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Variant rules and options to create adventures and characters in the MASS EFFECT setting using the Diaspora Role Playing Game.
By M.Gooding (Reaganstorme)
Document Version 2.0.2 MAY 2012
Table of Contents
Introduction The Diaspora Mini-Games Fudge Dice The Ladder The Mass Effect Premise Setting Background Element Zero and the Mass Effect Cluster Creation Mini-Games Changes New System Stat – Order Character Creation Mini-Game Changes Racial Backgrounds Asari Batarians Drell Elcor Geth Hanar Humans Krogan Quarians Salarians Turians Virtural Intelligences and AIs Volus Vorcha Yahg Class Packages New Skills and Stunts Biotics New Skill: Biotic Training New Stunt: Bio Implant Omni-tools New Skill: Tech Training
New Stunt: Military Grade Omni-tool
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8 9 10 11 12 12 13 14 16 17 18 19 20 21 22 22 23 24 25 26 29 31 31 33 34 36 37 38 39 41 42 44 46 46 46 47 49
New T3+ Powered Armour Stunts New T3+ Energy Weapon Ammo New T3+ Energy Weapon Mods New T3+ Powered Armour Mods Sample Advanced Gear Adversaries Cerberus Geth Husks MECHs Mercenary Organisations Rachni Thresher Maws Varren Vorcha Space Combat Mini-Game Changes Spacecraft New T0+ Spacecraft Stunts New T1+ Spacecraft Stunts Sample Mass Effect Spacecraft Platoon Combat Mini-Game Changes Mass Effect Platoons New Platoon Stunts Example Platoons Alliance Marine Platoon A61 Mantis Multirole Gunship Asari Huntress Platoon Geth Platoons M35 ―Mako‖ IFV Salarian STG Platoons Other Platoons and Units Campaigns and Themes Blank Mass Effect Character Sheet Variant Rules Quick Sheets Open Game Licence 1.0a Gear Manufacturer Tables Weapon Manufacturers Bio-Amp Manufacturers Omni Tool Manufacturers Armour Manufacturers
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New Stunt: Combat Excellence Paragon and Renegade Emulation Option 1: Skill Progression Option 2: Status Tracks Sample Characters Garrus Vakarian Kaiden Alenko Dr. Liara T‘Soni Tali'Zorah nar Rayya Urdnot Wrex Personal Combat Mini-Game Changes Weapon Types Equipment New T3+ Energy Weapon Stunts Sample Weapons Spectre Gear Options
and are not meant to challenge ownership of such ideas. What you see here is the culmination of my efforts to blend the two. Please see the Licence section for further details. but if some of the sample aspects. PolkaNinja. were fantastic games that begged to be explored. Mass Effect told the story of a group of civilisations about to meet their doom.net members Stevenls. others left as blank slates. and are used in this document with Fair Use intent. That‘s where VSCA Publishing’s Diaspora comes in. chiefly Brad J.TTF. EonTrinity. HumAnoydd. Introduced to Diaspora by friends on RPG. ChopSockey. Matthew Gooding (Reaganstorme) May 2012 ACKNOWLEGDEMENTS I would like to thank the creators of Diaspora.com/. Some text has been taken from the Diaspora System Reference Document. battling synthetic intelligences.0a (see page 90).ea. it‘s a freeware font called Slider. Assembling a group of champions. fellow RPG. Barbacobra. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version. I first had to find a system that could do it justice. Yook. Special thanks goes out to my playtesters. prototype00. Also. I acknowledge that Mass EffectTM and all related races. Their home page can be found here: http://www. which can be found here: http://www. and can be found in their fantastic completeness here: http://masseffect.Introduction Welcome to the updated version of my first attempt at system hacking. For those looking for the font I used for the titles and headings. rescuing colonists. and Propagandor for their comments and encouragement. James the Dark. I hope you find this document useful. despite the available scope of the setting. the process of taking an established setting and creating. the player trekked across the game setting exploring uncharted worlds.com/.vsca. and more. and that you undertake and enjoy the adventures that are waiting for you. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. Darth Illithid.wikia. Some things were hinted at. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom. stunts. Silent Wayfarer. Mass Effect 2 and 3.ca/Diaspora/diaspora-srd. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License.html. 4 . I realised I had found a game system that would suit my needs. gear or mods don‘t quite suit your game. don‘t be afraid to make up your own versions. Murray (Halfjack).net. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void. zircher. Bioware could only put so much into the game. As you can imagine. Bioware’s Mass Effect and its sequels. and Stacie_gmrgrl. Travellingdave. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds.
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. most numbers in the game. So. While higher numbers are possible.The DIASPORA Mini-Games Diaspora is a set of mini-games. with two faces marked -. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter.95 -2 10/81 12. in an opposed roll. this is functionally the same as rolling 4d3-8. and then you compare against some difficulty level. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. you add an appropriate skill. through the invocation of Aspects. in which a player roll is compared against a referee roll. you could treat 1-2 as -. You roll your set of four fudge dice. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. Since an apex Skill is at level 5. yielding a range from -4 to +4. and you have a total.75 0 1 2 3 4 19/81 23.35 -1 16/81 19. If one is looking for appropriate adjectives to describe an action. when all things are considered. and other elements from the FATE system but they each have other distinctions. Each of these use fate dice. available on the Internet. Refer to the provided links if you wish further clarification of any rules based information. Aspects.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. The words are only applicable directly when a single character acts. subtract the -s. This yields a particular curve.35 4/81 4. around which the game is built. successes and difficulties are rated by numbers or by the terms on the Ladder. are single digits. A Fudge die is a d6. and 5-6 as +. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. You add up the +s. which might be someone else's roll or might be a level imposed by the referee. and two faces blank. two faces marked +.75 10/81 12. in that the term Fair is replaced by Decent. 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. results of 7 against 5 represent a decent success. which yields a result between -4 and +4. 3-4 as blank. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. Treating the -5 and 5 results as zero keeps the expected range though.95 1/81 1. with better chances for extreme results. 5 . Without special dice. Our Ladder here is slightly different from the Spirit of the Century Ladder. it is often the difference between two rolls that might determine the quality of success.46 16/81 19.24 -3 4/81 4.
skilled navigators are able to propel the ships light-years in only a few hours. and the usages of their Element Zero based technologies. dubbed the Protheans.000 years ago. 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. allowing higher rates of acceleration. allowing them to tap into dark energies to reduce their mass. are not in-fact the creators of the mass relays scattered through the galaxy. ELEMENT ZERO AND THE MASS EFFECT Element Zero ("Eezo") When subjected to an electrical current. An advanced hybrid race of sentient synthetic/organic warships. or military antiproton drive) in addition to the FTL drive core. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. 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. and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. allowing high speed travel with negligible relativistic time dilation effects. With only a core. In particular. were the Reapers. emits a dark energy field that raises or lowers the mass of all objects within it. FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. the Reapers provide the building blocks for their next harvest. In fact. the rare material dubbed element zero. economy ion engine. all currently discovered uses for element zero based effects generate a heat debt that must be managed. Starships still require conventional thrusters (chemical rockets. and that the time to feed has come again. 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. Very massive ships or very high speeds are prohibitively expensive. or "eezo". In the Mass Effect setting. The last such galactic extinction event happened approximately 50. a ship has no motive power. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. By leaving the mass relays. Using the energy field created by the mass relays. behind them when they again leave for millennia. the idea of technological advancement to the point of collapse is here. from generating artificial gravity to manufacturing highstrength construction materials. Navigation is only possible between relays. This effectively raises the speed of light within the mass effect field. but the latest in a long line of intelligent races to unlock the secrets of their use and discover their purpose. the Reapers wait for the coded signal from their keepers that technology is progressing. and their focus. The Citadel. the last great technological society. with a few catches. commercial fusion torch. and the heat debt acquired by interstellar travel. It is most prominently used to enable faster-than-light space travel. slumbering in hibernation. 6 . This "mass effect" is used in countless ways. as are limited FTL routes.
sturdy construction materials. For Biotics. In manufacturing. The ship is snapped back to sublight velocity. and both are susceptible to combat hacking. This still gives us plenty of conflict to game. It also means that most weaponry will be energy weapons. This requires intensive training. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. but all Biotics are sensitive to the presence of mass effect fields. With a positive current. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. Ubiquitous Technology In the games. Whilst there are still advances to be made. Some Biotics' talents are not strong enough to be offensively viable. mass is decreased. as with regular Diaspora T4 societies. low-mass fields permit the creation of evenlyblended alloys. many Biotics can also create and manipulate their own mass effect fields. So. this charge must be grounded at regular intervals. and cybernetic implants. High-mass fields create artificial gravity and push space debris away from vessels. The military makes extensive use of mobility enhancing technologies. but can produce impressive offensive or defensive effects. personal networks are everywhere. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. the world of Mass Effect is on the brink of imminent collapse.If the field collapses while the ship is moving at faster-than-light speeds. it's much more efficient to use the mass relays to navigate the galaxy. amongst a variety of other effects. while high mass compaction creates dense. mass is increased. Even colonists have access to advanced tech. the greater the magnitude of the dark energy mass effect. 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. In space. the enormous excess energy shed in the form of lethal Cherenkov radiation. The least developed of the races is humanity. who have jump started their technological creations and exploit Element Zero and mass effects themselves. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. In starship drive cores. driving the Quarians from their homeworld and taking over. to prevent the electricity discharging into the hull and causing catastrophic damage. and we never see any nontechnical races competing for resources. the slipstreams become the links between the mass relays. The Geth are a prime example of the doom that is pending with the development of AIs. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. 7 . Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. With a negative current. we see the presence of technology everywhere. and protect starships in planetary orbit or during space battles. this manifests as an occasional static shock when they touch metal or other people. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. When the table sits down to create the cluster. and each system can have several planetary systems reachable by ships. The stronger the current. This reflects back to the Cluster generation mini-game quite easily. whilst limited FTL is possible. and plenty of scientific secrets still to be discovered. 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. the effects are catastrophic.
revocation and enforcement of many activities. There is a substantial administration system geared towards the issue. controlled or illegal narcotics. Example – Any homeworld of the Council races. systems and societies. Life is strictly survival-of-the-fittest. I've picked ORDER. and those who commit crime and are caught generally face the appropriate penalties. O+0: Stability Those employed to look after the public generally do. O+2: Licensed At this level of order. Example – The completely corporate and privatised world of Noveria. and all manner of other restricted goods are available for sale. although there are still those willing and able to rort the system without bringing too much attention to themselves. Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. those in charge are more concerned with their own power than in serving the public interest. or other associate species of the Council. representing a very minimal structure of a handful of people at most. where slaves. O+1: Progress Typically touted as a fair system for all. O-1: Corruption Whilst relatively stable. What started as measures to protect the public good are beginning to become quite restrictive. from the relatively lawless Omega. Example – The world of Illium. the rules and restrictions are beginning to pile up. Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. Any sufficiently charismatic or forceful individual can set whatever rules they like. validation. Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station.Cluster Creation Mini-Game Changes NEW SYSTEM STAT: ORDER Due to the universally high level of access to technology. so whilst today's criminal ganglords might provide some measure of stability. the Citadel. tomorrow's gang leaders may die in a hail of blaster fire. verification. There's plenty of variance in the levels of Order in societies during the missions in the game. period. we need a new stat to represent variances between worlds. there are multiple layers of bureaucracy. weapons. 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. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. At this level of order. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything. all exploited by those wanting to work around them. Example – The Citadel 8 . to the totally controlled centre of galactic politics. 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.
These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid. but are included in this section for completeness. or that some should be lower. These differences form the mechanical description of the race. They may suggest some Skills should be higher than others. 9 . they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type. (Diaspora. “anything should be able to be modelled with an appropriate balance of Skills.Making it Work. I‘ve incorporated two of them: new races and special powers. Mass Effect also has quite a few variations from the base outlines. Aspects. After all. There are some suggestions on how to model variances to the Diaspora setting in the SRD. and Stunts that would be more common in the race than in humans. Here's the relevant text from the authors that I used to help create the following racial outlines: Formulating a non-human race (or converting one from another source) may then be framed in terms of general statements that are applicable when measured against a normal human. and Stunts”. Page 221) There are fifteen racial backgrounds in Mass Effect. 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.Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. 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 of those ideas. including baseline humans. as the SRD states. Chapter 9 .
develop their stealth and close combat skills as huntresses. and some kind of profession. As such. are often considered the most powerful and respected sentient species in the known galaxy. Asari have had a long time to develop many other skills. there are not many of them. and usually have at least one space skill. Asari have been bartenders and dancers. possessing profound tactical insight. The Asari were instrumental in proposing and founding the Citadel Council. they possess an alarming proficiency for killing. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. The Asari. but taking ranks in Biotic training is optional. Asari characters favour a few skills over others. Asari characters must take the Natural Biotic stunt. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. not all develop their skills. Politically minded Asari will have good arts. but often have good charm or intimidation ranks. lack of Biotic talent excludes a young Asari from military service. diplomats and warriors. a huntress is practically unbeatable. A very long lived race. Asari typically have the Agility skill quite high. and as such often have the resolve skill. Huntresses fight individually or in pairs. and Biotic talent. depending on the tactics preferred in their town. Biotics are common enough that some capability is a requirement to be trained as a huntress." The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. and a dancer's grace and alacrity. Whilst they are natural Biotics. culture/tech. and when focused on building their martial abilites are fearsome huntresses. and their education 10 . and to discover and inhabit the Citadel. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. Fortunately. When they retire. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight. traders. Asari choose to be warriors at a young age. diplomacy.Asari from that point is dedicated to sharpening their mind and body for that sole purpose. mercenaries. native to the planet Thessia. and some all of them at somepoint in their life. a hunter's eye. and have been at the heart of galactic society ever since. Reflecting their physical attributes. One-on-one. Asari can be found in all walks of life. bureaucracy. 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. Out of physical combat.
The Terminus Systems are infested with Batarian pirate gangs and slaving rings. Batarians strongly believe that species with less than four eyes are less intelligent. and overstepping one's place is frowned upon. a region the Batarians were already actively settling. It should be noted that these criminals do not represent average citizens. make Batarian counter-culture rebels almost impossible to find. as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. despite the fact that their exile is largely self-imposed. Almost universally despised. and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations. as well as the threat of slavery by their own kind. preferencing vanguard and sentinel packages. The indoctrination by their govenment and caste systems. is still hostile to the Systems Alliance. negotiations with a Batarian are likely to be conducted at gunpoint. 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. who are forbidden to leave Batarian space by their omnipresent and paranoid government. and have high combat and intimidation. 11 . Most Batarians at large in the galaxy will therefore be mercenaries or pirates. it is speculated their supreme leadership is autocratic or totalitarian in nature. Rogue Batarian slave rings are feared throughout the galaxy. despite being illegal according to Council law. Their shock troopers are known to be Biotically talented. When humans began to colonise the Skyllian Verge. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. becoming an inward-looking rogue state. The rest of the galaxy views the Batarians as an ignorable problem. They have a reputation for being shrewd businessmen and merchants. and related skills such as demolitions and tactics. The Council refused. It is not known what the average Batarian thinks about their enforced isolation. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. but beneath the notice of the powerful Council races. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised. Given the Batarian government's oppressive nature. Their government. known as the Batarian Hegemony. Batarians place an extremely high value on social caste and appearance. fuelling the stereotype of the Batarian thug. Casting aspersions on the monetary worth of a social better is considered a serious insult. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest".Batarians Slavery is an integral part of the Batarian caste system. especially among colonists.
the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. an evolved response to an environment where a fall can be lethal. such as demolitions. Any Drell may refuse to serve. With their help. resolve. but as being requested to serve is a great honour. scent. ponderous monotone. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact. Drell have quite a few physical skills due to their harsh development. drinkable water and prey migration paths) across vast distances. Since their subtlety can lead to misunderstandings with other species. within a single lifetime. extremely slight body movements. though they still have to share an embassy with the Volus. stamina. The Elcor quickly became one of the more prominent species in Citadel space. so many have high ranks in agility. an adaptation to a world where they must remember the location of every necessary resource (vegetation. This has coloured their psychology. Elcor speech is heard by most species as a flat. but primarily ones that involve physical tasks. who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. The Elcor follow the recommendations of their Elders. Amongst themselves. Since then. They are massive creatures. which the Drell fulfill by taking on tasks that the Hanar find difficult. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. alertness. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. These recalls are so vivid and detailed that some Drell may mistake it for reality. as well as all space and combat skills. The memories are so strong that an external stimulus can trigger a powerful memory recall. The Drell possess eidetic memory. Their Compact with the Hanar allows them to develop many other skills. few turn down the offer. and survival. EVA and repair. Elcor move slowly. These are filed away in huge libraries of data discs 12 . the Elcor discovered the closest mass relay and. The Elcor are native to the high-gravity world Dekuuna. had established a regular trade route to the Citadel.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. making them deliberate and conservative. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. such as combat. standing on four muscular legs for increased stability. The Elcor were just making their first forays into space travel when the Asari made contact with them. This process can be involuntary.
