one of Camouflage or Signals. +1 bonus to one of Direct Fire or Anti-Air. Gain +1 spot marker after attacking with either of the two chosen skills. Geth repair their morale with Signals instead of Command. Tech Defender (Infantry) Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network +1 to Command and ―Power Drained‖ aspect. and get a -1 penalty to Camouflage next turn. +1 to Hand-to-Hand. 92 . and ―Power Drained‖ aspect.
93 .VARIANT RULES QUICK SHEETS Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Shunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Weapon Manufacturers (Page 48) Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. Elcor. This weaponry is always in demand for research purposes. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. but rarely differs substantially from other weapons of the same type. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. 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 are not available to other races. Note 2: See the Spectre Gear Options section on pages 49 or 89. and is here purely for reference and inspiration for aspects or plots. and Hanar all produce their own armour. but may be retrieved from defeated Geth.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.
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