HACKING DIASPORA TO

Variant rules and options to create adventures and characters in the MASS EFFECT setting using the Diaspora Role Playing Game.
By M.Gooding (Reaganstorme)

Document Version 2.0.2 MAY 2012

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Table of Contents
Introduction The Diaspora Mini-Games Fudge Dice The Ladder The Mass Effect Premise Setting Background Element Zero and the Mass Effect Cluster Creation Mini-Games Changes New System Stat – Order Character Creation Mini-Game Changes Racial Backgrounds Asari Batarians Drell Elcor Geth Hanar Humans Krogan Quarians Salarians Turians Virtural Intelligences and AIs Volus Vorcha Yahg Class Packages New Skills and Stunts Biotics New Skill: Biotic Training New Stunt: Bio Implant Omni-tools New Skill: Tech Training
New Stunt: Military Grade Omni-tool

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8 9 10 11 12 12 13 14 16 17 18 19 20 21 22 22 23 24 25 26 29 31 31 33 34 36 37 38 39 41 42 44 46 46 46 47 49

New T3+ Powered Armour Stunts New T3+ Energy Weapon Ammo New T3+ Energy Weapon Mods New T3+ Powered Armour Mods Sample Advanced Gear Adversaries Cerberus Geth Husks MECHs Mercenary Organisations Rachni Thresher Maws Varren Vorcha Space Combat Mini-Game Changes Spacecraft New T0+ Spacecraft Stunts New T1+ Spacecraft Stunts Sample Mass Effect Spacecraft Platoon Combat Mini-Game Changes Mass Effect Platoons New Platoon Stunts Example Platoons Alliance Marine Platoon A61 Mantis Multirole Gunship Asari Huntress Platoon Geth Platoons M35 ―Mako‖ IFV Salarian STG Platoons Other Platoons and Units Campaigns and Themes Blank Mass Effect Character Sheet Variant Rules Quick Sheets Open Game Licence 1.0a Gear Manufacturer Tables Weapon Manufacturers Bio-Amp Manufacturers Omni Tool Manufacturers Armour Manufacturers

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New Stunt: Combat Excellence Paragon and Renegade Emulation Option 1: Skill Progression Option 2: Status Tracks Sample Characters Garrus Vakarian Kaiden Alenko Dr. Liara T‘Soni Tali'Zorah nar Rayya Urdnot Wrex Personal Combat Mini-Game Changes Weapon Types Equipment New T3+ Energy Weapon Stunts Sample Weapons Spectre Gear Options

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others left as blank slates. PolkaNinja.TTF. For those looking for the font I used for the titles and headings. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds.wikia.html. Silent Wayfarer. As you can imagine. and that you undertake and enjoy the adventures that are waiting for you. Yook. and Stacie_gmrgrl. Mass Effect 2 and 3. zircher. and Propagandor for their comments and encouragement. Introduced to Diaspora by friends on RPG. Bioware could only put so much into the game. I acknowledge that Mass EffectTM and all related races. despite the available scope of the setting. Some things were hinted at. and are used in this document with Fair Use intent.com/. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License.net. Mass Effect told the story of a group of civilisations about to meet their doom. chiefly Brad J. EonTrinity. Please see the Licence section for further details. Matthew Gooding (Reaganstorme) May 2012 ACKNOWLEGDEMENTS I would like to thank the creators of Diaspora. HumAnoydd. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1. Their home page can be found here: http://www. rescuing colonists. I realised I had found a game system that would suit my needs. stunts. battling synthetic intelligences. don‘t be afraid to make up your own versions. Bioware’s Mass Effect and its sequels. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void. What you see here is the culmination of my efforts to blend the two. James the Dark. Travellingdave. Special thanks goes out to my playtesters. Murray (Halfjack). and more. and are not meant to challenge ownership of such ideas.com/. Also. the player trekked across the game setting exploring uncharted worlds. Barbacobra.net members Stevenls. gear or mods don‘t quite suit your game. fellow RPG.ea.ca/Diaspora/diaspora-srd. I hope you find this document useful. but if some of the sample aspects.Introduction Welcome to the updated version of my first attempt at system hacking. were fantastic games that begged to be explored. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version. prototype00. Assembling a group of champions. 4 . ChopSockey. I first had to find a system that could do it justice. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom. it‘s a freeware font called Slider. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. That‘s where VSCA Publishing’s Diaspora comes in.0a (see page 90).vsca. the process of taking an established setting and creating. which can be found here: http://www. Darth Illithid. Some text has been taken from the Diaspora System Reference Document. and can be found in their fantastic completeness here: http://masseffect.

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 could treat 1-2 as -. Aspects. successes and difficulties are rated by numbers or by the terms on the Ladder. 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. This yields a particular curve. The words are only applicable directly when a single character acts.46 16/81 19. Since an apex Skill is at level 5.35 4/81 4. this is functionally the same as rolling 4d3-8. Refer to the provided links if you wish further clarification of any rules based information. Each of these use fate dice. which yields a result between -4 and +4. in that the term Fair is replaced by Decent. two faces marked +. it is often the difference between two rolls that might determine the quality of success. Treating the -5 and 5 results as zero keeps the expected range though. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. with two faces marked -. and other elements from the FATE system but they each have other distinctions. and you have a total. and 5-6 as +. are single digits. through the invocation of Aspects. around which the game is built. when all things are considered. and then you compare against some difficulty level. While higher numbers are possible. 5 .75 0 1 2 3 4 19/81 23.95 1/81 1. most numbers in the game. Our Ladder here is slightly different from the Spirit of the Century Ladder.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. available on the Internet. THE LADDER +8: Legendary +7: Epic +6: Fantastic +5: Superb +4: Great +3: Good +2: Decent +1: Average +0: Mediocre -1: Poor -2: Terrible In FATE. in which a player roll is compared against a referee roll. results of 7 against 5 represent a decent success. 3-4 as blank. You roll your set of four fudge dice. with better chances for extreme results. If one is looking for appropriate adjectives to describe an action. which might be someone else's roll or might be a level imposed by the referee.24 -3 4/81 4. Without special dice. in an opposed roll. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD.95 -2 10/81 12. So. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. You add up the +s. subtract the -s.75 10/81 12. and two faces blank. you add an appropriate skill. A Fudge die is a d6.The DIASPORA Mini-Games Diaspora is a set of mini-games.35 -1 16/81 19. yielding a range from -4 to +4.