Due to their conservative nature. the Geth monitored communications and the Extranet. only slightly larger than the Alliance's.to create a Dyson Sphere. pirates. Elcor warriors don't carry small arms. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest. consequently having fewer space related skills. instead choosing to exist in the computer hubs aboard massive space stations. century-long development plans. Over time. their durable hide allows them to shrug off most incoming fire. Little is known about the Geth in the time between the Morning War and the present. they should not have combat skills. This makes Elcor policies very predictable. the Elcor rely on sophisticated VI combat systems. They adopted an extremely isolationist attitude. and reduced the Quarians to a race of nomads. the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. recon and repair drones. bureaucracy. to the gigantic. serial killers and actors. colonists. They see no point to rushing things. to bouncers. and are fond of making thorough. assault. Fortunately. lumbering Geth Armatures. specifically). and stamina. The slow speed and immense size of the Elcor makes them easy targets. dubbed the ―Morning War‖ by the Geth. The Geth won the resulting war. The Geth continued development of new technology and variations of mobile platforms. provided one has done a great deal of research. When the Geth became sentient and began to question their masters. instead relying on equipment stunts if in military roles. 13 . and trade only in finished goods. High brokerage. Geth The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. They don't need to trade for any resource—they have all they require to supply their own needs.any ships that ventured into Geth space were immediately attacked and destroyed. from traders and business operators. which could house every single Geth program. The Geth did not repopulate the now barren Quarian worlds. Elcor occupy all sorts of positions. the Quarians attempted to exterminate them. as labourers and tools of war. The Geth also utilise turrets and drones (rocket. The Geth were created sometime around 1900 CE by the Quarians. These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists. separating their technology base from the rest of the galaxy. Elcor make better colonists than sailors. The Elcor economy is small. Because their slow. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles.and are consulted when needed. but extremely well developed. While they prevented any contact by other races with themselves. It isn't clear whether these are also AIs — in the same way Geth Armatures are not just tanks but sentient machines capable of learning and problem solving — or simply controlled by the Geth. They obtained an ultimate goal in this time period. Any attempt to embargo their space would be fruitless.
have access to Tech Talents. Their limbs can grip tightly. where they integrated into Hanar society with the remaining Drell dying out. and vary according to role. Hanar are known for their intense politeness when speaking. accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. they rely on contra-gravitic levitation packs that use mass effect fields. but are not strong enough to lift more than a few hundred grams each. A small percentage of Geth. and their strong religious beliefs regarding the Protheans. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. Now the Drell serve as a client race of the Hanar. The Hanar 'stand' slightly taller than a human. 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. whom they refer to as "the Enkindlers". However the invertebrate. Drell have integrated with every level of Hanar society. the reality is very different.Approximately three centuries after the Morning War. The majority of the Geth dismissed the offer. They were allowed to peacefully leave the main Geth network. however. Many Drell become unofficial members of the 14 . Several hundred years ago. When interacting with mainstream galactic society. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. Geth encountered beyond the Veil will have programs developed equivalent to skills. so the Hanar rescued several hundred thousand Drell and brought them to Kahje. water-native Hanar cannot support their own weight in normal gravity. and although to outside observers the relationship can be construed as a form of slavery. the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal. the Hanar made contact with the Drell on their nearby homeworld of Rakhana. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology. in exchange for their assistance. although most of their height is in their long tentacles which have three fingers at the base. Hanar The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races.
The Hanar communicate using sophisticated patterns of bioluminescence -. Hanar characters will be exceptional by choosing to associate with non-Hanar races. as the Hanar are too cumbersome out of the water to participate in a physical fight. a movie about a Hanar Spectre who has "a gun in every tentacle. and must take special courses to unlearn this tendency if they expect to deal with other species. Hanar are extremely polite. Hanar characters should have no combat skills at all. One industry that Hanar seem well suited to is the Entertainment Industry.family. a Hanar will still maintain exquisite poise. The soul name is kept for use among close friends and relations. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers. games and movies such as Blasto: The Jellyfish. Drell servants usually carry out Hanar assassinations. and tend to be poetic.and speak with scrupulous precision and extreme politeness. their economy is small and isolated from the rest of the galaxy. almost to a fault. Instead they refer to themselves as "this one. Few Hanar are willing to deal with other species. and some even earn the privilege to learn their masters' soul names. and they produce very few goods that are usable by others." The face name is used as a general label for use by strangers and acquaintances. "This one wonders if the criminal scum considers itself fortunate". The Hanar have two names. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. frequently appearing in magazines. Most Hanar take offense at improper language.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) -." It is only around those who know their soul name that they would ever consider using the first person. Even when flustered or angry. Due to this self-imposed isolation and the unique physiology of the race." Famous for it's tagline "Enkindle this" followed by a gunshot. which occasionally causes clashes with other Citadel races. a "face name" and a "soul name. though they are still capable of strangling someone in favourable conditions. 15 . Economic contacts are limited to a handful of trade stations on their borders." or the impersonal "it. the trailer also shows another key scene where the Hanar says. For example." That said. so should have some driving Aspects to explain why. and will remain formal even with those it wishes dead. Few standard technologies (designed for bipedal and fingered species) are available in their space. possibly as a homage to the Human detective that the Hanar character is based on. As such.
with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. from the planet Earth. explorers managed to open the Charon Relay and discovered it led to Arcturus. humans expanded to other systems. the Alliance became the representative and supranational governing body of humanity. Led by Admiral Kastanie Drescher. because they have far greater genetic diversity compared to other species with more peaks and valleys. While religions tried to assimilate this discovery into their doctrine. Human ambassadors have been pushing to induct a human into the Spectres. Since then. 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. and the mass relay networks shortly thereafter. With the help of the fledgling Systems Alliance. the Council's elite operatives. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. Human explorers on Mars uncovered a longruined Prothean observation post. humans have had to follow the edicts of the Council without having much influence on their decisions. although the repercussions from the First Contact War are still being felt. Without alliances or key political positions. the Second Fleet then launched a massive counter-attack. as the first step to getting a seat. which caught the Turians by surprise and ex- 16 . humans have no close allies among the other races. opening any mass relays they could find. This makes human genetic material useful in biological experiments. thus introducing humans to the galactic community. Discovering information on a mass relay orbiting Pluto. as a control. It has been noted that humans are unusual in the galactic community. humans have rapidly risen in prominence. Once humanity does get a seat. Humans.Humans pelled them from Shanxi. The conflict caught the attention of the Citadel Council. Unlike many species in Citadel space. they will be able to influence the Council's rulings. protect their own interests and have a say in the governing of Citadel space. The Council forced the Turians to pay heavy reparations. which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. though they are trade partners with the Turians and Asari. They independently discovered a Prothean data cache on Mars in 2148. a global rush began to decipher the petabytes of data from the outpost. known by humans as the First Contact War. begun in 2157. are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. As a consequence of the Alliance's swift and decisive action during the First Contact War.
a world known for its harsh environments. scarce resources. Ironically. but due to the overabundance of predators on their home planet. and should also invest in brawling. With the help of the Salarians. and security enforcers for gangsters. and overabundance of vicious predators. starting the Krogan Rebellions and forcing the Turians to unleash the genophage. the rapidly-expanding Krogan became a threat to the galaxy in turn. after the Rachni were eradicated. unsympathetic. The weak and selfless do not live long. Biotic individuals are rare. In their culture. "looking out for number one" is simply a matter of course. the Krogan were 'uplifted' into galactic society. close combat and resolve. though those who do possess the talent typically have strong abilities. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). ultimately. bodyguards. private armies. This genetic 'infection' dramatically reduced fertility in Krogan females. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. but actually thrived in the extreme conditions. The Krogan managed to not only survive on their unforgiving homeworld. Their thick hides are virtually impervious to cuts. causing a severe drop in births and. scrapes or contusions. perhaps excluding intimidation. They respect strength and self-reliance and are neither surprised nor offended by treachery. including toxins. population. Unfortunately. and they are highly resistant to environmental hazards.Krogan Krogan have always had a tendency to be selfish. as Krogan society became more technologically advanced so did their weaponry. 17 . Many who have left Tuchanka have found employment as professional mercenaries. and governments alike. and extreme heat and cold. the animal handler and survival skills nicely complement the Krogan love of combat skills in general The Krogan are a species of large reptilian bipeds native to the planet Tuchanka. As such. radiation. and blunt. eliminating the Krogan numerical advantage. Krogan typically have few social graces. Krogan characters should have the stamina skill in one of the top three tiers.
the Quarians became terrified of possible consequences and tried to destroy their creations. a species of rudimentary artificial intelligences. The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. effectively cutting the Quarians out of Citadel politics as a punishment for their actions. However. Since their homeworld Rannoch was conquered. Soon after. All Quarian characters should take the Aspect "Life seen through a window". to protect them from disease or infection if they are injured. If they travel on a sterile ship of the Migrant Fleet. when the Geth gradually became sentient. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems. resolve. but they also take ranks in repair. 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). this aspect changes to "No substitute for home cooking" or something similar. a huge collection of starships that travel as a single fleet. the Council stripped the Quarians of their embassy. some take all six. the Quarians fled in the Migrant Fleet while the Geth took over their systems. to serve as an efficient source of manual labor. After being refused aid from the Citadel Council. and favour MicroG combat or energy weapons. As a result. Most Quarians focus on two space skills. The most important fact of Quarian biology is their weak immune system. all Quarians habitually dress in highly sophisticated enviro-suits. science and survival. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. 18 . Ever since. the Quarians live aboard the Migrant Fleet. Approximately three hundred years ago the Quarians created the Geth.Quarians Quarians are trained extensively before they leave on their pilgrimge. and quickly develop high EVA and medical skills to protect themselves. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet.
as they did before contact with the Salarians. their metabolic speed leaves them with a relatively short lifespan. and EVA skills to augment their chosen professions. science. Also valued are all space based skills. especially the Elcor. Salarians over the age of 40 are a rarity. other species seem sluggish and dull-witted. combined with their exceedingly high birth rate. Salarian Characters excel at invention. and it is generally accepted that they always know more than they are letting on. The Salarians provided the Krogan with advanced technology and a new. demolitions. see the Salarians as manipulators. The peaceful home planet and better technology put less strain on the Krogan as a species. Many Salarians have high alertness informing their decisions. talk fast. a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth.Salarians The second species to join the Citadel. The Salarians see information gathering and even spying as a matter of course when dealing with other races. This comparatively easy life. Though their military is nothing special. the Salarians are warm-blooded amphibians with a hyperactive metabolism. preferring to use cutting-edge technology rather than settle for anything less. bureaucracy. including a few humans. To Salarians. allowed the Krogans the time. The Salarians also played a significant role in the evolution of the Krogan species. Salarians often have ranks in intellectual skills such as archaeology. and tactics. This manifests as an aptitude for research and espionage. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. Unfortunately. tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). but some races. repair. and as such are well suited as traders and mercenaries. medical. They are constantly experimenting and inventing. and move fast. using their brokerage. spearheaded in the field by Special Tasks Groups (STG). With this in mind. aggressively claiming formerly allied planets as their own. numbers and energy to spread through Citadel space. As such they are well respected. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. Salarians think fast. 19 . they no longer had to worry about simply surviving on a dangerous planet with primitive technology. Salarians are known for their observational capability and non-linear thinking.
Turians are noted for their strong sense of public service. The corps of engineers builds and maintains spaceports. The Turians deployed a Salarian-created biological weapon called the genophage.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. schools. water purification plants. It is rare to find one who puts his needs ahead of the group. oratory. repair. Turians have a strong inclination toward public service and self-sacrifice. demolitions. The Turian military is the center of their society. The merchant marine ensures that all worlds get needed resources. which virtually sterilised the Krogan and sent them into a decline. stamina and survival. and eventually gained a Council seat in recognition of their efforts. The military police are also the civic police. as anything from a soldier to an administrator. Also prominent are bureaucracy. 20 . so they tend to be poor entrepreneurs. It is not just an armed force. offering protection in exchange for their fiscal expertise. To compensate. The fire brigades serve the civilian population as well as military facilities. The Turians then filled the peacekeeping niche left by the oncecooperative Krogan. and power stations. from a construction engineer to a sanitation worker. Known for their militaristic and disciplined culture. they accepted the mercantile Volus as a client race. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. All Turians characters should have at least five skills from the combat and space skill sets reflecting time spent in public service. Aspects should also be chosen to reflect their loyalty to the team. the Turians are the most recent of the Citadel races invited to join the Council. Every citizen from age 15 to 30 serves the state in some capacity. it is an allencompassing public works organisation. intimidation.
They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life. although it is illegal to make VIs based on currently living people.I. A virtual intelligence (VI) is a sophisticated program designed to make modern computer systems easier to use. to create a kind of virtual immortality. 21 . Creation of a conscious AI requires adaptive code. only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. conscious entity deserving the same rights as organics. To gain some measure of control over the creation and study of AI. An AI cannot be transmitted across a communication channel or computer network. The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent. with their behaviour parameters. is a selfaware computing system capable of learning and independent decision making. it would be more broken than rogue. 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. like AIs. just made with clever programming. however. This is what gives Rogue VI its definition—had the VI simply not worked. Though they appear to be intelligent. and in Citadel space they are technically illegal. use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports. when the Geth rebellion put an end to most of their research into synthetic intelligence. however. an AI is no more than data files. Without its blue box. as variations in the quantum hardware and runtime results create unpredictable variations. Advocacy groups argue. a slow. the L4 iteration. as VIs are only utilised to assist the user and process data (although. The Geth serve as a cautionary tale against the dangers of rogue AI. A VI is Rogue when it no longer does what it is intended or instructed to do. They are not to be confused with artificial intelligences like the Geth. and a specialized quantum computer called a "blue box". Loading these files into a new blue box will create a new personality. expensive education. but not the definition.s A VI going ―rogue‖ is akin to software not working correctly—that is in fact the cause. Some VIs have 'personality imprints'. they can still get out of hand). the term "synthetic" is considered the politically correct alternative. The newest biotic implants. An Artificial Intelligence (AI). they aren't actually self aware. A lot of armour upgrades use VI enhancements.Virtual Intelligence and A. that an AI is a living. speech pattern and appearance based on specific individuals. react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation.
and they have a long history on the Citadel. and can even seem overly-pacifistic and cowardly to other. They are extremely aggressive. The Vorcha are not themselves a space-faring race. such as Omega. Because they are not physically adept compared to most species. The rest of galactic civilization regards them as pests and scavengers. resources. whether it be of land. Culture/tech skills are part of the business ethos. When a clan population grows too large. as do oratory and tactics. which is a sore point for many Volus individuals. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. 22 . However. They are comfortable with bureaucracy. Volus mostly make their influence felt through trade and commerce. both singly and in groups. or even other tribe members. "know your customer's need better than they do". Like the Quarians. Known for their unique biology and aggressive behavior. more militant species. if at all. although many have found their way off-world as stowaways on ships visiting their homeworld. Vorcha society is built around combat. The Vorcha are a clan based people who prefer living in communal environments with others of their species to living alone or in the company of alien races. but are also a client race of the Turians. Because the Volus are not physically adept. 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. as their default form of communication resulting in their communications being primarily non-verbal. Brokerage should be in the top three tiers. Volus must develop EVA skills to keep themselves safe. both against rivals of their own species and against any alien who stands in their way. trader or accountant. Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. they have never been invited to join the Council. as should some profession such as banking. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. and many. Volus culture is dominated by trade. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations. Volus characters should not have any combat skills above tier four. younger members will depart to start a new clan elsewhere. and most have extensive assets to draw upon. The Volus have a reputation as traders and merchants. As a result. They hail from Irune. but are unlikely to have much in the way of space skills. and only two at most. work as some of the best financial advisers in Citadel space.Volus Vorcha The Volus are an associate race on the Citadel with their own embassy. In fact. the Volus must wear pressure suits and breathers when dealing with other species. they tend not to be very violent. the Vorcha use combat. and their presence is generally seen as a blight.