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

mass is decreased. 7 . The human Systems Alliance M35 Mako Infantry Fighting Vehicle's small element zero core can reduce the vehicle's mass enough to allow a safe drop from an orbiting spacecraft such as the SSV Normandy. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. this manifests as an occasional static shock when they touch metal or other people. whilst limited FTL is possible. In space. and plenty of scientific secrets still to be discovered. When the table sits down to create the cluster. we see the presence of technology everywhere. In manufacturing. to prevent the electricity discharging into the hull and causing catastrophic damage. the greater the magnitude of the dark energy mass effect. Ubiquitous Technology In the games. This requires intensive training. and protect starships in planetary orbit or during space battles. and both are susceptible to combat hacking. The military makes extensive use of mobility enhancing technologies. as with regular Diaspora T4 societies. With a positive current. this charge must be grounded at regular intervals. Some Biotics' talents are not strong enough to be offensively viable. who have jump started their technological creations and exploit Element Zero and mass effects themselves. It also means that most weaponry will be energy weapons. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. either by touching a planet surface or interacting with a planet's geomagnetic field. and each system can have several planetary systems reachable by ships. The ship is snapped back to sublight velocity. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. High-mass fields create artificial gravity and push space debris away from vessels. but can produce impressive offensive or defensive effects. the world of Mass Effect is on the brink of imminent collapse. mass is increased. and we never see any nontechnical races competing for resources. Even colonists have access to advanced tech. In starship drive cores. The stronger the current. the slipstreams become the links between the mass relays. while high mass compaction creates dense. The least developed of the races is humanity. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. For Biotics. Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. but all Biotics are sensitive to the presence of mass effect fields. the enormous excess energy shed in the form of lethal Cherenkov radiation. driving the Quarians from their homeworld and taking over. So. personal networks are everywhere. many Biotics can also create and manipulate their own mass effect fields. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. amongst a variety of other effects. This still gives us plenty of conflict to game. sturdy construction materials. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. and cybernetic implants. Whilst there are still advances to be made. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground.If the field collapses while the ship is moving at faster-than-light speeds. it's much more efficient to use the mass relays to navigate the galaxy. With a negative current. This reflects back to the Cluster generation mini-game quite easily. The Geth are a prime example of the doom that is pending with the development of AIs. the effects are catastrophic. low-mass fields permit the creation of evenlyblended alloys.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

That target is unable to act next turn and loses the applied aspect at the end of that turn. the player makes an attack against the target. the character is unable to act for one turn. 27 . After the attack.2 = +1 to defense. Higher pass costs must be eroded with shifts as normal. and if the target is still alive. but on an organic target instead. but only on a successful result against their defense. as well as Close Combat present in the skill pyramid. To use this Effect. After the attack. and applied to each separate border/barrier. Place a "Dominated" free tag on the target until the player's next turn. To use this Effect. the character must not attack. When the character attacks an unprotected organic. Next turn. The following round. place manouvers. less one from this Effect. or +2 against armoured or synthetic targets. with a bonus of +4 against unarmoured biological targets. which does not count toward the next use of this Effect. Dominate Prerequisites: Stasis Effect. the character must not attack. Next turn. whilst also giving a temporary defensive bonus when the power is used against unprotected organics. attuning themselves to their declared target. Reave Prerequisites: Warp Effect. place manouvers. The character applies the effects of the Throw Effect to the target if they have it. as well as Medicine present in the skill pyramid. the character loses all benefits and must start again. There must be multiple enemies present to activate this talent. move or reduce any barrier ratings for their current turn in preparation for their attack.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 may make a Close Combat check. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception. If the target is no longer valid. Charge Prerequisites: one of either Barrier or Throw Effects. the target becomes immune to further domination attempts. rank 5 = +3 to defense). the character can spend 1 FP to gain a bonus to their defense against attacks from other organics. place an "Immobilised and Helpless" aspect on the target. with the exception that they may ignore any border pass costs equal to 1. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. rank 3.4 = +2 to defense. This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1. and the benefits of the Barrier Effect to themselves if they have it. as well as Resolve present in the skill pyramid. they take a full turn move as per the standard rules (Diaspora page 102). At the end of the move. move or reduce any barrier ratings for their current turn in preparation for their attack.

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

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

this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. with many Battlemasters still alive today. There are no officially acknowledged side effects. 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. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. 30 . implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago. L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. and force police or military personnel to kill them to stop the devastating rampage. They spend those years in increasing levels of pain. with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years.L3 Implant A good. There is no restriction to the maximum rating of the Biotic Training skill. Also restricted to a maximum rating of the Biotic Training skill to 3. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI". They would make good candidates for L1 implants. Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities. before eventually going insane with the agony. if they could ever be convinced to do so. L3-R Implant Short for 'L3-retrofit'. stable implant.

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

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

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

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

Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. allowing them to rejoin the scene. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. the character takes enough stress to be Taken Out again. providing a brief. This consequence is additional to any that the character already possesses. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. or replace normal rounds for a variant ammunition type. As a combat action. and may be at any rating. huge bonus through overcharging. granting them more time to refine their actions. Once per scene.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. you may change out the ammunition used by your weapon. You may pay an additional FP next round to keep the returned character active in the scene but you no longer incur the consequence penalty. You may spend a Fate Point to confer a +4 bonus to the armour rating granted by your shields until the end of your next turn. The finely tuned senses of the user seem to slow down time around them. Until the ―Overheated‖ aspect is tagged. or the end of the scene occurs. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. armour with the Shields stunt. The character resumes their Taken Out status and the consequence is removed when any of the following conditions are met: no FP are spent to keep the character active. You may continue to pay a FP each round until the end of the scene to continue this effect. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. As a full round action. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. 35 . You may not use this ability in consecutive turns. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. when it then activates the ―Shields are Down!‖ tag on the armour. You may remove any current variant ammunition for normal rounds. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. Fortification reinforces armour when struck. Assign an aspect to the temporary consequence as usual.

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

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

SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. Due to his military training. This fresh perspective frequently contrasts against things his father demanded of him. However. aka CSec. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. discussions with his new friend. Under extreme time pressure. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. • "More to life than C-Sec" • "Finish the job once started" Phase Five . Commander Shepard and the crew of the SSV Normandy. but does have a lead he needs more time to follow. and were already as good as dead. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce. he has strong Tech Training skills. 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. described as a hot head who still thinks he can change the world and should 38 . as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing. He does refer to the world of his birth. and new Spectre. including his decision to accept his father's wishes in not taking Spectre training. and that he had a very by-the-book father. Denied. culminating in a disasterous situation. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs. • "Palaven was hot" • "Do it right or don't do it at all" Phase Two . • "Idealistic and Hot Headed" • "The one that got away" Phase Four .On Your Own Released from his obligations to others. and is at home on starships having useful gunnery skills.Sidetracked Assigned to investigate the claims by the human Systems Alliance of the destruction of one of their colonies by a rogue Turian Spectre agent named Saren. Garrus meets the humans assigned to the case. have more respect for the law. Using the Choosing Aspects Phase One . shown to be able to headshot an enemy under difficult conditions. before being recruited by Commander Shepard after deciding that he needed to quit C-Sec to continue without all the restrictions and regulations the official position forced on him. Garrus is now free to do things his way.Growing Up Not a lot is known of Garrus' past from the game. Garrus is told to drop the investigation. One of a thousand potential candidates for the Citadel's elite Spectre training.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. Garrus' father intervened to prevent him going. Garrus frequently got into heated arguments with his superiors over his methods. He attends the ship's landing craft as an engineer. • "Military Training" • "Father knows best" Phase Three . and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. Garrus is forced to admit that he has no proof. Palaven. and being a former C-Sec Investigator.Moment of Crisis Passionate about his job. He displays exceptional weapon skills. as being hot." We'll take these for our aspects. also becoming an Investigator.

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

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

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

• Rank 3: Agility, Communications(space), Survival • Rank 2: Charm, Computer(space), Navigation(Space), Tech Training • Rank 1: Assets, Bureaucracy,Culture/Tech(Asari Republics, Protheans), Medicine, Stealth Spending several decades looking for the faintest traces of a civilisation that vanished more than 50,000 years ago, Liara has developed skills to help her obsession, and to protect herself from those who think her an easy target just because she's alone. Choosing Stunts • Natural Biotic: Liara has spent considerable time on her Biotic abilities, and knows the Biotic Talents Throw, Lift, Warp, and Singularity. • Versatile Biotic: By spending one combat turn doing nothing else, Liara is able to swap out one Biotic Talent she hasn't used this scene for one of those listed here: Barrier, Stasis. • Military Grade Omni-tool: taken from slavers who thought they could handle her, Liara has added its capabilities to her own, learning First Aid and Electronics. Tracks • Health: OOO • Composure: OOO • Wealth: OOO O

Tali'Zorah nar Rayya

Initial Concept Tali'Zorah nar Rayya is a young Quarian engineer out in the galaxy on her Pilgimage, searching for a suitable gift to return to the Migrant Fleet.

Choosing Aspects Phase One - Growing Up Growing up on the Migrant Fleet, Tali learnt the history of her people, living the shame of a people outcast from their own worlds and removed from galactic politics due to their own hubris. A mechanical genius, Tali spent hours learning, tinkering, and playing with engines, computers and anything else that fascinated her. Life on the Rayya, with all her shipmates also her family, whilst cramped and noisy was a happy time for the young girl. • "Mechanical Genius" • "Never trust an AI" Phase Two - Starting Out As the daughter of the head of the Admiralty Board, the highest authority in the flotilla, hopes were high for a young Quarian about to embark on her pilgrimage. A rite of passage for all Quarians, the pilgrimage serves a few important services to the flotilla. Foremost is to keep the fleet in contact with the rest of the galaxy, with Quarian young adults exploring and discovering important information and technical discoveries that would be of use to the entirely shipbound population left behind. Secondly, it provides an outlet for the energy of youth, giving them space to grow and learn from their own mistakes without risking their precious ships, whilst also reducing the number of people the taxed shipboard environment systems must support. • "Family Expectations"

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• "Wanting to be valued" Phase Three - Moment of Crisis Curious, Tali's pilgrimage drove her to track down the Geth after hearing reports of their return from beyond the Perseus Veil. Isolating and disabling one, she retrieved its core memory module and discovered an audio file revealing the identity of the one who instigated the Geth attacks on Eden Prime. Fleeing to the Citadel, she attempted to sell the file in exchange for a hiding place before being ambushed by agents of the one behind the Geth attacks. Rescued by Commander Shepard, who has been trying to track down the information she was trying to sell, Tali gratefully plays the audio file in exchange for joining the Commander's team and stopping the Geth. • "Rage Against The Machines" • "Once Burned, Twice Shy" Phase Four - Sidetracked Taken aboard the SSV Normandy, Tali is amazed at the superior performance that the joint efforts of Human/Turian engineering have managed to get out of a ship so small. Spending her time aboard ship with Engineer Adams discussing technical specifications and performance curves, she quickly becomes unnerved by how quiet the ship is compared to the Flotilla ships. She comments that to a Quarian, a quiet ship means a dead engine or worse, a malfunctioning air filter and that it's like half the crew is missing. As the true extent of the mission she has joined is revealed, Tali shows a strong sense of duty, stating "Our Pilgrimage proves we are willing to give of ourselves for the greater good. What does it say about me if I turn my back on this?". • "Talkative when nervous" • "The Greater Good" Phase Five - On Your Own Integrated into the team of experts that Commander Shepard has been assembling, Tali never-the-less feels very young and inexperienced and hopes that she can prove herself worthy of such an important task. Returning to the flotilla to hide is no option when the entire fate of the galaxy is hanging by a thread, so the Geth must be stopped at all costs. • "Must Prove Myself" • "Stop the Geth" Choosing Skills Tali has a lot of technical skills, and has been trained in skills useful to her whilst on her

Pilgrimage. Using the Racial Background and Class Package options as guides, I picked her skills as follows: • Rank 5: Engineering(space) • Rank 4: Computer(space), Tech Training • Rank 3: EVA, Pilot(space), Repair • Rank 2: Close Combat(combat), Energy Weapons(combat), Resolve(track), Stealth • Rank 1: Art, Demolitions, Culture/Tech (Quarian Migrant Fleet, Geth), Science, Survival As suits her mechanical aptitude, all of her top six skills are engineering or space related. Whilst in the game she never needs to use her boot knife, it stands to reason that she probably knows how to use it. The rest of her skills reinforce her technical focus, and her love of art lets her appreciate the beauty in all things, especially music and brand new tech. Choosing Stunts • MG Omni-tool: Playing with spaceship engines and other systems almost from birth, Tali was given a Military Grade Omni-tool to take her skills to the next level. She knows Damping, Decryption, Electronics, and Energy Drain. • Quarian Machinist: Her Quarian background has given her special insight into Artificial Intelligences, granting her the Hacking Tech Talent. • Integral Equipment - Pressure Suit: Like all Quarians away from the Migrant Fleet, Tali possesses a pressure suit to protect her immune system and consequently has onboard equipment to help breathe. She may always act as though she has a pressure suit on, though does not gain the armour effects. Tracks • Health: OOO • Composure: OOO O • Wealth: OOO

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Urdnot Wrex
Initial Concept: Urdnot Wrex is a Krogan mercenary, a feared Battlemaster who blends Biotic powers with devastating firepower.