23 . 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 society is built around a pack mentality. and two other fingers.Yahg The Yahg evolved to fill the niche of apex predator on Parnack. known for their violent and aggressive nature. Discovered by the Citadel Council in 2125 CE. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species. two large horns and facial markings on their heads. as well as three toes on each foot. the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally. The Yahg also possess a muscular. Their hands each have three fingers which include a thumb. making it almost impossible to lie to a Yahg. a triangular mouth adorned with sharp teeth. each pair designed to track and predict the movements of prey. Consummate predators. the Yahg possess unrivalled perceptiveness and mental adaptability. large body standing over a Krogan which provides considerable physical strength and agility. They have scaly skin ranging from red to brown. Once the leader is established. Yahg have four pairs of eyes. the Yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation.
such as charm. in that to play as a certain class type some skills should be valued over others. but should have ranks in demolitions. Sentinels are Biotics with Tech training. they should not have more than three combat skills in total and the highest at a tier one lower than their Biotic Training skill. The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. intimidation. The Tech specialist. Soldiers should have at least three or four combat skills. Receiving more combat training than Engineers. and their attendant specialisations. with resolve and stamina also valuable. Receiving more combat training than the Adepts. stealth and tactics. with the highest combat skill at tier four. They should also consider taking advantage of the Combat Excellence stunt. stamina. if at all. I came to the realisation that classes are not all that different from non-human races.CLASS PACKAGES After a bit of tinkering. they should not have more than three combat skills in total and the highest at a tier one lower than their Tech Training skill. should have only one combat skill at tier five. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. Also. Whilst still prevented from taking Biotic Training. with one of them at tier two and the other at tier three. They lack advanced combat training. Adepts should have the Biotic Training skill in the first or second tier. Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three. and tactics. They lack advanced combat training. The weapon and combat specialist. Possessing an unusual combination of skills. they are by no means the only character concepts allowed. They should also take ranks in stamina and resolve. Such specialised fields leave little time to develop combat skills. They should have no ranks in Biotic Training or Tech Training. or oratory. and should have no ranks in the Biotic Training skill. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. whilst there are only six basic classes in the game. The Biotic specialist. with the highest combat skill at tier four. and as such. so don‘t worry too much if you have an idea for a character that doesn‘t seem to fit with any of the classes presented below. all ranked relatively highly with one in tier one or two. and should have no ranks in the Tech Training skill. They should also take ranks in agility. Whilst still prevented from taking Tech Training. Engineers should have the Tech Training skill in the first or second tier. 24 .
though some left.NEW SKILLS AND STUNTS Another of Mass Effect's differences is the presence of Biotic and Tech related powers. did not manifest Biotic talents. and so on. With Mass Effect being Space Opera in theme. and the extent of their training are the core concepts we want to integrate. All Biotics are sensitive to mass effect fields. producing the effects seen as Biotic abilities. and the last with a new skill. Usually. developed eezo nodules throughout their nervous system. a Biotic can generate and control dark energy to move objects. The events leading to their Moment of Crisis. Finally. can develop them in puberty through further exposure to element zero.to use their talents to any useful degree. could also have been influenced by their Biotic Powers. Biotics were typically discovered at a very young age. if a weapon does not have the ―civilian‖ aspect. or after being Sidetracked. yet 25 . but not all. and even if Biotic talents manifest themselves. they aren't always permanent. as it suits the genre and play style from the games. This is done using a technique called 'physical mnemonics'. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. about one in ten exposures will result in a person with moderate.usually at puberty . such as humans. generate protective barriers or restrain enemies. In extremely rare cases. beating the odds. there is no real issue with ignoring that particular rule. They were also probably raised away from their parents. This effectively inverts the function of the "Civilian" weapon stunt. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. then outfitted with a surgically implanted amplifier in the brain . slow process. the quality of their implant. The medical risk to their body. or otherwise went rogue. or escaped and became mercenaries. which is a long. Two new skills are introduced to allow characters to access these abilities. are individuals who were exposed to dust-form element zero in utero and. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. the second with a stunt. Once trained. such as terminal cancer. there is a risk the eezo will cause medical complications instead. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. In humans. but each Biotic must first be trained. however if they don't there are still stories that can be told about characters who didn't receive training. then the character needs a Military Grade weapon stunt to utilize it. though not all choose to develop their abilities. The natural electrical impulses in the body can create mass effect fields from these nodules. Most. and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. and are handled a little more freely here than in the original version of the Diaspora rules. or gainfully employed? Biotics All Asari are natural Biotics from birth. or who had defective implants. and as a result many Biotics develop their powers with military application in mind. humans who were exposed in utero. the expensive procedure is performed by the military. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. stable Biotic talents that are worth training. A Biotic has to essentially develop conscious control of their nervous system. However. In the core rules. Weapons are an important aesthetic from the games. The first one we can do with an appropriate Aspect. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. entered military service when they reached their Starting Out phase. Biotics of other species.
When activated. and so on. a player may choose a number of effects equal to their Biotic Training skill level. as well as dealing damage over time. This effect conserves the momentum of its target. this effect is mostly used to keep opponents at a distance. so a charging enemy will rush over the characters heads. Thus. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field. leaving them floating helplessly and vulnerable to attack. Warp This effect lowers the armour on a target. Place an appropriate Aspect on the target as you would for a maneuver. Primary and Advanced. and last until the next turn only unless otherwise specified. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect. This effect lasts 2 turns. Enemies in Stasis also become impervious to damage. by either launching them away or knocking them over. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. Throw / Pull In combat. Singularity This gravitational power sucks multiple enemies within a radius to a single area. or until another Biotic effect is used. Lift Using Lift will cause enemies to float helplessly in the air. Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. or until another Biotic effect is used. In game terms. and so on.New Skill: Biotic Training Mass effect fields are difficult to generate and control without training. Primary Biotic Effects Stasis This effect causes an enemy to be temporarily locked in a mass effect field. freezing the target in place and making them unable to attack. 26 . Powers are available at two levels. During character creation. Barrier Using this effect creates a barrier against the skin to protect against energy weapon attacks. making them more vulnerable to attack. If the same target is Warped for two consecutive turns. Shift an enemy one zone on a successful activation. increasing the damage the enemy takes. These effects all require a successful Biotic Training skill roll to activate. an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects. modified by their BioAmp Implant stunt. rendering them helpless when they land. Place an appropriate Aspect on the target as you would for a maneuver. It can also attract objects from the environment. Some examples are listed below. This effect lasts 3 turns. Advanced powers usually combine effects and require much more skill and fine control to manifest. and place an appropriate Aspect lasting till the characters next turn. the Biotic Training skill allows the character to create various effects. When activated. such as crates or pieces of furniture. Place an appropriate Aspect on the target zone as you would for a maneuver.
Higher pass costs must be eroded with shifts as normal. The following round. At the end of the move. After the attack. the character loses all benefits and must start again. Next turn. the character must not attack. Reave Prerequisites: Warp Effect. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. the target becomes immune to further domination attempts. or +2 against armoured or synthetic targets. rank 3. When the character attacks an unprotected organic. If the target is no longer valid. and the benefits of the Barrier Effect to themselves if they have it. which does not count toward the next use of this Effect. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. the character can spend 1 FP to gain a bonus to their defense against attacks from other organics. less one from this Effect. Place a "Dominated" free tag on the target until the player's next turn. but only on a successful result against their defense. rank 5 = +3 to defense). move or reduce any barrier ratings for their current turn in preparation for their attack. place manouvers. 27 . the character may make a Close Combat check. There must be multiple enemies present to activate this talent. as well as Resolve present in the skill pyramid. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception. To use this Effect. After the attack. the character is unable to act for one turn. Dominate Prerequisites: Stasis Effect. they take a full turn move as per the standard rules (Diaspora page 102). Charge Prerequisites: one of either Barrier or Throw Effects. as well as Medicine present in the skill pyramid. but on an organic target instead. The character applies the effects of the Throw Effect to the target if they have it. move or reduce any barrier ratings for their current turn in preparation for their attack.4 = +2 to defense. and applied to each separate border/barrier. and if the target is still alive. whilst also giving a temporary defensive bonus when the power is used against unprotected organics. place an "Immobilised and Helpless" aspect on the target. the character must not attack.2 = +1 to defense. Next turn. place manouvers. That target is unable to act next turn and loses the applied aspect at the end of that turn.Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers. This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1. with a bonus of +4 against unarmoured biological targets. the player makes an attack against the target. with the exception that they may ignore any border pass costs equal to 1. To use this Effect. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. as well as Close Combat present in the skill pyramid. attuning themselves to their declared target.
and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. The following effects are applied to all valid targets along that line. 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. NPC's. and any shifts are dealt to armour first. and the originating character may not use another Biotic Effect until after the end of the next turn. The character applies the effects of the Lift Effect to all unshielded targets if they have it.Shockwave Prerequisites: one of either Lift or Singularity Effects. 28 . the target loses all momentum becoming stationary as the ability takes effect. equal to the number of shifts generated. etc). they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. If the character has 3 or more ranks in science. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2. When Slam resolves. which otherwise resolves after all other characters have acted. New Option: Biotic Combos As an additional option. 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. which can only be tagged by other Biotic skill checks. instead of the ground. as well as Tactics present in the skill pyramid. If the character has 3 or more ranks in the Science skill. However. placing an appropriate aspect on a target. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects. The target rolls to defend only. leaving it on the table for the remainder of the turn. Targets with the Shielding armour stunt that are hit are unable to move next turn. the character must not use their free move this turn. This ability is unable to be used in consecutive turns. The character draws a straight line across the map. To use this Effect. All targets take damage if the check exceeded their defense rating. the character must not use their free move this turn. including airborne targets close to the ground. The player must decide which scope the aspect belongs to at the time they place the aspect. The Shockwave is present until the start of the next turn. and benefits from Science present in the skill pyramid. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. they may pay 1 FP to immediately resolve the following effect. To use this Effect. unlike Lift. unsecured objects (explosive barrels. The character uses Slam like they would use their Biotic Lift ability. equal to (Tactics Rank -1) zones in length from their position. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character.
the character is unable to manifest any Biotic Effects this scene. New Bio-Amp Implant Stunts the number of Biotic effects the character can manifest. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts. others are strong but unstable. Krogan characters with Bio-Amps are called Battlemasters.New Stunt: Bio-Amp Implant Unless your character is an Asari. the character is unable to manifest any Biotic Effects this scene. while a few are powerful and stable. cumulatively. some L2s are hardly stronger than an L1. If raised above 5. L2 Implant The results of this implant vary wildly. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. but must still invest in the Natural Biotic stunt below. If reduced to zero or below. Their implants are almost universally equivalent to current L4 Bio-Amps. because the L1s were implanted after puberty. being a Biotic is an acquired ability. this is the effective rating of the skill for the remainder of the scene. Geth are unable to be Biotics. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. but suffer discomfort from their implants. this is the effective rating of the skill for the remainder of the scene. 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. Natural Biotic (Asari only) As the only known species that are all natural Biotics. and can reduce this damage by taking Consequences like normal. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. but to save the life of the character. If reduced to zero or below. but assume any drawbacks associated as well if implanted. The effective rating of the Biotic Training skill varies each time the character begins combat. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. also determining the number of Biotic effects the character can manifest. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. Asari are only restricted by training to the number of Biotic Effects they can produce. also determining 29 . the character begins to take one composure or health track damage for every successful activation. Asari have no need to augment their innate abilities with a Bio-amp. L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. but without the associated drawback aspect. The character may not take the Biotic Training skill at any level. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. Players choose which track they will apply the damage to each time. The purpose of this implant was not to develop combat powers. Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3.
implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago. They would make good candidates for L1 implants. with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities. stable implant. Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies. They spend those years in increasing levels of pain. although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature.L3 Implant A good. Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. Krogan Battlemaster Implants Whilst the implant surgery to create Battlemasters is currently deemed too risky due to the fragile nature of the current Krogan population levels. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. 30 . this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. L3-R Implant Short for 'L3-retrofit'. before eventually going insane with the agony. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. There are no officially acknowledged side effects. with many Battlemasters still alive today. Also restricted to a maximum rating of the Biotic Training skill to 3. if they could ever be convinced to do so. and force police or military personnel to kill them to stop the devastating rampage. There is no restriction to the maximum rating of the Biotic Training skill. Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI".
most common energy weapons. Apex: a character who has invested this much time and effort to raise their skill to this level has almost limitless options when they use them. bypass security alarms. After a successful attack in this manner. Versatile and reliable. and can be used to disrupt Biotics. the target's weapon is too hot from the sudden draining to be used immediately. or repair. Electronics New Skill: Tech Training Anyone can play games or watch news clips on their omni-tool. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character. such as hacking. as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). no codes are safe from their access. reusable industrial plastics. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. 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. from a distance. an omni-tool can be used to analyse and adjust the functionality of most standard equipment. Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill. 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. preventing them from firing for one turn. This allows for field repairs and modifications to most standard items. It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. and even starship systems.Omni-tools Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. They're either elite military. Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy. and must cool down until the end of their next turn. ceramics. Primary Tech Talents Damping This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. The fabrication module can rapidly assemble small three-dimensional objects from common. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. They are handheld devices that combine a computer microframe. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. unless otherwise stated below. Due to the highly technical nature of most devices. Decryption Used to unlock sealed doors. it can also be used to augment another character's Computer (space) check. and even enemy weapons malfunction on command. Energy Drain Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. and access secure systems. or the target of elite Special Forces themselves. as well as the reuse of salvaged equipment. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. decryption. sensor analysis pack. Systems crash at the blink of their eye. and minifacturing fabricator. and light alloys. including weapons and armour. 31 .
Advanced Tech Talents All advanced Tech Talents require the Computer (space) skill to be present in the pyramid.Have-aThing (Combat Drone) Stunt. By investing in this talent and the linked Stunt. Penetration 2. causing a -2 penalty to alertness checks. the MG Omni-tool lets you disable a free tag gained from the Health stress track of any ally in the same zone as you. the target becomes immune to further overload attempts. and also can also be attempted against lone targets. this talent allows the user to reduce the effectiveness of enemy scanners. This effect lasts 2 turns when activated. Jamming Broadcasting a signal that mimics the properties of solar interference. granting a cumulative penalty to alertness checks. Once destroyed. the Combat Drone is unavailable until the next refresh phase.First Aid Used in this way. Combat Drone Prerequisites: Hacking Talent. The character must have at least one rank in the repair skill to use this talent. as well as their linked Primary talent. during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. This talent may be taken multiple times. Have-a-Thing: Combat Drone Range: 0/1. The character must have at least one rank in the medicine skill to use this talent. Hacking Artificial or synthetic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their targeting systems. Harm 2. Advanced Hacking Prerequisite Talent: Hacking. Place a "disoriented and confused" free tag on the target until the player's next turn. The following round. Place a "targeting malfunction" free tag on the target until the player's next turn. There must be multiple enemies present to activate this talent. as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvantage). Transfer Aspect: ―Combat Hover Drone‖ Neural Shock Biological lifeforms attacked with this talent can be paralysed for one round by disrupting their central nervous systems. The character must have at least one rank in the medicine skill to use this talent. Place a "system rebooting" free tag on the target until the player's next turn. NonLethal. the target becomes immune to further hacking attempts. 32 . 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. or other appropriate point in play. Through superior technique or inspired creativity. 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. Overload Artificial or synthetic lifeforms attacked with this talent can be shut down for one round by overloading their power systems. your Hacks to disrupt an artificial or synthetic life form‘s targeting systems are able to be repeated against the same target. The following round.
Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1. Advanced Overload Prerequisite Talent: Overload. You may also pay a Fate Point once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. serving member of a military organisation or affiliate. Illegal to have without being a current. place a ―Frozen and Immobilized‖ aspect on the zone for one turn. You may also chose to pay a Fate Point to impair all attempts to attack or target you by -1 per level of the Jamming Talent you possess whilst Jamming is active. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated. the user's Omni-Tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius. 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. Incinerate Prerequisite Talent: Energy Drain. the weapon detonates. absorbed by armour as usual. The player must decide which scope the aspect belongs to at the time they place the aspect. On a success. All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. Your base Jamming duration is extended by one additional turn. and when neutralised through any means except voluntary deactivation. or else immediately end their turn. Attacks made against the character reduce the bonus by 1 for every shift. boosting the user's shields by +3 until deactivated. all targets within. which can only be tagged by other Tech Training skill checks. 33 . See the Omni-tool Manufacturers section on page 39 for sample manufacturers. and unshielded targets must resist 3 shifts of Composure damage. This talent is unable to be used in successive turns.Cryo Blast Prerequisite Talent: Neural Shock. Until the aspect expires. causes a detonation that disrupts the zone the character is in. New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common. Tech talents can only be used with such an omni-tool due to their specialised nature. When activated. that zone must make a Stamina check against the number of shifts you rolled. the highest capabilities come from having and training with military grade omni-tools. and others. New Option: Tech Combos As an additional option. excluding the user. or passing through. or one adjacent zone. causing Health stress equal to the number of shifts. many MG Omni-tools find their way onto the black market and into the hands of criminals. mercenaries. and make a Tech Talent roll against a difficulty of 2. Tech Armour Prerequisites: Hacking Talent. or removed by ablation. 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. Target the zone you are in. Tactical Cloak Prerequisite Talent: Jamming. This talent is unable to be used in successive turns on the same enemy. Armour with Shields Stunt. On a success.
Tactics skill present in the pyramid. Once per scene. Once the shot is taken. and regain their balance and protection. although there are limitations on what is required to take it. With one round of focus. and no ranks in either Biotic Training or Tech Training skills. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. that is without doing any other action.New Stunt: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt. 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 has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle. 34 . Military Grade Immunity (CombatExcellence) Representing many. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. It then immediately activates the free ―Overheated‖ tag on the weapon. The character must meet all requirements to use this stunt. The character must not do anything for that turn except shoot. this stunt allows the player to double the Harm rating of one of their weapons for one turn. many hours of experience under heavy fire. the player doubles the Harm rating of the weapon for their next turn. 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. 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‖. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. the weapon immediately activates the free ―Overheated‖ tag. but must meet all other prerequisites and possess an appropriate weapon to use them. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. Once per scene.
Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. Assign an aspect to the temporary consequence as usual. armour with the Shields stunt. allowing them to rejoin the scene. You may remove any current variant ammunition for normal rounds. the character takes enough stress to be Taken Out again. 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. huge bonus through overcharging. Once per scene. 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. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. or the end of the scene occurs. 35 . Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. The finely tuned senses of the user seem to slow down time around them. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. As a combat action. You may continue to pay a FP each round until the end of the scene to continue this effect. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. As a full round action. granting them more time to refine their actions. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. You may not use this ability in consecutive turns. Fortification reinforces armour when struck. This consequence is additional to any that the character already possesses. 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 also gain +2 shifts to damage for any attacks until the beginning of your next turn. when it then activates the ―Shields are Down!‖ tag on the armour. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. or replace normal rounds for a variant ammunition type. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. providing a brief. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. you may change out the ammunition used by your weapon. and may be at any rating.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. Until the ―Overheated‖ aspect is tagged. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid.