Wrex managed to escape the ambush, but not before sinking his knife deep into Jarrod's chest. • "Instinct for Traps" • "Last Krogan Standing" Phase Three - Moment of Crisis Realising the proud warrior culture that once valued courage, strength, and honour – values embodied by the Krogan Monument – had now been reduced to glorifying pointless violence, Wrex turned his back on the rest of the Krogan and left. Over the past three centuries, he has served no master but himself; working as a bodyguard, mercenary, soldier of fortune, and bounty hunter. Tales of his exploits have even made it as far as the Quarian Flotilla. Despite his brutish appearance, Wrex rarely loses his temper. The mere threat of his anger is usually enough to get what he wants. When his fury is unleashed, however, it is a truly terrifying sight. He doesn't speak often, but when he does his words are direct and often shockingly blunt — that tends to get people to listen. • "Been There. Done That. " • "Words Win Battles Too." Phase Four - Sidetracked Hired to kill a human male named Fist on the Citadel, Wrex initially teams up with Commander Shepard to get closer to his target, as Shepard is also looking for him to lead him to his true target. Once Wrex and Shepard deal with Fist, Wrex appreciates Shepard‘s professionalism. Sensing some deeper aspects to Shepard's case, Wrex decides to offer his services full time, feeling that a storm's coming, and Shepard and his target are right in the middle of it. • "Consummate Professional" • "Taste for Adventure" Phase Five - On Your Own Now part of Shepard's crew on a mission to save the galaxy, Wrex is interested in the team of specialists he's assembled, especially the other Biotics. As a Battlemaster, Wrex was deemed suitable for the surgery necessary for the program, so is respectful of their abilities. Keen to test himself against the biggest threat to the galaxy since the Rachni Wars, Wrex feels that there is no challenge he can't beat, and feels that given time there is even some hope for his people. • "Biotic Battlemaster" • "Hope For The Future"

Choosing Aspects Phase One - Growing Up Born into Clan Urdnot, Wrex quickly gained fame for his prowess in battle. He became a leader of one of the smaller Urdnot tribes while still a youth – the youngest Krogan to be granted the honour in a thousand years. After the Krogan Rebellions ended, most remaining Krogan tribes wanted to continue fighting, and most vocal of those was Wrex's father, Warlord Jarrod. Wrex had different ideas. He believed that the Krogan didn't have the numbers to go to war, and even if they did the genophage ensured they couldn't replenish their numbers quickly enough. Instead of battle, he led his tribe to focus on breeding, for at least one generation, and called for other tribes to follow. • "Born Battle Champion" • "Lead by Example" Phase Two - Starting Out Gradually, other Krogan tribes began to come around to Wrex's ideas. This angered the Warlord Jarrod, who decided to arrange a Crush (a meeting on neutral ground) with all of the tribes. Wrex, sensing it was a trap, reluctantly agreed. Wrex and his best warriors met with Jarrod's group in the Krogan ancestral burial grounds called the Hollows, a holy place among the Krogan where violence is forbidden. When it became clear to Jarrod that Wrex wouldn't agree with him, he signalled his men. They leapt from their hiding places and ambushed Wrex's warriors, cutting them down.

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

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

This shotgun has been rigged to take an extra shot for massive damage at the expense of immediately requiring cool down time.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. Manufacturer: Elanus Risk Control Equipment: Banshee class Assault Rifle Stats: Range: 1/3 Harm: 4 Penetration: 2 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Cost: 4 Standard issue to Turian military personnel. applying its offensive roll to each target in a zone. Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Stats: Range: 0/2 Harm: 4 (8 when using Both Barrels) Penetration: 0 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Dispersed Fire (weapon can fire as an Area of Effect weapon.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. and is available extensively. Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork. this is a basic assault rifle. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. 47 . 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.

Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. Note 2: See the Spectre Gear Options section on page 49. Instead. This weaponry is always in demand for research purposes. but for gaming purposes there is little need to differentiate one manufacturer from another due to the variability of weapons able to be created with the Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Skunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 energy weapon creation rules on page 233 of the Diaspora rulebook. 48 . Sample Weapon Manufacturers Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. use them to provide inspiration for colourful aspects such as ―Never been let down by an Armax‖ or ―As cool as Devlon Industries gear‖ and so on. but rarely differs substantially from other weapons of the same type. but may be retrieved from defeated Geth.

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

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

Booster Power Pack Transfer Aspect. armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. Shields require spending a fate point to recharge. Recharge Booster Transfer Aspect. Shields Sample Armour Manufacturer: Devlon Industries Equipment: Explorer line of Armour Stats: Defense: 5 Stamina Mod: +2 Agility Mod: 0 Aspects: Powered Armour (Stamina checks +2. ―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. Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn. Cost -1bp. Cost 1bp. this stunt provides more energy to run any systems that draw their power from the armour. "Taking Cover!" is cleared when the character moves. confers the taggable aspect "Taking Cover!". but cannot be spent on the same turn that "Shields are Down!" has been tagged. but until they do. Transfer Aspect. Provides a +2 bonus to agility checks. If available. the benefit of this stunt is also negated. using a mass effect field to protect the wearer. Requires the "Shields" stunt also.New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. 51 . Cost 1bp. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged.

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

All variant ammunition costs 3 to purchase. • -1 Penetration to targets with an armour defense rating greater than or equal to 2.New T3+ Energy Weapon Ammunition The variety of adversaries in the Mass Effect setting can be dealt with more easily by ensuring that you are using the appropriate ammunition. Armour Piercing Rounds Specifically designed to puncture metal. places a free taggable aspect "Massive Fireball!" around the target. Popular with pirates. • +1 Harm to targets with a 0 armour defense rating. +2 Pen to targets with an uncompelled Shields stunt. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. and can only be installed or removed from the weapon during the refresh phase of the game. Successful hits confer the free taggable aspect "Toxic Shock" to the target. 1dF zones away (yes. With nine different ammo types. these rounds are particularly effective against synthetic targets. • -1 Harm. • on an unsuccessful attack. • Harm of the weapon is reduced to 0. these rounds are particularly effective against living targets. activates the weapon's "Overheated" tag and extends it for one additional round. this could mean back in the attacking character's zone. Chemical Rounds Designed to detonate on impact. criminals and mercenaries. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. high explosive rounds have one major drawback: a massive increase in weapon overheating. They are similar in construction to hollow point rounds. • causes 2 additional shifts on a successful hit.capable of snap-freezing impacted objects. removes the Thermal Clip stunt. and provide +2 shifts if tagged by another player who successfully hits. these rounds are coated with a highly toxic compound. 53 .a mass of super-cooled subatomic particles . Ammunition must be purchased separately from weapons. • If installed on a weapon with a maximum range not exceeding 2. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn. Cryo Rounds New Variant Ammunition: Anti-Personnel Rounds Cooling lasers collapse ammunition into small Bose-Einstein condensate .) • if used in two successive rounds. there's plenty of opportunity for customisation. High Explosive Rounds Designed to shred flesh and other organic matter.

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

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

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

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

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

gases. and causes a -2 penalty to Agility checks. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. • Chemical rounds are unable to confer the "Toxic Shock" aspect. Relying primarily on her Tech Training. 59 . removes the Thermal Clip stunt. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes. Kinetic Stabiliser 3 Final Weapon Stats: • Range: 0/2 (Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. Tali needs a weapon that she can rely upon if the battle gets too close. Costs: Pistol 4. though they count as two mods instead of just one. May not be compelled two turns in a row. She also added the ammunition mod at the same time so that the weapon will never overheat. Here's a look at some of the possibilities. Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. 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.) • 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. Toxic Seals Sample Advanced Gear Specially-sealed body armour provides increased protection against radiation. Cryo Rounds 3. and that penetrating those shields is paramount. • If installed on a weapon with a maximum range not exceeding 2. • This mod confers the free taggable aspect "Overstimulated and Distracted" that may be compelled to remove the bonus to Biotic Training and Tech Training skill checks. Tali knows that the Geth nearly always have shielded systems. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. • +1 to Biotic Training and Tech Training skill checks. • -1 to Harm. and become unreliable when dramatically necessary. +2 Penetration to targets with an uncompelled Shields stunt. and a host of other toxins.Stimulant Pack Advanced Gear All weapon and armour gear starts at T3 across the board. Although it has reduced stopping power.

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

and apply that to every target in an area. 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. knocks targets over and confers "Knocked Prone" free tag. Final Weapon Stats: • Range: 0/2 • Harm: 3 (6 when using Both Barrels) • Penetration: 2 • Low Recoil (weapon can be fired without penalty in low gravity) • Improved Thermal Clip (has the Aspect "Overheated" which may be compelled to prevent firing. Frictionless Materials 4. applying its offensive roll to each target in a zone). knocking them all prone in the process. This shotgun is able to double its Harm rating every turn. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. Frictionless Materials: • +2 to Penetration. • Cost of this mod is 4. Costs: Rifle 4. 61 . • -1 to Harm. Sledgehammer Rounds 3. clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. • Both Barrels • Limited Range • On a hit.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. and cannot be applied to weapons with the "Civilian" aspect. Improved Heat Sink 3.

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

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

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

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

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

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

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

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

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

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

it is expected that a follow-up class incorporating "lessons learned" will be produced.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. 72 . first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. +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. nimble. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. except when "Experimental Design" was tagged) • Tantalus Drive Core • Internal Emissions Sink (+2 bonus to Nav check in detection phase) • Kinetic Barriers • Interface Vehicle (M35 Mako Infantry Fighting Vehicle) Aspects • Government Owned and Operated (Systems Alliance) • Experimental Design • Tough Little Spacecraft • Fast. Should the Normandy‘s design prove useful in field tests. 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. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. she is optimised for solo reconnaissance missions deep within unstable regions. codeveloped with the Turian Hierarchy. using state-ofthe-art stealth technology powered by an experimental drive core. is a prototype "deep scout" frigate.

Asari Cruiser “Cybaen” (T3) Manufacturer: Asari Republics Ship Class: Frontline War Cruiser Spacecraft Stats: • V-Shift: 4 • Beam: 4 • Torpedo: 2 • EW: 0 • Trade: 0 • Frame Track: OOO OOO • Data Track: OOO O • Heat Track: OOO OOO Stunts: • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal. Cerberus fields its own defense ships around their secret research stations. 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. and +2 to to V-Shift for 4bp. The Oversize Drive Core stunt provides a +1 bonus to the Heat track. explosive style. these fighter craft work as a unit to jam the comms of any intruding vessels. and then cause them to catastrophically vent their atmosphere. 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. Designed with killing much larger ships in mind. 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. bring down their kinetic barriers. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. 73 .

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

Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. The only role the Mantis cannot perform is that of a true deep-space fighter. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. Direct Fire 3. Signals 2. the M35 Mako. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. The Mantis houses an element zero core which lightens the engines with a mass effect field. no spot of enemy units required Battlefield Genius: platoon units gain Command Range +1 Command and Control of the Battlespace Overheated Weapons As Protective As a Papa Bear A61 Mantis Multirole Gunship (Citadel Races Only) The Gunship is driven by vectored-thrust engines. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . 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. as it has no FTL drive. and was a bane against the Turians during the First Contact War. the Grizzly has had a long career protecting its troops well. disrupting communications. 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. Movement 1. Anti-Air 2. Command 1. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect.Example Platoons All platoons are created at tech level T3. Observation 2. Hand-to-Hand 2. Whilst slower and bulkier than its successor. “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. Armour 1. Movement 1. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. Movement 1. Alliance Marines (T3 Infantry) Direct Fire 3. Direct Fire 3. First rolled off the assembly lines in 2170. a fighter. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. a high-altitude bomber. taking out support units and delivering marines to weak points in the enemy formations. the Mantis remains in service in dozens of armies across the galaxy. allowing it to take off vertically and hover in place using minimum fuel.