36 . the character now has Intimidation 3. and Intimidate with Renegade choices. once he promoted it. therefore. he must use intimidate at least three times or charm twice. He intimidates his way into the club where he is to meet her. If he wants to promote the skill further. the same number of times as the number of ranks his character has in the skill. Charm 2. he must start counting again. Even though he used charm twice last session. John's character has the opportunity to sway his superior's actions when he discovers that they are planning to renege on the deal he brokered with the hostage takers. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. then he'd have to successfully use it three times. John's Turian Spectre now has Intimidate 3. After an exciting session of combat. A good action will not make up for an evil one. If they used either skill the number of times that they have ranks in it. they must count their usages for both skills from this point. By threatening to follow through himself if they break the deal with another successful intimidation check. Sent to recover an important member of the finance ministry. John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. the player should record the number of times they use them. Swapping with his Arts skill again. During the next refresh. and they must be used more than the other. the Turian manages destroy the smuggler's base whilst saving the informant in the process. John now has the option to promote the Charm skill up the pyramid. To promote either skill further.PARAGON AND RENEGADE EMULATION In the Mass Effect games. being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. Charm is linked with Paragon actions. players are tracked with respect to how they treat other characters in social situations. John's character forces them to keep the deal. the new rank of the intimidation skill. Swapping with his rank 3 Arts skill. During play. In this option. characters should take both the charm and intimidation skills at tier five at character creation. as he used it more times than he used Intimidate and more times than he currently has ranks in it. the one they should move is the one they used the most out of charm and intimidate. His first assignment is to find the location of a smuggler base from an inside source in the cartel. If they do so. Later in the same session. before successfully charming the information out of her. Option 1: Skill Progression To emulate the progression of the character's path towards Paragon and Renegade. Here are some examples: John is playing a Turian Spectre candidate character with rank 2 Intimidation and rank 1 Charm. Now. A few sessions later. when the player has the option to promote a skill up the skill pyramid. Arts 2 and Charm 1. and Arts 1. John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. Mass Effect keeps track of the Paragon and Renegade points on separate scales. then in the refresh phase. John's Turian has been accepted into the ranks of Spectre agents.
You may only take this stunt once. 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. This option uses the generation of Spin to increase your Status tracks. and the Renegade track for conduct that is selfish or callous. Additionally. Cult of Personality Others spread words of your deeds and misdeeds far and wide. Status Consequences are recorded separately from consequences generated on normal stress tracks. In Diaspora. Increase the Paragon track for good or positive actions that benefit others. they may choose to spend that +1 Spin bonus to add one to an appropriate Status track. Perhaps it is something in your voice. for good or ill. and one Severe (+4). 37 . that Spin cannot be used to raise a Status Track. the player can begin to generate Status Consequences for that track. and do not count against the maximum number of consequences allowed for stress taken on the original Health. Lasting Reputation Events that you are a part of are particularly memorable for those involved. Give the Consequence a descriptive Aspect appropriate to the situation and reduce the number of hits on the full Status tack by the chosen consequence rating. You may reduce one Status track to 5 boxes instead of the normal 6. but may still be spent as normal instead. allowing you to generate Status Consequences sooner than others. or the way your gaze seems to have a particular intensity. Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. representing the preceding reputation of the character. one Minor (+1). The Consequence may be tagged by the player for the rated bonus outside of combat. players may take one of the following stunts during character creation. NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect. You are able to bank an extra Minor (+1) consequence in addition to the existing three you can bank. one Moderate (+2). beating your opponent in an opposed roll by three or more shifts generates Spin. In the event that the roll generates Spin when a Status Consequence was tagged. Whether it‘s due to admiration or fear. When a track is full. Both tracks start empty at character creation. The track must be raised to full again before more Consequences can be generated. Status consequences are removed from the character once tagged by the player. the effect on you is that you can leverage your status more effectively than others. Composure and Wealth stress tracks. one for tracking Paragon status. self-interest or gossip. Whenever a character would generate spin outside of a direct combat situation. the player can choose to generate one Status Consequence. an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. When a character that has a full Status track gets more Spin. It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. Status Consequences are rated 2/3/4 instead of 1/2/4. the other for Renegade status. and are 6 boxes in length.Option 2: Status Stress Tracks This style of play adds two new Status Stress tracks to each PC character.
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. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce. He attends the ship's landing craft as an engineer. • "More to life than C-Sec" • "Finish the job once started" Phase Five . including his decision to accept his father's wishes in not taking Spectre training." We'll take these for our aspects. discussions with his new friend. Using the Choosing Aspects Phase One . Garrus later left the military and followed in his father's footsteps by joining C-Sec himself. Garrus is now free to do things his way.Growing Up Not a lot is known of Garrus' past from the game. However. • "Palaven was hot" • "Do it right or don't do it at all" Phase Two . Garrus meets the humans assigned to the case. • "Idealistic and Hot Headed" • "The one that got away" Phase Four . Due to his military training. as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing. aka CSec. also becoming an Investigator. but does have a lead he needs more time to follow. shown to be able to headshot an enemy under difficult conditions. Under extreme time pressure. and new Spectre. and is at home on starships having useful gunnery skills.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. Garrus is told to drop the investigation. He does refer to the world of his birth. and were already as good as dead. One of a thousand potential candidates for the Citadel's elite Spectre training. Denied.On Your Own Released from his obligations to others. have more respect for the law. Commander Shepard and the crew of the SSV Normandy. 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. and being a former C-Sec Investigator. • "Military Training" • "Father knows best" Phase Three . Garrus' father intervened to prevent him going. described as a hot head who still thinks he can change the world and should 38 . as being hot. and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator.SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. Garrus is forced to admit that he has no proof. He displays exceptional weapon skills. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs. This fresh perspective frequently contrasts against things his father demanded of him. and that he had a very by-the-book father. Garrus frequently got into heated arguments with his superiors over his methods. culminating in a disasterous situation.Moment of Crisis Passionate about his job. Palaven. he has strong Tech Training skills. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed.
we now have to choose some Tech Talents as part of the stunts. • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . Tactics • Rank 2: Gunnery(space). scarred from his childhood training. This represents Garrus' commitment to finish a job once started. Conatix hired an ex-military Turian. so I stuck close to them. Medicine. I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space). he aghast 39 .Growing Up The son of a serving Alliance military man. Choosing Aspects Phase One . unleashing a full Biotic charge. He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. Kaidan and his friend drifted apart. The Citadel). conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. Brawling(combat). Vehicle Garrus has a combination of five combat and space skills like most Turians. 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. Stealth • Rank 1: Culture/Tech(Turian Hierarchy. Decryption. Resolve(track). • Resilient: The player may use four Consequences instead of three.Starting Out Attempting to accelerate the training. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. The fourth is another mild Consequence. The Turian used aggressive and provocative tactics. Conatix quietly shut down the program and had the records sealed.Moment of Crisis Realising their mistakes. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. and the guts to do things his way. Intimidation. with Damping. Engineering(space). breaking the trainer's neck. Tracks • Health: OOO • Composure: OOO O • Wealth: OOO Kaidan Alenko Initial Concept Kaidan Alenko is a human Systems Alliance Biotic sentinel with a stable L2 implant. By taking the Tech Training skill. Kaidan immediately jumped to the rescue of his closest friend and lost it. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . Overload. and head of the SSV Normandy's Marine detail. and First Aid Tech Talents. and Kaidan's retorts singled him out for punishing lessons.Racial Background and Class Package options as guides. Repair. other skills as befit a military background. no matter the cost. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. Tech Training • Rank 3: Agility. Electronics. a veteran of the First Contact war between humans and Turians.
and give him an edge if he is to pay back the Geth for his friend's death. he also has the skills to function on the ship he serves on. Turian Hierarchy). Kaiden has added the Medicine Talent to his Tech Training options. • "Be cautious. be in control" • "There's got to be another way" Phase Four .Ooh Rah!" • "Implant Migraines" Phase Five . and she fearful that he would lose control again. Stamina(track). Refusing the risky surgery to upgrade his L2 implant. Lift. Receiving several commendations for his actions.On Your Own After being saved by his new First officer. Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up. I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training. Commander Shepard. Tactics • Rank 1: Culture/Tech(Systems Alliance. Electronics. and has trained to use a military grade Omnitool to keep his squad alive. • "Alliance Marines . Medicine Forced to his limits and beyond. • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks. • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects. Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO 40 . and learnt how to keep his squad alive through the tough missions. Energy Weaons(combat). sought ways of completing missions without raising alarm. from a Geth attack that killed his best friend. Demolitions. and Throw. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further. he attempted to figure out what to do with his life. Stealth • Rank 3: Alertness. Stasis.Sidetracked Serving in the human Systems Alliance military. Keeping his squads alive through alternatives to open firefights. He trained extensively with Omni-tools. Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. 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. Dropping off the radar awhile. By having both Biotic Training and Tech Training skills. Kaidan explored alternatives to using his Biotic powers. Communications(space). • MG Tech Training: Always searching for ways to keep his squad alive. as his father did before him. Tech Training • Rank 2: Agility. Kaidan has extraordinary staying power for a human. Computer(space). as he is familiar with Decryption. we now need to pick his Biotic Effects and Tech Talents. before deciding to return to the Alliance and join the military. He knows Barrier.at what he was capable of. Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. Using the Racial Background and Class Package options as guides. and First Aid. EVA. Kaiden focused on other ways of being useful without necessarily using his Biotic powers.
Liara. Liara also has exceptional Biotic abilities and other technical skills. Raised alone by her mother. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. She begins to calm down when she realises that her expertise. due to the almost entire lack of actual ruins to investigate. They frown upon intra-species conception. slavers and other dregs of the galaxy.Sidetracked She is discovered. a great insult among contemporary Asari. • "My Mother the politician" • "Feared Pureblood shame" Phase Two . by the first human Spectre. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers. but evidence is anecdotal. Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. Liara began studying what little was known about the last great space-faring race before the Asari. are the only way to help Shepard to interpret the vision. Liara has honed her natural Biotic abilities to protect herself from pirates. which in the current cultural times is considered taboo.Moment of Crisis Spending much of her time alone on strange and often dangerous planets. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. the Protheans. but look at that over there!" Choosing Skills A pre-eminent Archaeologist. and relishes the time spent getting to know each other. Liara suspects that "he" was another Asari.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. Liara earned her Doctorate and has become the foremost authority on Prothean ruins. an ancient Prothean defence that she triggered by accident. however. With all this unexpected time spent with the team.Growing Up Daughter of prominent politician Matriarch Benezia.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. 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. Liara has no idea who her father is. • "Escape the present" • "Obsessive about Protheans" Phase Three . one Commander Shepard. she is initially jealous that her decades of research seem to have been for nothing.On Your Own Peeling back the mystery. Liara begins to feel the pull of attraction towards her new commander. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . Think!" • "What does this button do?" Phase Four . The results of such unions are occasionally referred to as "purebloods". • "Think. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. Using the Racial Background and Class Package options as guides. she has very little practical knowledge about them to go on. so it's considered wasteful for Asari to reproduce together. since genetic traits and cultural insight is gained from mating outside their species. and joins the squad to help in the upcoming battles. Science Choosing Aspects Phase One . and her ability to meld using Biotics. I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training. 41 . Deciding to avoid the issue altogether.
• Rank 3: Agility, Communications(space), Survival • Rank 2: Charm, Computer(space), Navigation(Space), Tech Training • Rank 1: Assets, Bureaucracy,Culture/Tech(Asari Republics, Protheans), Medicine, Stealth Spending several decades looking for the faintest traces of a civilisation that vanished more than 50,000 years ago, Liara has developed skills to help her obsession, and to protect herself from those who think her an easy target just because she's alone. Choosing Stunts • Natural Biotic: Liara has spent considerable time on her Biotic abilities, and knows the Biotic Talents Throw, Lift, Warp, and Singularity. • Versatile Biotic: By spending one combat turn doing nothing else, Liara is able to swap out one Biotic Talent she hasn't used this scene for one of those listed here: Barrier, Stasis. • Military Grade Omni-tool: taken from slavers who thought they could handle her, Liara has added its capabilities to her own, learning First Aid and Electronics. Tracks • Health: OOO • Composure: OOO • Wealth: OOO O
Tali'Zorah nar Rayya
Initial Concept Tali'Zorah nar Rayya is a young Quarian engineer out in the galaxy on her Pilgimage, searching for a suitable gift to return to the Migrant Fleet.
Choosing Aspects Phase One - Growing Up Growing up on the Migrant Fleet, Tali learnt the history of her people, living the shame of a people outcast from their own worlds and removed from galactic politics due to their own hubris. A mechanical genius, Tali spent hours learning, tinkering, and playing with engines, computers and anything else that fascinated her. Life on the Rayya, with all her shipmates also her family, whilst cramped and noisy was a happy time for the young girl. • "Mechanical Genius" • "Never trust an AI" Phase Two - Starting Out As the daughter of the head of the Admiralty Board, the highest authority in the flotilla, hopes were high for a young Quarian about to embark on her pilgrimage. A rite of passage for all Quarians, the pilgrimage serves a few important services to the flotilla. Foremost is to keep the fleet in contact with the rest of the galaxy, with Quarian young adults exploring and discovering important information and technical discoveries that would be of use to the entirely shipbound population left behind. Secondly, it provides an outlet for the energy of youth, giving them space to grow and learn from their own mistakes without risking their precious ships, whilst also reducing the number of people the taxed shipboard environment systems must support. • "Family Expectations"
• "Wanting to be valued" Phase Three - Moment of Crisis Curious, Tali's pilgrimage drove her to track down the Geth after hearing reports of their return from beyond the Perseus Veil. Isolating and disabling one, she retrieved its core memory module and discovered an audio file revealing the identity of the one who instigated the Geth attacks on Eden Prime. Fleeing to the Citadel, she attempted to sell the file in exchange for a hiding place before being ambushed by agents of the one behind the Geth attacks. Rescued by Commander Shepard, who has been trying to track down the information she was trying to sell, Tali gratefully plays the audio file in exchange for joining the Commander's team and stopping the Geth. • "Rage Against The Machines" • "Once Burned, Twice Shy" Phase Four - Sidetracked Taken aboard the SSV Normandy, Tali is amazed at the superior performance that the joint efforts of Human/Turian engineering have managed to get out of a ship so small. Spending her time aboard ship with Engineer Adams discussing technical specifications and performance curves, she quickly becomes unnerved by how quiet the ship is compared to the Flotilla ships. She comments that to a Quarian, a quiet ship means a dead engine or worse, a malfunctioning air filter and that it's like half the crew is missing. As the true extent of the mission she has joined is revealed, Tali shows a strong sense of duty, stating "Our Pilgrimage proves we are willing to give of ourselves for the greater good. What does it say about me if I turn my back on this?". • "Talkative when nervous" • "The Greater Good" Phase Five - On Your Own Integrated into the team of experts that Commander Shepard has been assembling, Tali never-the-less feels very young and inexperienced and hopes that she can prove herself worthy of such an important task. Returning to the flotilla to hide is no option when the entire fate of the galaxy is hanging by a thread, so the Geth must be stopped at all costs. • "Must Prove Myself" • "Stop the Geth" Choosing Skills Tali has a lot of technical skills, and has been trained in skills useful to her whilst on her
Pilgrimage. Using the Racial Background and Class Package options as guides, I picked her skills as follows: • Rank 5: Engineering(space) • Rank 4: Computer(space), Tech Training • Rank 3: EVA, Pilot(space), Repair • Rank 2: Close Combat(combat), Energy Weapons(combat), Resolve(track), Stealth • Rank 1: Art, Demolitions, Culture/Tech (Quarian Migrant Fleet, Geth), Science, Survival As suits her mechanical aptitude, all of her top six skills are engineering or space related. Whilst in the game she never needs to use her boot knife, it stands to reason that she probably knows how to use it. The rest of her skills reinforce her technical focus, and her love of art lets her appreciate the beauty in all things, especially music and brand new tech. Choosing Stunts • MG Omni-tool: Playing with spaceship engines and other systems almost from birth, Tali was given a Military Grade Omni-tool to take her skills to the next level. She knows Damping, Decryption, Electronics, and Energy Drain. • Quarian Machinist: Her Quarian background has given her special insight into Artificial Intelligences, granting her the Hacking Tech Talent. • Integral Equipment - Pressure Suit: Like all Quarians away from the Migrant Fleet, Tali possesses a pressure suit to protect her immune system and consequently has onboard equipment to help breathe. She may always act as though she has a pressure suit on, though does not gain the armour effects. Tracks • Health: OOO • Composure: OOO O • Wealth: OOO
Initial Concept: Urdnot Wrex is a Krogan mercenary, a feared Battlemaster who blends Biotic powers with devastating firepower.