Armour 2. Movement 3. and their education from that point is dedicated to sharpening their mind and body for that sole purpose. demoralizing and defeating their enemies through intense. a hunter's eye. and assassination. infiltration. Movement 3. A61 Mantis Gunship . One-on-one. possessing profound tactical insight. Armour 2. focused guerrilla strikes.Ground Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. Movement 3. depending on the tactics preferred in their town.Shield Projector (TE): Armour +1 Boosters (TE): Movement +1 Highly Trained: Morale +1 Surprise! I'm Back! Overheated Weapons A61 Mantis Gunship – Bomber Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. Armour 2. 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. Direct Fire 2 Morale OO Interceptor: able to respond and act to enemy aircraft if on LAUNCH box 76 . and a dancer's grace and alacrity. 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. Movement 4.Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. 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.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 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 . Huntresses fight individually or in pairs. Like an army of ninja. they are adept at ambush. a huntress is practically unbeatable.

Observation 2. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Veteran 1. +1 to Anti-Air. Hand-to-Hand 3. +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender. Geth can even be packed tightly into crates and left in storage. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. +1 to Direct Fire. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Geth Infantry Platoon • 4x Geth Troopers • 1x Geth Juggernaught • Platoon Fate: 6 FP Geth Heavy Weapons Platoon • 2x Geth Troopers • 2x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP 77 . The key element of Geth warfare is surprise." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. Veteran 1. they may communicate their exact thoughts and ideas at the speed of light. Direct Fire 1. Command 1. Morale OOO OOO O Geth Platoons All Geth are networked to each other. Movement 2. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. Camouflage 1. Anti-Air 2. The Geth make perfect ambushers—"they don't move. 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. Direct Fire 2. Movement 3. +1 to Direct Fire.Biotic Specialist: +1 to Hand-to-Hand. Camouflage 1. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. Armour 2. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. Armour 1. they don't make noise. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. This makes them extremely efficient in battlefield conditions. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively. Armour 1. they don't even breathe. Direct Fire 2. Movement 1. Movement 2. shutting down their power sources to stay undetected. Direct Fire 3. Veteran 1. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3.

Observation 1. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. 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. Observation 1. Movement 1. Signals 2. Movement 1. or reduce its mass for limited evasive or positioning manouvers. Armour 2. and that they are extensively reliant on digital communication for interaction. Anti. Observation 1. fell short of accomplishing. Movement 2. Geth repair their morale using Signals instead of Command. It is designed to fulfill the role of rapid deployment that its predecessor. Morale OO Command Range: 2 Anti-Personnel Rounds (TE): Direct Fire +1 Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Relentless Automatons Overheated Weapons Geth Rocket Troopers (T3 Infantry) Direct Fire 3. Armour 3. Though the interior is cramped. Signals 2. Direct Fire 2. Armour 2.Geth Network: able to use Signals in place of Command Battlefield Genius: platoon units gain Command Range +1 Rocket Salvo Ready Out of Ammo Intimidating Bipedal Walker Geth Destroyer (T3 Infantry Leader) Hand-to-Hand 3. which varies depending on which Leader is assigned to a Platoon. the M29 Grizzly. Direct Fire 2. Armour 1.Air2. It is equipped with microthrusters and a small element zero core. 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 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 . an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. Observation 1. Movement 2. Signals 1 Morale OOO O Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1 Geth Network: able to use Signals in place of Command. Anti-Air 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. which can be used to increase mass and provide greater traction.

Armour 3. STG operators are brutally practical. STG Recon Unit (T3 Infantry) Camoflage 3.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. Movement 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. additional aspect ―Power Drained‖ to remove these bonuses. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. Handto-Hand 1 Morale O Command Range: 1 Max Move: 5 zones Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 Wireless: Command Range +1 Light Cavalry: Max Move +1 Tactically Flexible and Heavily Armed Overheated Weapons Make the following changes to the above stats for the following variant designs: • M35A Mobile Air Defence Variant Replace Direct Fire for Anti-Air Replace Infantry Carrier for Zone Effect • M35D Recon Drone Controller Replace Hand-to-Hand for Indirect Fire Replace Direct Fire for Observation Replace Infantry Carrier for Zone Effect • M38 Military Ambulance Variant Replace Direct Fire for Signals Replace Hand-to-Hand for Command Be sure to adjust these stats for Leadership stunts when added to a platoon. Armour 1. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . 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. STG operators work in independent cells. Movement 1. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. reconnaissance. usually deployed by the Citadel Council. These include a recon drone controller. infiltration. performing dangerous missions such as counterterrorism. and sabotage. devoted to accomplishing their mission regardless of the cost involved to others or themselves. Direct Fire 1. Hand-to-Hand 2 Armour 1. Observation 3. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. +1 to Observation. assassination. a mobile air defense platform. Observation 2. Signals 1. Alliance M35 Mako Infantry Fighting Vehicle (T3 Armour) Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Movement 4. Hand-to-Hand 2. Direct Fire 3.

or perhaps some of the ones on the list below: • • • • • • • • • • • • • • • • • • • Batarian Slavers Blood Pack Mercenaries Blue Suns Mercenaries Cerberus Mobile Infantry Council Spectres Drell Assassination Squad Eclipse Mercenaries Elcor Heavy Weapons Geth Armatures Husk Zombies Krogan Beserkers Krogan Biotic Battlemasters Mass Driver Orbital Artillery Quarian Commandos Quarian Engineers Rachni Swarms Thresher Maws Vorcha Irregulars Wild Varren Pack STG Cell Leader (T3 Infantry Leader) Command 4. Wireless: Command Range +1 Never Where You Thought They Were Overheated Weapons Power Drained Other Platoons and Units These are just a small sample of the potential types of units that can be created for the Platoon mini-game. able to use manouver to remove free tag on ally in command. 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 . Indirect Fire 1. Signals 1. Movement 3. Hand-to-Hand 1. Tech Defender: +1 to Command. additional aspect ―Power Drained‖ to remove these bonuses. Movement 2. +1 to Camouflage. 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. I encourage you to create your own versions of these units. Tech Infiltrator: +1 to Armour. Direct Fire 2. Hand-to-Hand 2. Armour 1. Armour 2. 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.STG Infiltrators (T3 Infantry) Camouflage 3.

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

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

0 83 .HACKING DIASPORA TO Name Race Homeworld Class/Concept Rank 5 Skill Rank 4 Skills Rank 3 Skills Cluster Known Biotic Effects Tech Talents Or Combat Excellence Abilities Health Rank 1 Skills Composure Wealth Aspects Mild Consequence Medium Consequence Severe Consequence Weapon Range Stunts Rank 2 Skills / Harm Pen Stunt Stunt Stunt Gear Armour Stunts Defense Rating Ammunition Effects HD2ME Character Sheet Ver 2.

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

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

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

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. including possessing an appropriate weapon. On a success. Armour bonus granted by Shields boosted by +3 when this talent is activated. and unshielded targets must resist 3 shifts of Composure damage. and Armour with Shields stunt. Tech Armour Requires: Hacking talent. but must still meet all other prerequisites. excluding the user. Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. 89) Hahne-Kedar Earth-based major supplier to the Systems Alliance military. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. New Stunt: Combat Excellence (Page 34) This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. MG Immunity Once per scene. target takes Health damage of number of shifts. absorbed by armour. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged. any level of Tactics skill. Advanced Requires: Overload talent. 87 . Tactical Cloak Requires: Jamming talent. Unable to be used on successive turns against the same enemy. Their weapons are stock quality at best. Base Jamming talent duration extends by 1 turn. Combat Excellence Requires: Energy Weapon skill of at least Rank 3. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal.VARIANT RULES QUICK SHEETS Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain talent. the Tech Armour detonates. and no ranks in either Biotic Training or Tech Training. New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. after ―Shields are Down!‖ compelled. Overload Restriction removed to allow repeated Overload attempts on same target. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. Omni-Tool Manufacturers Manufacturer Aldrin Labs Ariake Technologies Armali Council Kassa Fabrication Serrice Council Sirta Foundation Elkoss Combine Spectre Gear1 Spectre Gear1 Spectre Gear1 (Page 50) Omni-Tool Bluewire Tool Logic Arrest Tool Nexus Polaris Savant Chameleon Tool Cipher Tool HMOT Basic HMOT Adv HMOT Master Note 1: See the Spectre Gear Options (page 49. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. Attacks reduce this bonus by 1 per shift. When neutralised.

VARIANT RULES QUICK SHEETS
Advanced Combat Excellence Abilities: Adrenaline Requires: Alertness and Rush Agility skills. Spend a FP to gain a +3 to your next roll. You also gain +2 shifts to damage for any attacks you make until the beginning of your next turn. Unable to use this ability in consecutive turns. Concussive Requires: Science skill. Shot Spend a FP to replicate the effects of Sledgehammer rounds (page 54, 89) until the weapon‘s ―Overheated‖ aspect is tagged. Disruptive Requires: Repair skill. Shot Add +1 Harm to weapons with ammunition that impose penalties to the Harm rating of the weapon. Fortification Requires: Repair skill; Armour with Shields stunt. Spend a FP to gain a +4 shield bonus to Armour until the end of next turn, when it then activates the ―Shields are Down!‖ tag. Hot-Swap Requires: Agility skill. Ammunition As a full round action, change from normal rounds to a variant ammunition type, or from a variant back to normal. You may not switch one variant ammo for another variant without switching to normal rounds first. Unity Requires: Resolve and Oratory skills. Once per scene, you may spend a FP to grant a consequence (1/2/4) to an ally that has been Taken Out. This is in addition to any consequences they already possess. You take a penalty to all rolls equal to the consequence rating for the next round only. Assign an aspect to the consequence as usual. You may spend another FP next round to keep the character active in the scene, but you no longer incur the consequence penalty. The character resumes their Taken Out status and the consequence is removed when no FP are spent, they take enough stress to be taken out again, or the end of scene occurs. Haliat Armoury A smaller Turian weapons manufacturer that specializes in a line of basic level weapons that are actually of high quality.

Paragons and Renegades

(Page 36)

Option 1: Skill Progression Take both the charm and intimidation skills at tier five at character creation. During refresh phase, to promote either skill further, character must have used charm or intimidation skill at least the same number of times that they have ranks in it, and they must promote the one they have used more than the other. Option 2: Status Stress Tracks Characters gain two new stress tracks, one for tracking Paragon Status, the other for tracking Renegade Status. Both tracks start 6 boxes long, but may be modified by stunts. When Spin is obtained outside of a combat situation, you can spend the +1 Spin bonus on increasing one of your Status stress track levels. You should increase the Paragon track for good or positive actions that benefit others, and the Renegade track for conduct that is selfish or callous. When a track is full, you may generate a Status consequence (1/2/4) on that track, which doesn‘t count towards your maximum number of consequences. You can have only 3 Status consequences in total, one each of Minor (+1), Moderate (+2), and Severe (+4). Give the consequence an Aspect when created, and reduce the Status track by the rating. These consequences are only able to be tagged outside of combat (by anyone), and are removed once tagged by the player. Spin generated when Status aspects are tagged by the player do not count towards further Status stress.

New Status Stress Track Stunts
Heightened Reputation Cult of Personality Lasting Reputation
(Page 37)

Reduce one Status Stress Track to 5 boxes. You may only take this Stunt once. Status Consequences are rated 2/3/4 instead of 1/2/4. You are able to bank one additional Minor (+1) Status consequence.

88

VARIANT RULES QUICK SHEETS
Jormangund Technology A rising Human corp that pursues aggressive integration of alien technologies. Makes advanced optical computers and AI "blueboxes", as well as superior environmental hazard armour

New T3+ Energy Weapon Ammo
(Page 53)

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

Weapon gains ―Overheated‖ taggable aspect; Cost -1bp. Both Barrels/ Doubles Harm and activates Double Tap ―Overheated‖ tag; Cost 1bp. Advanced Reduced penalty of -1 for firOptics ing outside min/max range; Cost 1bp. Limited Weapon unable to be used Range outside min/max ranges; Cost -1bp.

Spectre Gear Options
Costs Weapon Creation Bio-Amps and Omnitools

(Page 49)

Basic Spectre gear costs 5; Adv Spectre gear costs 6; Master Spectre gear costs 7. Basic: +1bp bonus; Adv: +1bp bonus and Advanced Optics stunt; Master: +2bp bonus. Spectre rated gear increases the numerical values of stunts; Basic: one Effect variable; Adv: two Effect variables; Master: three Effect variables.

New T3+ Powered Armour Stunts
(Page 51)

Shields

Recharge Booster

Booster Power Pack

"Shields are Down!" compellable aspect causes -2 to armour defense. Fate point to recharge. Cost -1bp. "Taking Cover!" taggable aspect removes tagged Shields aspect if character doesn‘t move; Further +2 bonus to defense next turn if they stay stationary. Cost 1bp. Provides a +2 bonus to agility checks. When ―Out of Juice‖ tagged, negates this bonus. Cost 1bp.