Wrex managed to escape the ambush, but not before sinking his knife deep into Jarrod's chest. • "Instinct for Traps" • "Last Krogan Standing" Phase Three - Moment of Crisis Realising the proud warrior culture that once valued courage, strength, and honour – values embodied by the Krogan Monument – had now been reduced to glorifying pointless violence, Wrex turned his back on the rest of the Krogan and left. Over the past three centuries, he has served no master but himself; working as a bodyguard, mercenary, soldier of fortune, and bounty hunter. Tales of his exploits have even made it as far as the Quarian Flotilla. Despite his brutish appearance, Wrex rarely loses his temper. The mere threat of his anger is usually enough to get what he wants. When his fury is unleashed, however, it is a truly terrifying sight. He doesn't speak often, but when he does his words are direct and often shockingly blunt — that tends to get people to listen. • "Been There. Done That. " • "Words Win Battles Too." Phase Four - Sidetracked Hired to kill a human male named Fist on the Citadel, Wrex initially teams up with Commander Shepard to get closer to his target, as Shepard is also looking for him to lead him to his true target. Once Wrex and Shepard deal with Fist, Wrex appreciates Shepard‘s professionalism. Sensing some deeper aspects to Shepard's case, Wrex decides to offer his services full time, feeling that a storm's coming, and Shepard and his target are right in the middle of it. • "Consummate Professional" • "Taste for Adventure" Phase Five - On Your Own Now part of Shepard's crew on a mission to save the galaxy, Wrex is interested in the team of specialists he's assembled, especially the other Biotics. As a Battlemaster, Wrex was deemed suitable for the surgery necessary for the program, so is respectful of their abilities. Keen to test himself against the biggest threat to the galaxy since the Rachni Wars, Wrex feels that there is no challenge he can't beat, and feels that given time there is even some hope for his people. • "Biotic Battlemaster" • "Hope For The Future"
Choosing Aspects Phase One - Growing Up Born into Clan Urdnot, Wrex quickly gained fame for his prowess in battle. He became a leader of one of the smaller Urdnot tribes while still a youth – the youngest Krogan to be granted the honour in a thousand years. After the Krogan Rebellions ended, most remaining Krogan tribes wanted to continue fighting, and most vocal of those was Wrex's father, Warlord Jarrod. Wrex had different ideas. He believed that the Krogan didn't have the numbers to go to war, and even if they did the genophage ensured they couldn't replenish their numbers quickly enough. Instead of battle, he led his tribe to focus on breeding, for at least one generation, and called for other tribes to follow. • "Born Battle Champion" • "Lead by Example" Phase Two - Starting Out Gradually, other Krogan tribes began to come around to Wrex's ideas. This angered the Warlord Jarrod, who decided to arrange a Crush (a meeting on neutral ground) with all of the tribes. Wrex, sensing it was a trap, reluctantly agreed. Wrex and his best warriors met with Jarrod's group in the Krogan ancestral burial grounds called the Hollows, a holy place among the Krogan where violence is forbidden. When it became clear to Jarrod that Wrex wouldn't agree with him, he signalled his men. They leapt from their hiding places and ambushed Wrex's warriors, cutting them down.
Using the Racial Background and Class Package options as guides. Mercenary Groups). and +1 to Brawling rolls in defense. Resolve(track). He has the words to diffuse a situation. or incite one. Stasis. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO 45 . Equivilent to a current L4 generation BioAmp without the VI interface. Animal Handling. Throw. Profession (Mercenary) • Rank 3 Skills: Brawling. Oratory Wrex has excellent combat skills. I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training. Culture/Tech (Krogans. it grants Wrex the Barrier. and Warp effects. Energy Weapons • Rank 2 Skills: Intimidation. • Military Grade Brawling: used to represent a lifetime of mercenary work. but better Biotic skills. The blood of a thousand battles runs through his two hearts and four lungs. Close Combat. Alertness.Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. This applies to Consequences mitigating hits to any track. adding +2 penetration to Brawling attacks. Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. • Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. Survival. and the four quads to see it through. This emulates the Krogan biological redundancy. Tactics • Rank 1 Skills: Agility.
and Advanced Optics stunts. Limited Range2 Transfer Aspect. 46 . "Overheated" tag must be free to use this stunt. EQUIPMENT In creating the gear below. Penalty reduced from -2 to -1. Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical. pistols should have a range of 0/2. and a low penetration of 1 or 2. and keep some consistency as the table creates their own weapons. Time for some fun with equipment. They should have the Dispersed Fire and High Capacity stunts. Double Tap and High Recoil stunts are all appropriate. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. They should not have much penetration power. SMGs often have similar ranges to pistols (0/2). Cost 1bp. After all. New T3+ Energy Weapon Stunts The following stunts may be taken on any energy weapon unless noted below. Cost -1bp. Double Tap. Shotguns The ultimate close range weapon. A high penetration is valuable. but the Both Barrels and Dispersed Fire stunts should be considered. I began by deciding at what level to set for the purposes of equipment design. Sub-Machine Guns Designed for rapid fire. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. which then clears at the end of the players next turn. it is not recommended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts. Both Barrels/Double Tap Transfer Aspect. this weapon is unable to be used for ranges other than those specified. Sniper Rifles The ultimate long range weapon. Cost 1bp. and cannot both be placed on the same weapon. Advanced Optics2 Transfer Aspect. I decided to have all weapon and armour gear at T3 across the board. Here‘s a brief set of guidelines to help you design your own. shotguns should have a range of 0/2 and take the Limited Range stunt. assault rifles should have a range of 1/3. Cost -1bp. generally have low accuracy and damage per shot. Assault Rifles Awkward at close range. They benefit from the Dispersed Fire.Personal Combat Mini-Game Changes WEAPON TYPES To aid narration. and the Advanced Optics. Pistols Designed for use over short to middle distances. naming conventions should be considered. They benefit from both the Double Tap and Advanced Optics stunts. Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. we have a pretty good idea of the expected differences between different types of weapons. sniper rifles should not have a minimum range below 3. offset by their clip size and rate of fire. doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. and that all weapons should take the Thermal Clip stunt.
Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork. This shotgun has been rigged to take an extra shot for massive damage at the expense of immediately requiring cool down time. 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.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.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. applying its offensive roll to each target in a zone. 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. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. 47 . and is available extensively. 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. this is a basic assault rifle.
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. 48 . Note 2: See the Spectre Gear Options section on page 49. This weaponry is always in demand for research purposes. but rarely differs substantially from other weapons of the same type. 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. but may be retrieved from defeated Geth. Instead.Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. 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.
Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects. so there is no Spectre rated armour available for purchase. but any nonauthorised users will be tracked down by other Spectre agents for item retrieval. and Master Spectre gear costs 7. and Master Spectre Omni-tools augment three Talent variables.Spectre Gear Options High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. Alternatively. and Master Spectre Bio-Amps augment three Effect variables. they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. Basic Spectre Bio-Amps augment one Effect numerical value. Advanced Spectre Omni-tools augment two Talent variables. Advanced Spectre Bio-Amps augment two Effect variables. Advanced Spectre gear costs 6. They can choose to add 3 Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents. and cannot be changed afterward. 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. Spectres may authorise squadmates to purchase and use such gear. This may be a further +1 increase to a skill bonus. lasting 4 turns or until another Biotic effect is used. Advanced Spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free. Some examples are below: 49 . Costs Basic Spectre gear costs 5. an additional -1 penalty to enemy skill checks. for use solely by the Citadel Council‘s elite Spectre units. an additional -1 penalty to the armour defense rating of an enemy. Duration based effects must cool down between uses by one turn per increase. lasting 3 turns or until another Biotic effect is used. For example: A character that knows the BarrierBiotic Effect with a HMBA Basic Bio-Amp has two choices. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres. or extending the effect by one additional turn. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased. one additional zone able to be reached by a talent. and Master Spectre weapons are built with a +2bp bonus. There are no Spectre armour manufacturers. This may be a further +1 bonus to the effective armour defense rating of the character. Basic Spectre Omni-tools augment one Talent numerical value. Creation Basic Spectre weapons should be created with a +1bp bonus. or an extension by one additional turn of an effect. to the effective armour of the character for the purposes of the defense roll against energy weapons.
and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. 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. character histories. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets.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. and all lead to potentially interesting stories of obligation and debt. Sample Bio-Amp Manufacturers Manufacturer Aldrin Labs Armali Council Armax Arsenal Kassa Fabrication Serrice Council Sirta Foundation Spectre Gear1 Spectre Gear1 Spectre Gear1 Bio-Amp Solaris Amp Prodigy Gemini Polaris Savant Unity Amp HMBA Basic HMBA Adv HMBA Master Note 1: See the Spectre Gear Options section above. Alternatively. The character must now wait two turns after using this Talent before being able to use it again. 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. or to assist in narration. infiltrating manufacturers warehouses. being hunted. there are other ways of obtaining these items. there are plenty of corporations out there to choose from. theft. Use the lists below to inspire aspects. Both of these Talents now require one turn of cool-down between uses of the same Talent. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. blackmail. and the place of law and order in the galaxy. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased. Whilst such advanced gear would seem to favour characters with a high assets skill rank. and corruption are all viable tactics for underhanded characters to use. and not augment any other known Talent. Bribery. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. and cannot be changed afterward. instead of the standard +1 bonus. 50 .
doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. Shields Sample Armour Manufacturer: Devlon Industries Equipment: Explorer line of Armour Stats: Defense: 5 Stamina Mod: +2 Agility Mod: 0 Aspects: Powered Armour (Stamina checks +2. "Taking Cover!" is cleared when the character moves. confers the taggable aspect "Taking Cover!". using a mass effect field to protect the wearer. 51 . but until they do. Shields require spending a fate point to recharge. Requires the "Shields" stunt also. armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. but cannot be spent on the same turn that "Shields are Down!" has been tagged. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. Cost 1bp.New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite. this stunt provides more energy to run any systems that draw their power from the armour. Recharge Booster Transfer Aspect. ―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. Provides a +2 bonus to agility checks. Cost 1bp. the benefit of this stunt is also negated. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged. Booster Power Pack Transfer Aspect. If available. Transfer Aspect.
whereas others like the Serrice Council produce solely for one race. will manufacture for all races.Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖. and is here purely for reference and inspiration for aspects or plots. 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 are not available to other races. use this table as inspiration to describe or inspire character aspects. Instead. Manufacturer1.2 Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation Sample Armour Manufacturers Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes Note 1: Volus. 52 . Note 3: The Krogan armour manufactured by the Geth are not available to player characters. Some. Elcor. and Hanar all produce their own armour. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. like Devlon Industries.
a mass of super-cooled subatomic particles . Cryo Rounds New Variant Ammunition: Anti-Personnel Rounds Cooling lasers collapse ammunition into small Bose-Einstein condensate . • -1 Penetration to targets with an armour defense rating greater than or equal to 2. • -1 Harm. Ammunition must be purchased separately from weapons. Chemical Rounds Designed to detonate on impact. All variant ammunition costs 3 to purchase. 53 . activates the weapon's "Overheated" tag and extends it for one additional round. these rounds are particularly effective against synthetic targets. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. With nine different ammo types. Successful hits confer the free taggable aspect "Toxic Shock" to the target. Armour Piercing Rounds Specifically designed to puncture metal. criminals and mercenaries. • +1 Harm to targets with a 0 armour defense rating. these rounds are particularly effective against living targets. They are similar in construction to hollow point rounds.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. Popular with pirates. +2 Pen to targets with an uncompelled Shields stunt. there's plenty of opportunity for customisation. • If installed on a weapon with a maximum range not exceeding 2. removes the Thermal Clip stunt. high explosive rounds have one major drawback: a massive increase in weapon overheating. places a free taggable aspect "Massive Fireball!" around the target. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn. • on an unsuccessful attack. these rounds are coated with a highly toxic compound.capable of snap-freezing impacted objects. • Harm of the weapon is reduced to 0. this could mean back in the attacking character's zone. 1dF zones away (yes. • causes 2 additional shifts on a successful hit. and provide +2 shifts if tagged by another player who successfully hits.) • if used in two successive rounds. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. High Explosive Rounds Designed to shred flesh and other organic matter. and can only be installed or removed from the weapon during the refresh phase of the game.
as due to their Dispersed Fire stunt. or disappears after a short rest. knocking opponents completely off their feet. Phasic Rounds Instead of projectiles. Thermal Clip). upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. However.Incendiary Rounds Radioactive Rounds Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance. the actual damage done to the target is typically less than what's done by a standard round. 54 . knocks the target over and confers the free taggable aspect "Knocked prone". usually one that occurs between scenes. For example. This makes them perfect for shotguns. Sledgehammer Rounds These rounds hit with incredible force. a hit will place the tag on all targeted enemies. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. • extends the "Overheated" tag for one additional turn after being compelled. Harm 4. This consequence can be removed by a character with the First Aid Tech Talent. inducing low levels of radiation sickness in targets. causes +1 shift to all subsequent successful attacks against target until player's next turn. • -2 Harm. For situations not discussed in the details of the Ammunition stunts. then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour. Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. Penetration 2. Low Recoil. or with a tagged Shield aspect "Shields are Down!" These rounds are stamped with a minuscule amount of radioactive material. • +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. a weapon's Harm and Penetration are as per listed normally for the weapon. • on a successful hit. +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt. if Cryo Rounds were installed into the sample Assault rifle listed on page 31 (Range 1/3. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". • on a successful hit. It would have its base stats against any other target. This sickness makes it more difficult for Biotic or Tech abilities to be deployed.
Weapons can only accept two Weapon Mods at any time. Users already prone still receive the free taggable aspect. All weapon mods cost 3 to purchase. Combat Scanners increase the chance of detecting enemies. if it would normally clear at the beginning of their next turn. and cannot be applied to weapons with the "Civilian" aspect. Stacks with Alertness bonus from Powered Armour "Sensors" aspect. Agility checks now at -3 if no "Servo" stunt on armour. • +1 to Alertness when operated by an individual in powered armour. This allows it to be compelled again before the player's next turn. If "High Recoil" is already present. that's when you need to go and upgrade your guns. and must be installed on higher quality weapons. For example. This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. • +4 to Penetration. and can be installed or removed from the weapon during the refresh phase of the game.New T3+ Energy Weapon Modifications Sometimes. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". Frictionless Materials Increases the damage of the weapon at a cost of increased recoil. They are more expensive to obtain than other weapon mods. it instead clears at the end of the players current turn. 55 . If weapon and armour are separated. • After every turn in which the weapon is fired. • -1 to Harm. • -1 to Agility checks. High Caliber Barrel New Weapon Mods Combat Scanner Designed to interface with the Sensor packages installed on powered armour. • +2 to Harm. Weapon Mods must be purchased separately from weapons. • Cost of this mod is 4. When you want to get that edge back. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. Kinetic Coil Frictionless Materials give rounds more power at impact. this mod ceases to provide its bonuses and penalties. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. 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. the player rolls 1dF. this mod cannot be applied. • Replaces "Low Recoil" aspect with "High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). • +2 to Penetration. variant ammunition isn't enough to give you an edge over your enemies.
• +3 to Harm. Recoil Damper Ablative Coating Reduces kickback to improve accuracy at the cost of decreased power. and each armour can be modified to take a maximum of two Armour Mods. If "Low Recoil" is already present. • After every turn in which the weapon is fired.1 to Agility checks. • Armour gains the "Very Heavy" aspect. • Replaces "High Recoil" aspect with "Low Recoil" aspect. • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. redirecting the energy of incoming projectiles away from the body. • . Combat Exoskeleton This prototype armour upgrade combines mechanical augmentation. and which may be compelled for all sorts of scene effects. • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. this mod cannot be applied. Comes at a cost of reduced power. All Armour Mods cost 3 to purchase unless otherwise stated. Scram Rail Ablative coating is designed to chip away when impacted. All mods require the aspect "Powered Armour" to be installed. it now becomes more difficult to move due to its awkwardness. 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.Kinetic Stabiliser New T3+ Powered Armour Modifications With all those lethal variant ammunition and weapon mods out there. Armour Plating This prototype upgrade greatly increases damage. These mods may only be installed or removed from the armour during the refresh phase of the game. it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive. 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. increasing their effectiveness. 56 . the player rolls 1dF. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect. • +1 to Harm. Advanced VI functionality reduces weapon kickback to improve accuracy. until the bonus is reduced to a minimum of +0 for the remainder of the scene. but causes a greater chance of weapon overheating. Hardened ceramic plates can be applied to body armour suits. resistance to weapons force and resistance to Biotic and tech attacks. • +2 bonus to Defense rating of Armour. • -1 to Harm. • +4 bonus to Defense rating of armour. • -1 to Harm. negating the benefits of the "Lightweight" aspect. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat. such as Cryo Rounds or the Improved Heat Sink weapon mod.
this armour provides maximum protection for the user. and counts as two Armour mods. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the Defense bonus and remove the agility penalty. and counts as two Armour mods. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the bonus against A complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks. Energized Weave Microprocessors wired into a combat suit can monitor vital functions and release small. 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. it provides maximum protection for the user. • This armour costs 4 to purchase. Exoskeleton • +4 bonus to Defense rating of armour. 57 . and counts as two Armour mods. Designed for heavy combat use. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. • -2 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. and also remove the Defense and agility penalties. • 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. • The armour disables the first free tag gained from the Health stress track of the wearer as a combat action (this prevents an opponent using the Consequence to your disadvantage). First Aid Interface A prototype upgrade designed specifically for heavy combat use. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. localised doses of medi-gel to accelerate the healing process. • Grants a +2 bonus to Close Combat checks. • -2 to Agility checks as the mod draws power from the system intended for the servos.Biotic Effects and Tech Talents. • +6 bonus to Defense rating of armour. • -2 to Agility checks as the mod draws power from the system intended for the servos. Energised Plating Mechanical augmentation increases the brute strength of the wearer. • This armour costs 4 to purchase.
• The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions To generate kinetic barriers. • Any time the "Shields are Down!" tag is activated. and counts as two Armour mods. Shield Battery A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. • +2 Shield bonus to Defense rating of armour. The greater the capacitor storage. Medical Interface This mod draws on the user's stamina to boost their agility. • This bulky armour mod decreases the power available to run other systems. the shield bonus from this mod is also negated. • 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. maximising healing and minimising recovery times for the user. causing a -2 to Agility checks. combat suits rely on capacitors to store energy from a generator. • +1 to agility checks. the shield bonus from this mod is also negated. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. • This very bulky armour mod decreases the power available to run other systems. • +1 to Agility checks. • Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. localised doses of medigel to accelerate the healing process. Kinetic Exoskeleton This prototype armour upgrade combines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. causing a -1 to Agility checks. • This armour costs 4 to purchase. This interface also provides resistance to toxic attacks. the more potent the barrier. • Any time the "Shields are Down!" tag is activated. Requires the Shield aspect on the armour to be installed.Kinetic Buffer (this prevents an opponent using the Consequence to your disadvantage). • 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. 58 . • -1 to Stamina checks (this does not confer any changes to the Health stress track). • Chemical rounds are unable to confer the "Toxic Shock" aspect. Requires the Shield aspect on the armour to be installed. • +3 to Defense rating of armour. and counts as two Armour mods. • +2 Shield bonus to the Defense rating of the armour. • This armour costs 4 to purchase.
gases. Here's a look at some of the possibilities. 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. • 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. removes the Thermal Clip stunt. Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. She also added the ammunition mod at the same time so that the weapon will never overheat. • +1 to Biotic Training and Tech Training skill checks. Costs: Pistol 4.Stimulant Pack Advanced Gear All weapon and armour gear starts at T3 across the board. and that penetrating those shields is paramount. The prototype armour mods provide some of the better bonuses. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. +2 Penetration to targets with an uncompelled Shields stunt. • -1 to Harm. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. and become unreliable when dramatically necessary. Toxic Seals Sample Advanced Gear Specially-sealed body armour provides increased protection against radiation. 59 . • Chemical rounds are unable to confer the "Toxic Shock" aspect. May not be compelled two turns in a row. and a host of other toxins. • If installed on a weapon with a maximum range not exceeding 2. Tali needs a weapon that she can rely upon if the battle gets too close. Cryo Rounds 3. though they count as two mods instead of just one. Relying primarily on her Tech Training. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes.) • Harm: 3 (2 against shielded armour) • Penetration: 1 (3 against shielded armour) • Low Recoil (weapon can be fired without penalty in low gravity) Purchased from one of the citadel markets. Kinetic Stabiliser 3 Final Weapon Stats: • Range: 0/2 (Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. and causes a -2 penalty to Agility checks. Tali knows that the Geth nearly always have shielded systems. Although it has reduced stopping power.
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. and counts as two Armour mods. • This armour costs 4 to purchase. 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. • +4 bonus to Defense rating of armour. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. 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. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. and knows that with correct field placement. With enough protection to allow him to get up close and personal in a fight. Frictionless Materials: • +2 to Penetration. negating the benefits of the "Lightweight" aspect. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. unstoppable warrior. Little tricks. +2 bonus on armour defense the turn after "Taking Cover!". He appreciates the ability to take down highly armoured foes from great distances. Rail Extension 3. a Krogan Battlemaster running in at a charge is terrifying beyond belief. AP Rounds 3. like the defense against Biotic Effects and Tech Talents. and clears"Shields are Down!" tag automatically.) • Thermal Clip (weapon has the Aspect "Overheated" which may be compelled to prevent firing) • Advanced Optics (allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. ―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. • Cost of this mod is 4.1 to Agility checks. Combat Exoskeleton 4. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . • . Costs: Rifle 4. Costs: Armour 4. Wrex becomes a battlefield juggernaught. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. Assisting this was his access to some of the best mods available. may be compelled for all sorts of scene effects. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". Frictionless Materials 4. the awkwardness of his modified rifle should never become a deciding factor. No movement required to activate. and cannot be applied to weapons with the "Civilian" aspect. 60 . Rail Extension: • +1 to Harm.
• Both Barrels • Limited Range • On a hit. applying its offensive roll to each target in a zone).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. 61 . knocks the target over and confers the free taggable aspect "Knocked prone". This shotgun is able to double its Harm rating every turn. knocks targets over and confers "Knocked Prone" free tag. Frictionless Materials: • +2 to Penetration. Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra. knocking them all prone in the process. Costs: Rifle 4. Sledgehammer Rounds 3. • -1 to Harm. and cannot be applied to weapons with the "Civilian" aspect. • Cost of this mod is 4. 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. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. and apply that to every target in an area. Improved Heat Sink 3.
they are rapidly deployed. destroying Batarian pirate and slaving rings. which they don‘t just use against vehicles such as the M35 Mako. Each cell is led by an operative who reports directly to the Illusive Man. ranging from political to scientific but all united under the common goal of advancing humanity. the others would not be captured. and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. Cerberus bases are usually guarded by the following forces: • Cerberus Commandos: Highly trained shock troops armed with assault rifles or pistols. 62 . or other dangerous nasties. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers. which includes Rachni (soldiers and workers). thus rendering the Illusive Man blind in those areas. terrorist activities. due to their activities. Cerberus effectively has access to almost every settled system. Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. • Cerberus Defenders: Found protecting research technicians. • Research Technicians: The technicians are normally Biotics. sabotage and assassination.ADVERSARIES Apart from chasing after rogue Spectre agents. Cerberus operatives accept that these methods are brutal. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. including illegal or dangerous experimentation. They have also been described as a pro-humanity terrorist or paramilitary group. Their core belief is that humans deserve a greater role in the galactic community. Due to their widespread network. Husks. or hunting rogue psychotic Asari purebred Biotics. Cerberus operates many other kinds of cells than purely para-military focused ones. Cerberus Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. and colony in the galaxy." and may have been edited by Cerberus agents to discourage casual explorers. though unarmoured. they use powerful Throw attacks. Cerberus is very well-funded. This ensures that should one cell be compromised. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts. these snipers find cover and hit with Assassination. but which has now gone rogue. highly armoured. However. Any methods of advancing humanity's ascension are justified. Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse. major trade stop. and use modified shotguns (page 61). collecting bounties on escaped Tech criminals. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. but believe history will vindicate them. Led by a mysterious figure known only as the Illusive Man. there are other races. Cerberus has operatives all over Citadel space and the Terminus Systems. Cerberus also runs several front corporations meant to fund and support their operations. creatures and organisations out there for the characters to encounter. reporting regularly. • Cerberus Snipers: Often found indoors.
The Geth are entirely synthetic creatures. Specialised for close quarters combat. with the number of Talents equal to the skill rating. • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. Also possesses shields. practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. Extremely resilient to small arms and ground vehicle fire. Geth barriers and capable of recharging shields. specialised for long-range combat. have access to Tech Talents. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). Has the Geth Shield Boost ability (treat as Ablative Armour). • Geth Hopper: Cyberwarfare and ambush platform. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. Carnage (see page 20) and the ability to recharge shields. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. Utilize both disruptor and scram rockets heavy weapons platforms. barriers. Overload. and thus immune to effects that target only organics.Geth As described in the Racial Backgrounds section. such as the Neural Shock Tech Talent. Some have a stunt that grants them the equivalent abilities of an Omni-tool. • Geth Rocket Trooper: Equipped with Geth pulse rifles. 63 . and vary according to role. and can utilise Carnage. • Geth Juggernaut: Similar to Geth Destroyers. Extremely strong armour and shields with recharger. Equipped with Geth pulse rifles and rocket launchers. • Geth Sniper: Armed with Geth sniper rifles and shielding. Geth encountered beyond the Veil will have programs developed equivalent to skills. Capable of using Assassination (see page 20). Heavily shielded and very resilient with shield rechargers. Attacks using the Geth sniper beam. Has shielding but no rechargers. Capable of Radar Jamming but no shield recharging. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. and Jamming. and Toxic rounds. Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. Resilient to gunfire. shielding and rocket launchers. Very strong shields and extremely resilient with shield recharger. has the ability to charge. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping).
though it is effective psychological warfare to make soldiers fight their own dead. LOKI Mechs are incapable of any complex tactics. commonly called MECHs. MECHs Earth based weapons manufacturer HahneKedar has become a major supplier to the Systems Alliance military. variant weapon ammunition. LOKI. the dual "eye" on the unit turns from white to red. and their civiliangrade firewalls are insufficient to deal with modern hacking. Over time the body's organs. Thereafter. often fielded by the Alliance. or where the use of organics for "around the clock" shifts is unfeasible. 64 . if marines try to recover their dead comrades – the Husks are released and attack. prior to determining whether the effects of the blast generate composure track shifts. They have an inbuilt level of equivalent armour with a defense rating of 2. and YMIR classes of mechanical infantry units. The Geth used a ship full of Husks. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. and so on. No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. allowing their programs to be easily overridden and turned upon their owners. husks attack with a brawling skill level of rank 2. never seek cover during a firefight. When the spikes are approached – say. they have also seen use in groups on the shiftier side of the law when raw manpower is needed. They count as both biological and synthetic creatures for the purposes of Tech Talents. skin and water content are converted into cybernetic materials. Husks that reach the same zone as any character attack first with an electrical blast. Originally used by the Alliance for colony guard duty. with an equivalent skill level of 3 ranks. The husks will charge at their enemies and. there is never only one husk around. • 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 is also the manufacturer of the FENRIS. When a human is captured they are placed on impaling devices. the MSV Cornucopia. once close enough. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. give off a powerful electrical blast which disables shields and causes massive damage. partly as a trap and partly as a warning to other organic races not to enter their space. huge spikes that Alliance marines have nicknamed "dragon's teeth". as an individual husk can only generate one electrical blast. They possess a basic personality suite and are easily programmed for various security tasks. blood is changed to a sickly green fluid. and the body generates an electrical charge. Unfortunately for those that encounter them. Many mercenary groups make extensive use of them.Husks Husks are synthetic "zombies" created by the Geth. A LOKI Mech that switches to its security protocols is easily identified. typically as expendable assault units.
these covers must open. they are identifiable by their white armor and red lights. YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions. used in the same manner bomb. When a FENRIS Mech is severely damaged. they are fitted with protective actuated shield covers. • YMIR Mech: The Battle YMIR Mech. a FENRIS Mech will accelerate to a set speed and jump with its rear legs. as they tend to constantly advance on enemies to engage at point-blank range. limiting its movements to a slow. For many humans. but is still vulnerable to hacking by dedicated hackers. the YMIR Mech has better firewalls than other models. If shot while in this deactivated state. Whilst it can fire its twin Cannons on the move however. walk and cannot attempt to climb steps. and have been seen deployed alongside LOKI Mechs. When attacking. 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. the YMIR does have a few limitations.and drugsniffing dogs would. it must pause to fire rockets to ensure a stable launching platform. As a military model. and indeed to all mechs. Despite its fearsome weaponry. the mech will deactivate and remain stationary. They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. bringing the target down with its front legs in an animalistic pounce-like motion. noisy. Kinaesthetic programming is limited due to the complexity of the design. A major disadvantage to FENRIS Mechs. Heavily armoured and shielded. FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. giving warning to those able to see the mech. altered. they are stunned by a taser device embedded in the 'head' of the FENRIS. or overridden by an experienced hacker. After the target is struck. the mech will explode. is that their software programming can be hacked. 65 . is a massive killing machine designed for anti-infantry purposes.• FENRIS Mech: Like other mechs produced by Hahne-Kedar. In order to fire either weapon. or Model 34-A.
mercenaries tend to use superior weapons and armour. Krogan mercenaries regenerate their shields particularly quickly in a fight. which prefer to select equipment from a single company). • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders. but they are lightly armed and armoured. smuggling tainted element zero.a Turian group based on Omega. and focus on vehicles such as the M35 Mako. Notable Mercenary organisations • Blood Pack. mercenaries will commonly raid remote outposts or unprotected starships when unemployed. • Blue Suns. most fill one of the following roles: • Mercenary: The standard mercenary.Mercenary Organisations Mercenary bands operate throughout the Attican Traverse and the Terminus Systems. They are usually hired by criminal organisations that require "heavy muscle". mostly wiped out by Council Spectre agent Saren Arterius. • The Talons. • Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers. 66 .a 'private security' firm and one of the most powerful groups in the Terminus Systems. Their use of Throw and Warp makes them dangerous. a biotic can be found amongst mercenary bands. • The Grim Skulls.a minor mercenary band. and line up for an Assassination shot. consisting exclusively of Krogan and Vorcha. Mercenaries hail from all races and backgrounds.a pirate group that acts as the"muscle" of Omega. • Eclipse. Given that their occupation requires them to be efficient and capable. • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher. Humans. • Mercenary Adept: Very occasionally. though are most commonly Turians. Sometimes euphemistically referring to themselves as 'private security organisations'. meaning their equipment is usually produced by a variety of manufacturers (unlike military forces. Mercenaries are usually found at their bases on remote worlds. They often have the ability to use Immunity. Batarians or Krogan.a major mercenary corporation active in the Terminus systems. or protecting their employer's investments or operations. they are usually lightly armoured. usually equipped with an assault rifle or a shotgun. or by individuals who want protection or assassination services. Able to field a variety of personnel to fulfil their contract. They control 20% of Omega.
Rachni Soldiers are slower. Should their territory be invaded on purpose or even by accident. they respond with brutal force. who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. they rush up to the squad and explode in suicide attacks. It is also unique among Rachni in that it possesses some Biotic ability. Bred in captivity away from a brood queen. with thin tentacles ending in little pods. although its attacks inflict more damage. They are most at home in vents and tunnels. Rachni soldiers are cunning and like to ambush their enemies. they are quite fragile. the humans. and rarely. They normally inhabit extremely hazardous worlds. but much larger creatures than Rachni Workers. able to survive environments that kill most sentient species. They can also spit acid. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. then its highly likely that other governments have as well. The Brood Warrior has abilities comparable to a standard Rachni Soldier. have encountered them. Rachni Queens are capable of possessing the minds of other Biotics. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. Rachni Queens are the largest and most intelligent of the species. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. determined to remain isolated from the rest of the galaxy. they are effectively giant sized locusts intent on death and destruction of all sentient life around them. they likely fill the niche occupied by drones in other hive species. tending to the needs of the queen. The Rachni are territorial. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks.Rachni The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. Best handled at a distance. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). seen. They were eventually defeated and completely eradicated by the Krogan. It is said that they only attack when the hive is particularly strained for warriors. 67 . on difficult to terraform worlds. the spacefaring Rachni were driven to expand and defend their territory. They are the 'elder males' of the hive that usually mate with the queen. Defended by Brood Warriors who will die to protect them. Intelligent but highly aggressive. in fear of being plunged into another galactic war. These tentacles are used to impale enemies . Acting in swarms. and other hidden locations.the Rachni can use weapons but prefer to use these tentacles to impale their victims. It stands to reason that if the galaxy‘s newest spacefaring race. it will occasionally place a squad member in Stasis and appears to use a form of Barrier. Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. causing heavy toxic damage. Given their name. The Rachni aren't as extinct as the galaxy had been led to believe. using them as proxies to translate and communicate when necessary. causing heavy toxic damage which ignores shields. if ever.
Thresher Maws Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. and their acid attacks as though the shields stunts don‘t exist. and instead have an extended health track of 3dF+9 Thresher maws are solitary creatures. asteroids or moons with little or no atmosphere. penetration 6. When moving underground. and are immobile when they raise up to attack. the Thresher Maw cannot be targeted. and must wait one round between attacks to recharge their spit. thresher maws usually live in large flat open spaces on uninhabited planets. and do not inhabit rolling hills. and move if shifts are successfully generated against them. They reproduce via spores that lie dormant for millennia. which is a combined combat skill and weapon. • Dauntless: Thresher Maws have no composure or wealth tracks. and smashing with their claws in close range while emitting infrasound. and are a menace to any structures or vehicles in their nesting area. Owing to the nature of their attacks. They always attack the closest target. Treat Thresher Maws as having an armour defense rating of 6. They can take a lot of damage and can be very hard to kill. or valleys. They are enormous. harm 8. and their burrowing style of movement. violent creatures that burst up from the ground without warning when disturbed. they completely ignore shields. Aggressive and highly territorial. • Native Burrower: Thresher Maws never fully leave the ground they live in. As a result. 68 . They can grow to be in excess of 30 metres tall above the ground. burrowing up from beneath their prey. identifiable only by their landscape profiles. two or three at most can be found on a single planet. They have Natural Weapons as an apex skill. with a range of 2/5. with a harm rating of 8 and must wait one round between attacks due to their size. only the head and tentacles erupt from the earth to attack. Fortunately. They also have rank 4 skills agility. Give them the following stunts: • Extended Reach: Due to their immense size. and a new skill called Acid Spit. or they may take an additional zone of movement when they take their free move when fully underground. mountains. but there are some "stray" nests. The body of an adult thresher maw never entirely leaves the ground. Due to their size. They may use their one free move to rise up or drop back underground. They live alone in nests spanning large areas underground. thresher maws are immobile above ground. with a body nearly twice that size beneath the surface. Their attacks consist of spitting powerful viscous acid that splashes on contact. they can reach one additional zone with their claws when using their natural weapons. but can move incredibly quickly below. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets. yet are robust enough to survive prolonged periods in deep space and atmospheric reentry. spread by previous generations of space travelers. Threshers commonly have some sort of "lure" in their nest. 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. thresher maw spores appear on many worlds. such as a crashed probe to draw unwary scavengers.