All variant ammunition costs 3 to purchase. Anti+1 Harm to armour rating 0; Personnel -1 Penetration when armour rating greater/equal to 2 Armour Pierc- +1 Harm and +1 Pen to ing synth; +1 Pen to non-synth targets with armour gr/eq 4 Incendiary On hit causes +1 shift to all successful attacks; Extends "Overheated" tag for one extra turn after compelled. Cryo -1 Harm, +2 Pen to targets with uncompelled Shields; Removes Thermal Clip stunt if max range eq/less 2. High Explosive Free taggable aspect "Massive Fireball!" on target and 2 extra shifts on hit; Free taggable aspect "Massive Fireball!" 1dF zones away from intended target on a miss; If used for two consecutive turns, activates and extends "Overheated" tag for one extra turn Sledgehammer Free taggable aspect "Knocked prone" on hit. Phasic -2 Harm, +3 Pen to targets with uncompelled Shields; -2 Harm to targets with tagged shield aspect or without any shields on armour Chemical Harm reduced to 0; Free taggable aspect "Toxic Shock" on hit; +2 shifts if tag is used by another player who hits. Radioactive +1 Harm to Biotic Training and/or Tech Training skills; Mild consequence "Radiation Poisoning" on damage; Biotic and Tech Training skill +2 to target difficulty level if character has "Radiation Poisoning". Kassa Fabrication No expense is spared by this Human corp, as the exorbitant cost of their products show, which include weapons, armour and omni-tools.

89

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

All weapon mods cost 3 to purchase unless otherwise stated. Combat +1 to alertness when wearing Scanner powered armour; stacks with sensors aspect; -1 to Agility checks. Frictionless +2 Penetration; Materials Cost 4; must not be Civilian. High Caliber +2 to Harm; "Low Recoil" Barrel swapped for "High Recoil"; Improved "Overheated" clears half a turn Heat Sink faster than normal; -1 Harm. Kinetic Coil +4 Penetration; After every use, user gets free taggable aspect "Knocked prone" unless rolls +1 on 1dF. Kinetic Reduced penalty of -1 for firing Stabiliser outside min/max range; -1 Harm. Rail +1 Harm; Extension - 1 to Agility checks. Recoil "High Recoil" swapped for Damper "Low Recoil"; -1 to Harm Scram Rail +3 Harm; after every use, auto activates "Overheated" unless rolls +1 on 1dF; Overrides any other improved Thermal effect.

Exoskeleton First Aid Interface Hardened Weave Kinetic Buffer Kinetic Exoskeleton

+2 to Close Combat checks. Combat action disables the first free tag on the Health stress track +2 protection against Biotic/Tech; -1 penalty to Defense +1 to Agility checks; -1 to Stamina checks only +2 Shield bonus to Defense; +1 to agility checks. "Shields are Down!" tag also disables shield bonus; "Servo Lockup" tag prevents the user from applying any manouver aspects to scene; Costs 4 and counts as 2 mods. +3 bonus to Defense; Combat actions disable the first 2 free tags on Health stress track; -2 to Agility checks; "Software Crash" tag prevents movement this turn; Costs 4 and counts as 2 mods. Combat action disables the first free tag on the Health stress track. "Toxic Shock" aspect from Chem Rounds can‘t be applied, Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills; -1 to Agility checks. +2 Shield bonus to Defense "Shields are Down!" tag also disables shield bonus; +1 to Biotic/Tech skill checks; "Overstimulated and Distracted" tag negates Biotic/ Tech bonus and causes -2 to Agility checks; Tag cannot be compelled 2 turns in a row. "Toxic Shock" aspect from Chem Rounds cannot be applied; Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills; Environmental based aspects are unable to be used against the user of this mod. Rosenkov Materials A Human corp that has forged a reputation as one of the premier armour manufacturers in Citadel space.

Medical Exoskeleton

Medical Interface

New T3+ Powered Armour Mods
(Page 56)

All armour mods cost 3 to purchase unless otherwise stated. Ablative +4 bonus to Defense; Coating Shifts against armour reduces bonus by 1 for every two shifts. Armour +4 bonus to Defense; Plating "Cracked Plates" tag only free after first turn of combat Combat "Very Heavy" negating any Exo"Lightweight" aspect; skeleton +4 bonus to Defense; +1 protection from Biotic/ Tech; Costs 4 and counts as 2 mods. Energised +6 bonus to Defense; -2 to AgilPlating ity checks; "Power Glitches" tag negates bonus and penalty; Costs 4 and counts as 2 mods. Energised +4 defense vs Biotic/Tech; Weave -2 penalty to Defense; -2 to agility checks; "Power Glitches" tag negates bonus and penalties; Costs 4 and counts as 2 mods.

Shield Battery Stimulant Pack

Toxic Seals

90

Violent primitive race usually found in forgotten corners of dark places. Adaptable dangerous pests that hunt in packs. Must also have one other high energy usage system (IES). 91 . Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. New T0+ Spacecraft Stunts Government Subsidy (Page 70) Adversaries Cerberus Geth Husks Mercenaries MECHs Rachni Thresher Maws Varren Vorcha (Page 62) Official part of government navy. Batarians or Krogan. Stealth system gives +2 bonus to Nav check in detection phase. Cost 2bp. 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). "Government Owned and Operated" aspect. Humans. Intelligent arachnid race with hive mind. Cost 1bp. or T6 (41 BP) Allows access to mass relay network. Cost 4bp. +2 bonus to repair checks to remove consequences. +1 to V-Shift. +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. Mostly Turians. +2 to Heat Track. except when aspect was tagged. New T1+ Spacecraft Stunts (Page 71) Mass Effect Drive Tantalus Drive Core Internal Emissions Sink (IES) Civilian Spacecraft Frigates Spacecraft Tech Levels T1 (11 BP) (Page 70) T2 (17 BP). sometimes used by Krogan Blood Pack mercenaries. Mechanical robots used as supplementary guards. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. Cybernetic zombies created by Geth from captured Biological races.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. and all travel times reduced by factor of 10. Additional aspect from list below (or similar). Huge solitary burrowing monsters with acid spit. Crew must adhere to SOPs. Synthetic AI race.

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

VARIANT RULES QUICK SHEETS Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Shunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Weapon Manufacturers (Page 48) Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. and are not available to other races. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. but may be retrieved from defeated Geth. but rarely differs substantially from other weapons of the same type. This weaponry is always in demand for research purposes. and Hanar all produce their own armour. 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. Elcor. 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. Note 2: See the Spectre Gear Options section on pages 49 or 89.2 Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes Note 1: Volus. 93 .

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