Krogan Blood Pack mercenaries often sweep pockets of Vorcha. the Vorcha constantly fight each other in fierce competition over basic necessities. 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. 69 . alternately fighting them for territory and embracing them as treasured companions. clannish. and more resilient than other members of the race. leading to the rather unusual nickname 'fishdogs'. A common subgenus of varren has metallic silver scales. wreaking havoc with the native ecology. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. To this day. gathering them up and literally beating them into soldiers. Even as their population grows.Varren Varren are omnivores with a preference for living prey. Vorcha ―trained‖ by this ordeal are stronger. faster. smarter. Seeing the potential of the Vorcha's individual adaptability. varren infestations have followed. The Krogan have had a love-hate relationship with varren for millennia. wild varren hunt in packs and are so vicious they'll even take on the Geth. Gaining even a few Vorcha gives a mercenary band a formidable advantage. Krogan – and some other species. savage species. 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. Virtually everywhere the Krogan have been. However. including Batarians – raise them as beasts of war. Their supreme adaptability. they are – like most life from Tuchanka – savage. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds. each additional Vorcha magnifies the gang‘s combat ferocity exponentially. hostile. Originally native to the Krogan homeworld of Tuchanka. and consummate survivors. their continual lack of resources have kept Vorcha society extremely primitive. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. Vorcha The Vorcha originate from a small.
thus Technology is the difference between ships. All ships of this type must take the Civilian stunt. one man ships. Cruisers. These terrors of the black are built at T5 (35 bp) or T6 (41 bp). such as luxury cruisers. Spacecraft and Tech Levels Diaspora made the design decision that ship size. is not important. New Spacecraft Stunts Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers. and built with 8bp. New T0+ Spacecraft Stunts Government Subsidy Spacecraft with this stunt are officially part of the navy of the government. • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" 70 . • Frigates are designed at a level of T2 (17bp). so that instead of limiting ships build points by technology. usually fielded by carriers. with severe consequences for variation from those limits so imposed. With this small tweak. or T2 level for the larger designs. and Dreadnaughts. but use the optional rules for Fighters on page 228 of the main rules. for a hard sci-fi genre. so are well represented by the T1 (11 bp) level. we just say that they are limited by size. spacecraft may not take the T4 Stunt "Dumps heat into another dimension". Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). We can adjust this for our game. The only ones who use an actual Beam weapon are the Reapers. and have access to shipyard facilities that supply dedicated repair engineers. Using this idea. and are limited in number to only a few operated by each member race. • Fighters are small. Geth dropships are classed as Frigates. we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. • Reapers are sentient ships. who use magneto-hydrodynamics to power them. assigned a dedicated crew to operate all systems. Warships in Mass Effect are classified in one of four weight classes: Frigates. Crew must adhere to the standard operating procedures of the government. • Dreadnaughts are the largest vessels in Council space. These behemoths are built at T4 (29 bp). Carriers. depending on the individual size and age. • Carriers are usually the same size as Cruisers at T3. or at T3 with a few sink stunts. we have a quick and easy way to define and differentiate our ships. • Cruisers are firmly in the realm of T3 (23bp) ships. All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system. cargo freighters and colony ships usually sport minimal or no weaponry. larger than anything else built by the council races.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.
and provides a +1 bonus to V-Shift. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks. whilst also powering the Internal Emissions Sink. Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. and allows ships to move ten times faster between their destinations for the same reaction mass. Cost: -1bp. Cost 4bp. This system does not operate during mass relay travel as the heat generated is too much to absorb. This experimental system may only be installed on spacecraft with a 71 . Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). See Diaspora page 69 for standard travel times. and mass effect accelerated projectiles. Cost 2bp. and thus reserved for critical operations. then divide those by ten. or it will build up to levels capable of cooking the crew alive. Cost 1bp. 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. and a +2 bonus to repair checks to remove consequences. except when such consequences were gained when the aspect chosen above was tagged. a Mass Effect Drive is required to access the mass relay system. This stunt also provides a +2 bonus to maintenance checks when at government facilities. These shields safely deflect small objects traveling at rapid velocities. or drift passively through a system for days before having to vent and give away her position. Cost 1bp. Requires the Tantalus Core Stunt. This affords protection from micro-meteorites. 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. torpedos. Spacecraft can go to 'silent running' for around 2-3 hours. New T1+ Spacecraft Stunts Mass Effect Drive The pinnacle of interstellar drive design. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. but the stored heat must eventually be radiated.• • • • • • • • • • • • • • • • • • "Incorporates Dodgy Alien Tech‖ "Infamous Captain" "Is It Meant To Do That?‖ "Known Weakness in Tactics" "Last Generation Tech‖ "Money Sink‖ "Must Not Shoot First" "Not Built To Do This‖ "Operating Beyond Its Limits‖ "Pirate Doppelganger‖ "Poorly Maintained‖ "Protection Obligations" "Rules and Regulations by the Book" "Should Have Retired Years Ago‖ "Slow To Respond‖ "Sub-standard Sub-systems‖ "Variable Training Levels" "We Have An Operative Aboard‖ Trade stat of 0.
fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. 72 . except when "Experimental Design" was tagged) • Tantalus Drive Core • Internal Emissions Sink (+2 bonus to Nav check in detection phase) • Kinetic Barriers • Interface Vehicle (M35 Mako Infantry Fighting Vehicle) Aspects • Government Owned and Operated (Systems Alliance) • Experimental Design • Tough Little Spacecraft • Fast. codeveloped with the Turian Hierarchy. it is expected that a follow-up class incorporating "lessons learned" will be produced. she is optimised for solo reconnaissance missions deep within unstable regions. Should the Normandy‘s design prove useful in field tests. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. is a prototype "deep scout" frigate. and with the sponsorship of the Citadel Council Ship Class: Prototype "Deep Scout" Frigate Base Stats: • V-Shift: 4 • Beam: 3 • Torpedo: 1 • EW: 3 • Trade: 0 • Frame Track: 3 • Data Track: 4 • Heat Track: 4 Stunts: • Mass Effect Drive • Government Subsidy (Experimental Design) • Tantalus Drive Core (+1 to V-Shift) • Internal Emissions Sink (+2 Heat Track. nimble. +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. using state-ofthe-art stealth technology powered by an experimental drive core.
Cerberus fields its own defense ships around their secret research stations. and then cause them to catastrophically vent their atmosphere. and +2 to to V-Shift for 4bp. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. Designed with killing much larger ships in mind. except when "NonStandard Design" was tagged) • Oversize Drive Core • Kinetic Barriers Cost: 8 Aspects • Government Owned and Operated (Asari Republics) • Non-standard Design • Shields Down! • Oversize Drive Core • As Graceful as she is Deadly • Shields as tough as a Dreadnaught’s The Cybaen is an Asari cruiser-class warship. these fighter craft work as a unit to jam the comms of any intruding vessels. 73 . 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. 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.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. The Oversize Drive Core stunt provides a +1 bonus to the Heat track. explosive style. bring down their kinetic barriers.
Platoon Creation Changes When constructing platoons. However. provide protection against most mass accelerator weapons. as well as +1 to one of the Observation or Armour skills. though. colloquially called "shields". Direct Fire. or Direct Fire. this stunt grants +1 to the Signals skill of the unit. there is an opportunity to explore larger scale events through multiple squads in the Platoon level combat minigame. Biotic Specialist (Infantry) As fearsome as they are in direct combat. There are no new platoon skills added in this section. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. Anti-Air. the infiltrators gain an extra aspect ―Power Drained‖. At the gaming table. New Platoon Stunts The following stunts may be taken by any unit that meets the type restriction (if any). the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals.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. there are a few ways Mass Effect characters can augment their assigned platoon. and receive a -1 penalty to Camouflage next turn. the basic principle remains the same. while no less potent to their unit. At platoon level. The unit receives +2 to this skill when used defensively. this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately. Additionally. the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour. This stunt provides a +1 to Hand-toHand. as well as +1 to one of the Signals or Camouflage skills. change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. Additionally. Similarly. and +1 to one of Direct Fire or Anti Air. the Specialists gain an extra aspect ―Power Drained‖. At creation choose one of Armour or Hand-to-Hand. the Defenders gain an extra aspect ―Power Drained‖. Additionally. 74 . or Armour. All normal rules for character association with units apply as per Diaspora page 192. Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking. Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. as well the ability to try to use a manouver to remove a free tag on an ally that is currently within Command range. Whether on a starship or a soldier's suit of armour. determined at creation. Tech Specialist (Infantry) Seizing control of the electronic battlespace. offensive Biotic abilities are unfortunately visually flashy and distinctive. Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand. Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. Tech Infiltrator (Infantry) Using their jamming skills to great effect. Command. Shield Projector Kinetic barriers.
advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. Movement 1. the M35 Mako. Direct Fire 3. Command 1. a high-altitude bomber. no spot of enemy units required Battlefield Genius: platoon units gain Command Range +1 Command and Control of the Battlespace Overheated Weapons As Protective As a Papa Bear A61 Mantis Multirole Gunship (Citadel Races Only) The Gunship is driven by vectored-thrust engines. the Mantis remains in service in dozens of armies across the galaxy. and was a bane against the Turians during the First Contact War. as it has no FTL drive.Example Platoons All platoons are created at tech level T3. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . Movement 1. The Mantis houses an element zero core which lightens the engines with a mass effect field. 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. The only role the Mantis cannot perform is that of a true deep-space fighter. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. 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. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. a fighter. the Grizzly has had a long career protecting its troops well. taking out support units and delivering marines to weak points in the enemy formations. Movement 1. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. Signals 2. Anti-Air 2. allowing it to take off vertically and hover in place using minimum fuel. Direct Fire 3. Whilst slower and bulkier than its successor. Armour 1. First rolled off the assembly lines in 2170. Hand-to-Hand 2. disrupting communications. Alliance Marines (T3 Infantry) Direct Fire 3. Observation 2. “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.
Direct Fire 2 Morale OO Interceptor: able to respond and act to enemy aircraft if on LAUNCH box 76 . Movement 4. possessing profound tactical insight. Armour 2.Air Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Anti-Air 4. Armour 2. A61 Mantis Gunship .Shield Projector (TE): Armour +1 Boosters (TE): Movement +1 Highly Trained: Morale +1 Surprise! I'm Back! Overheated Weapons A61 Mantis Gunship – Bomber Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. One-on-one. Armour 2. and their education from that point is dedicated to sharpening their mind and body for that sole purpose. depending on the tactics preferred in their town. a huntress is practically unbeatable. they are adept at ambush. 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. and a dancer's grace and alacrity. Armour 2. Movement 3. 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 .Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. Observation 2 Morale OO 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. demoralizing and defeating their enemies through intense.Ground Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. a hunter's eye. focused guerrilla strikes. infiltration. Like an army of ninja. Movement 3. Movement 3. and assassination. Observation 2 Morale OO Scatterable Mine Payload: can deliver areadenial ordnance (mines) Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Suddenly.
Armour 1. Veteran 1. Direct Fire 3. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. Direct Fire 2. Armour 1. Movement 3. Highly Trained: Morale +1 Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Peerless Biotic 50+ Years of Battle Experience Asari Commando Team (T3 Infantry) Hand-to-Hand 4. Veteran 1. Movement 2. they don't make noise. Armour 2. they don't even breathe. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Camouflage 1.Biotic Specialist: +1 to Hand-to-Hand. Command 1. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. Movement 2. Morale OOO OOO O Geth Platoons All Geth are networked to each other. Anti-Air 2. The Geth make perfect ambushers—"they don't move. The key element of Geth warfare is surprise. +1 to Direct Fire. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. they may communicate their exact thoughts and ideas at the speed of light. +1 to Anti-Air. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. Hand-to-Hand 3. Veteran 1. Geth can even be packed tightly into crates and left in storage. +1 to Direct Fire. shutting down their power sources to stay undetected. Movement 1. +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3. Camouflage 1. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Direct Fire 2. This makes them extremely efficient in battlefield conditions. 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 . Observation 2. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively. Direct Fire 1. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand.
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. Movement 1. Signals 1 Morale OOO O Long Range: ignore 1 extra zone of range when attacking Long Range: ignore 1 extra zone of range when attacking 78 . Geth Troopers (T3 Infantry) Hand-to-Hand 3. Geth repair their morale using Signals instead of Command.Air2. Though the interior is cramped. Morale OO Command Range: 1 Long Range: ignore 1 extra zone of range when attacking Thermal Tracking (TE): Anti-Air +1 Wireless: Command Range +1 Precision Guided Munitions Out of Ammo Geth Juggernaught (T3 Infantry Leader) Direct Fire 3. Armour 2. 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. 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. Armour 1. Observation 1. It is designed to fulfill the role of rapid deployment that its predecessor. Movement 2. Observation 1. 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. Signals 2. Direct Fire 2. Signals 2. Armour 3. Movement 1. fell short of accomplishing. Observation 1. or reduce its mass for limited evasive or positioning manouvers. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. the M29 Grizzly. Direct Fire 2. Observation 1. Armour 2. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. which can be used to increase mass and provide greater traction. Movement 2. Anti-Air 2. It is equipped with microthrusters and a small element zero core. which varies depending on which Leader is assigned to a Platoon. and that they are extensively reliant on digital communication for interaction.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.
devoted to accomplishing their mission regardless of the cost involved to others or themselves. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. 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. Signals 1. additional aspect ―Power Drained‖ to remove these bonuses. Hand-to-Hand 2 Armour 1. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. Movement 1. reconnaissance. Movement 1. Armour 3. Observation 3. a mobile air defense platform. 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. and sabotage. Direct Fire 1. Hand-to-Hand 2. infiltration. 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. Observation 2. Salarian Special Tasks Group Platoons • 1x STG Cell Leader • Choose 4 units from the following: STG Recon Unit STG Combat Engineers STG Infiltrators • Platoon Fate: 6 FP The Special Tasks Group (STG) is a Salarian espionage organization. Direct Fire 3. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . usually deployed by the Citadel Council.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. STG Recon Unit (T3 Infantry) Camoflage 3. +1 to Observation. assassination. performing dangerous missions such as counterterrorism. STG operators are brutally practical. STG operators work in independent cells. Armour 1. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. These include a recon drone controller.
I encourage you to create your own versions of these units. Hand-to-Hand 1. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. Tech Defender: +1 to Command. Hand-to-Hand 2. Tech Infiltrator: +1 to Armour. 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. additional aspect ―Power Drained‖ to remove these bonuses. Anti-Air 1 Morale OOO O Omni-Tool Master: able to use Command skill for Sensors Special Forces: not automatically spotted when it shares a zone with an enemy unit. Armour 2. Movement 2. Signals 1. 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. +1 to Camouflage. Movement 3. Armour 1. able to use manouver to remove free tag on ally in command. Indirect Fire 1. Direct Fire 2. Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Always Has a Plan Overheated Weapons Command of the Airwaves Power Drained 80 . additional aspect ―Power Drained‖ to remove these bonuses.STG Infiltrators (T3 Infantry) Camouflage 3.
with steps designed to help link your characters to each other. individualistic and thus. Whilst you can explore hundreds of worlds across the series. they began activating every mass relay they could find. I‘ll raise some themes and potential campaign hooks that may help you in the creation of your own stories in this exciting and fun setting. and 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. Humans also discovered the mass relay network that threaded the galaxy. At the time of the first game. beginning the First Contact War. Taking control of a pivotal character in the events of the game. unlocking faster-than-light travel.Campaigns and Themes Mass Effect is set in the year 2183 CE. humanity learned the secrets of mass effect physics and element zero. They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. At the gaming table. highly adaptable. which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry. and are heavily petitioning for full member status in the Citadel Council. our options are not so limited. no one in the wider galactic community had ever heard of humans. Humans are new to the galaxy A little over 35 years ago. moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space. Many races have petitioned for elevation to this status for a long time. Humans are still discovering what it takes to survive on these newly discovered worlds. as the structure of the Diaspora RPG cluster and character creation is designed to help you. abnormally ambitious. to join the Asari. Law and Order The Mass Effect games place strong emphasis on the theme of law and order in the galaxy. 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. This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. or outside. Hoping to expand their territory and driven by immense curiosity about the galaxy. as well as how individuals choose to operate within. battling aliens and making allies (and vice versa). Cluster creation is intended for each player to suggest themes they‘d like to explore. Character creation works in a similar way. Whilst the Citadel is seen as the primary location of galactic rule. you get the chance to explore the galaxy. Salarians. by its very nature as programmed entertainment. as well as confronting the prevailing opinions of humans as intelligent. and Turians in the decision making process. This is the setting history established in the first Mass Effect game. those confines. permitting instantaneous passage across thousands of light-years. encountering various alien races and establishing itself on the galactic stage. exploring ancient ruins and fabulous cities alike. With the technology from these ruins. such as 81 . there are many places that the reach of the council doesn‘t extend. Humanity began its journey among the stars. unpredictable. humans have an active role in galactic commerce and settlement. 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. In this section.
Tying into the first theme of humans being new to the galaxy. At the personal level. banning AI research almost entirely. ―Hacking Diaspora: Threats. 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. an ability or race. there are those who are sent in to do them. exiled from their home planet by their own creations. notably Blue Suns and Eclipse. Diaspora supports this style of play with its pyramid skill structure. to provide protection to interests not necessarily desired by the Council. When you are unsure what kind of aspects. The introduction of both a Geth character. Along these lines. or stunt that interested you. so too is the nature of how organics deal with synthetic intelligences. or circumvent. take some time to decide why your character is so good at that particular skill. replacing the Technology attribute in the Cluster creation mini-game with the Order attribute allows players to decide for themselves how this theme impacts their characters. a stunt or two. An AI gives the view from the other side of the fence when it says that. skills or abilities your character needs. lest the same mistakes get made. and is always happy to take new recruits. the law. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. from a synthetic point of view. and you‘re good to go. aspect. nor impossible to work around. The companion document to this rules hack. Unfortunately for the council races. and Elite special operations groups are one place to develop them. this can be explored in the ways humans protect. name them. or the corporate control of Noveria. the Geth. They have successfully incorporated humans into their structure to help with policing and patrol duties. 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. 82 .the iron fisted rule of the Asari crime lord Aria on Omega. You can always fill in the rest as you play. when other inspiration is taking a while to surface. with them making up the largest of the minorities. Special Operations and Apex Skills When there are dangerous missions to perform. Sometimes. Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. the covert and clandestine Salarian Special Tasks Group. there is much appeal to playing highly competent beings breaking heads and taking names. resources and attitude for the character. Just choose one. C-Sec is a volunteer organisation. so they have no need to trade resources or information with them. give ‗em that race. The Citadel Council heavily controls all research into synthetic intelligences. "all organics must destroy or control synthetic life forms". you can always begin by using one of those characters as a starting point to developing your own. many mercenary groups employ humans as hired muscle. However. Organics vs Synthetics In the large scale. or even the elite Council Spectres. The Quarian peoples are adrift in space. 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. Whether they are the biotic powerhouse Asari Huntresses. Conversely. you have probably noted things of interest you‘d like to explore. they are all you need to begin to create a character. Partial Characters and Cool Stuff As you have read through this book. The apex skill represents a significant investment in time. these potentially disastrous outcomes are neither certain. With only one skill at the Superb (+5) level.
0 83 .HACKING DIASPORA TO Name Race Homeworld Class/Concept Rank 5 Skill Rank 4 Skills Rank 3 Skills Cluster Known Biotic Effects Tech Talents Or Combat Excellence Abilities Health Rank 1 Skills Composure Wealth Aspects Mild Consequence Medium Consequence Severe Consequence Weapon Range Stunts Rank 2 Skills / Harm Pen Stunt Stunt Stunt Gear Armour Stunts Defense Rating Ammunition Effects HD2ME Character Sheet Ver 2.
Three or four combat skills. now militantly serve the Hanar Ponderous giants. the Quarians Reptilian mercs and enforcers. no Tech Training. modified by Bio-Amp Implant stunt. Tech and Combat skills not higher than rank 4. Place aspect on target. target takes one additional damage shift from any successful attacks. adept at sneaky and subtle Public service peacekeepers. Amphibious information seekers. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. admired and distrusted equally Synthetic AI race created by. combat skills not higher than rank 3. Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. mono-gendered race of female appearance Pirates. Biotic and Combat skills not higher than rank 4. Number of effects equal to skill training level. Minimal combat training. Lift Target floats helplessly. no combat skills. Place aspect on target. Singularity Gravity sink. Effects last until the next turn only unless otherwise specified. Combat specialist. Combat Excellence stunt available with ranks in Tactics. clannish primitives used as cannon fodder by mercs Towering. omnitools and bio-amps. other combat skills not higher than rank 3. New Skill: Biotic Training (Page 26) Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. Lasts three turns.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. Primary Biotic Effects: Barrier +2 to own armour defense rating. Conserves momentum. Warp -2 to enemy armour defense. 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. Place aspect on target. Non-technical apex skill. Throw Shift enemy one zone. Broken by the genophage Evicted by own AI creations. Tech specialist. client race of the Turians Aggressive. Hate humans Rescued from their dying world. If used two turns in a row. Zone aspect. adaptive predators loyal only to the strongest Engineer Vanguard Sentinel Infiltrator Biotic specialist. Biotic and Tech Training skills not higher than rank 4. Minimal combat training. slavers. 84 . no Biotic Training. no Biotic or Tech Training. home is where the flotilla is. reliable and affordable equipment such as armour. no Biotic Training. Lasts two turns. no Tech Training. and overthrew. Stasis Target unable to move and takes no damage.
Slam Requires: Lift effect and one of Throw or Pull effects. Asari Biotic No implant required. Reave Requires: Warp effect and Medicine skill. 85 . L4 Implant Aspect: ―Occasionally Distracted by VI‖. If target is invalid. Make a Biotic check at +2 for one effect. Spend one turn focussing on a target. you are unable to act the following turn. Younger than 300: are dying. If 0. Then. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. L3-R Implant Max skill rank = 3 -1 to composure track. Dominate Requires: Stasis effect and Resolve skill. Next. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. have no implant and cannot take skill. make a Close Combat check at +2 bonus for having one of the required effects. Effects = 0 Stable L2 Implant Max skill rank = 4. must start again. Advanced Biotic Effects (pages 27. Effected targets with the Shielding stunt are unable to move next round. or a +4 bonus to unarmed biological target. May pay a FP to resolve the effect immediately. then next turn make a full turn move. Effects = Skill rank L1 Implant Cannot take skill. or +4 for having both. Unable to use another Biotic effect next turn. Effects = Skill rank. or +4 for both. one composure or health damage cumulative per use. high priced and very difficult to acquire for most non-Turians. Shockwave Requires: Lift or Singularity effect and Tactics skill. No max skill rank. Effects = Skill rank +1. may spend a FP to gain a defense bonus equal to half Medicine ranks. Finally. All zones affected must resist this attack. otherwise resolves at the end of turn. those without Shielding have the Lifted effect applied to them. Draw line on map from character (Tactics -1) zones in length. then next turn gain a +2 bonus to armoured or synthetic target. Spend one turn preparing this effect. Effects = Skill rank. rounding up against other biologicals. Place ―Biotic Shockwave‖ aspect if have Singularity. Add 3dF to skill rank before combat to determine skill level. Armax Arsenal Supplier of elite Turian military units. That target becomes immune to further Domination next turn. L3 Implant Max skill rank = 3 Effects = Skill rank. you are unable to act the following turn. If >5. Finally. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect. apply Barrier to self. or Throw to target. Unable to use this effect in consecutive turns. Place ―Slammed‖ aspect on target. If target was unarmoured biological. Effects = Skill rank.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. no effects avail. Add 1dF to skill rank before combat to determine skill level. Must not take free move. Their weapons and armour are high quality. New Stunt: Bio-Amp Implant (Page 29) Modifies number of effects. reducing any pass costs by 1. or both if you possess both effects. Unstable L2 Implant Max skill rank = 3. They must then resist an attack equal to Biotic Training +2.
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. Pen 2. NonLethal. Advanced Requires: Hacking talent. or passing through must roll their Stamina skill against the number of shifts. access secure systems. On a success. Substitute ranks in Tech Training for Repair skill rolls. Decryption Unlock doors. Place ―Disorientated and Confused‖ taggable aspect on biological target. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. place ―Suppressed by Tech‖ aspect on appropriate target. Harm 2. Must have at least 1 rank in Repair skill. to weapons and armour. Elanus Risk Control Services A private security corp that can provide event security. Primary Tech Talents: Damping Use defensively to contest Biotic Effects. May be taken multiple times to stack penalty. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. and lasts 2 turns when activated. All Tech Talents last for one turn. Multiple Redundancy: Use my Tech Training. Must have at least 1 rank in Medicine skill. Target becomes immune to further Overloads next turn. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect.VARIANT RULES QUICK SHEETS Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold. 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. etc. heat or toxic exposure. Drone Stats: Range 0/1. Substitute ranks in Tech Training for Medicine skill rolls. 86 . Advanced Tech Talents: Must also have Computer (space) skill. A mobile weapon platform at your command. Drone and Have-a-Thing: Combat Drone stunt. That target becomes immune to further Hacking next turn. Combat Requires: Hacking Talent. Must have at least 1 rank in Medicine skill. Offensively. Place ―System Rebooting‖ taggable aspect on synthetic target. ending their turn if they fail. bypass alarms. Hacking Restrictions removed to allow repeated Hacking attempts on same target. starships. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. All targets in the zone. in same or adjacent zone to the character unless otherwise noted below. Jamming -2 penalty to enemy alertness checks. place a ―Frozen and immobilised‖ aspect on the zone for one turn. and to hack lone targets. professional mercs. including Biotics.
Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. and Armour with Shields stunt. New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. 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. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. Tech Armour Requires: Hacking talent. Tactical Cloak Requires: Jamming talent. after ―Shields are Down!‖ compelled. On a success. 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. though their armour lines are generally recognized as above average. any level of Tactics skill. but must still meet all other prerequisites. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. Armour bonus granted by Shields boosted by +3 when this talent is activated. absorbed by armour. Unable to be used on successive turns against the same enemy. target takes Health damage of number of shifts. Attacks reduce this bonus by 1 per shift. New Stunt: Combat Excellence (Page 34) This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. 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. Combat Excellence Requires: Energy Weapon skill of at least Rank 3. When neutralised. 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. excluding the user. Base Jamming talent duration extends by 1 turn. and no ranks in either Biotic Training or Tech Training. Overload Restriction removed to allow repeated Overload attempts on same target. MG Immunity Once per scene. Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. and unshielded targets must resist 3 shifts of Composure damage. Advanced Requires: Overload talent. Their weapons are stock quality at best. 87 . including possessing an appropriate weapon. the Tech Armour detonates. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect.
VARIANT RULES QUICK SHEETS
Advanced Combat Excellence Abilities: Adrenaline Requires: Alertness and Rush Agility skills. Spend a FP to gain a +3 to your next roll. You also gain +2 shifts to damage for any attacks you make until the beginning of your next turn. Unable to use this ability in consecutive turns. Concussive Requires: Science skill. Shot Spend a FP to replicate the effects of Sledgehammer rounds (page 54, 89) until the weapon‘s ―Overheated‖ aspect is tagged. Disruptive Requires: Repair skill. Shot Add +1 Harm to weapons with ammunition that impose penalties to the Harm rating of the weapon. Fortification Requires: Repair skill; Armour with Shields stunt. Spend a FP to gain a +4 shield bonus to Armour until the end of next turn, when it then activates the ―Shields are Down!‖ tag. Hot-Swap Requires: Agility skill. Ammunition As a full round action, change from normal rounds to a variant ammunition type, or from a variant back to normal. You may not switch one variant ammo for another variant without switching to normal rounds first. Unity Requires: Resolve and Oratory skills. Once per scene, you may spend a FP to grant a consequence (1/2/4) to an ally that has been Taken Out. This is in addition to any consequences they already possess. You take a penalty to all rolls equal to the consequence rating for the next round only. Assign an aspect to the consequence as usual. You may spend another FP next round to keep the character active in the scene, but you no longer incur the consequence penalty. The character resumes their Taken Out status and the consequence is removed when no FP are spent, they take enough stress to be taken out again, or the end of scene occurs. Haliat Armoury A smaller Turian weapons manufacturer that specializes in a line of basic level weapons that are actually of high quality.
Paragons and Renegades
Option 1: Skill Progression Take both the charm and intimidation skills at tier five at character creation. During refresh phase, to promote either skill further, character must have used charm or intimidation skill at least the same number of times that they have ranks in it, and they must promote the one they have used more than the other. Option 2: Status Stress Tracks Characters gain two new stress tracks, one for tracking Paragon Status, the other for tracking Renegade Status. Both tracks start 6 boxes long, but may be modified by stunts. When Spin is obtained outside of a combat situation, you can spend the +1 Spin bonus on increasing one of your Status stress track levels. You should increase the Paragon track for good or positive actions that benefit others, and the Renegade track for conduct that is selfish or callous. When a track is full, you may generate a Status consequence (1/2/4) on that track, which doesn‘t count towards your maximum number of consequences. You can have only 3 Status consequences in total, one each of Minor (+1), Moderate (+2), and Severe (+4). Give the consequence an Aspect when created, and reduce the Status track by the rating. These consequences are only able to be tagged outside of combat (by anyone), and are removed once tagged by the player. Spin generated when Status aspects are tagged by the player do not count towards further Status stress.
New Status Stress Track Stunts
Heightened Reputation Cult of Personality Lasting Reputation
Reduce one Status Stress Track to 5 boxes. You may only take this Stunt once. Status Consequences are rated 2/3/4 instead of 1/2/4. You are able to bank one additional Minor (+1) Status consequence.
VARIANT RULES QUICK SHEETS
Jormangund Technology A rising Human corp that pursues aggressive integration of alien technologies. Makes advanced optical computers and AI "blueboxes", as well as superior environmental hazard armour
New T3+ Energy Weapon Ammo
New T3+ Energy Weapon Stunts
Weapon gains ―Overheated‖ taggable aspect; Cost -1bp. Both Barrels/ Doubles Harm and activates Double Tap ―Overheated‖ tag; Cost 1bp. Advanced Reduced penalty of -1 for firOptics ing outside min/max range; Cost 1bp. Limited Weapon unable to be used Range outside min/max ranges; Cost -1bp.
Spectre Gear Options
Costs Weapon Creation Bio-Amps and Omnitools
Basic Spectre gear costs 5; Adv Spectre gear costs 6; Master Spectre gear costs 7. Basic: +1bp bonus; Adv: +1bp bonus and Advanced Optics stunt; Master: +2bp bonus. Spectre rated gear increases the numerical values of stunts; Basic: one Effect variable; Adv: two Effect variables; Master: three Effect variables.
New T3+ Powered Armour Stunts
Booster Power Pack
"Shields are Down!" compellable aspect causes -2 to armour defense. Fate point to recharge. Cost -1bp. "Taking Cover!" taggable aspect removes tagged Shields aspect if character doesn‘t move; Further +2 bonus to defense next turn if they stay stationary. Cost 1bp. Provides a +2 bonus to agility checks. When ―Out of Juice‖ tagged, negates this bonus. Cost 1bp.
All variant ammunition costs 3 to purchase. Anti+1 Harm to armour rating 0; Personnel -1 Penetration when armour rating greater/equal to 2 Armour Pierc- +1 Harm and +1 Pen to ing synth; +1 Pen to non-synth targets with armour gr/eq 4 Incendiary On hit causes +1 shift to all successful attacks; Extends "Overheated" tag for one extra turn after compelled. Cryo -1 Harm, +2 Pen to targets with uncompelled Shields; Removes Thermal Clip stunt if max range eq/less 2. High Explosive Free taggable aspect "Massive Fireball!" on target and 2 extra shifts on hit; Free taggable aspect "Massive Fireball!" 1dF zones away from intended target on a miss; If used for two consecutive turns, activates and extends "Overheated" tag for one extra turn Sledgehammer Free taggable aspect "Knocked prone" on hit. Phasic -2 Harm, +3 Pen to targets with uncompelled Shields; -2 Harm to targets with tagged shield aspect or without any shields on armour Chemical Harm reduced to 0; Free taggable aspect "Toxic Shock" on hit; +2 shifts if tag is used by another player who hits. Radioactive +1 Harm to Biotic Training and/or Tech Training skills; Mild consequence "Radiation Poisoning" on damage; Biotic and Tech Training skill +2 to target difficulty level if character has "Radiation Poisoning". Kassa Fabrication No expense is spared by this Human corp, as the exorbitant cost of their products show, which include weapons, armour and omni-tools.
VARIANT RULES QUICK SHEETS
New T3+ Energy Weapon Mods
All weapon mods cost 3 to purchase unless otherwise stated. Combat +1 to alertness when wearing Scanner powered armour; stacks with sensors aspect; -1 to Agility checks. Frictionless +2 Penetration; Materials Cost 4; must not be Civilian. High Caliber +2 to Harm; "Low Recoil" Barrel swapped for "High Recoil"; Improved "Overheated" clears half a turn Heat Sink faster than normal; -1 Harm. Kinetic Coil +4 Penetration; After every use, user gets free taggable aspect "Knocked prone" unless rolls +1 on 1dF. Kinetic Reduced penalty of -1 for firing Stabiliser outside min/max range; -1 Harm. Rail +1 Harm; Extension - 1 to Agility checks. Recoil "High Recoil" swapped for Damper "Low Recoil"; -1 to Harm Scram Rail +3 Harm; after every use, auto activates "Overheated" unless rolls +1 on 1dF; Overrides any other improved Thermal effect.
Exoskeleton First Aid Interface Hardened Weave Kinetic Buffer Kinetic Exoskeleton
+2 to Close Combat checks. Combat action disables the first free tag on the Health stress track +2 protection against Biotic/Tech; -1 penalty to Defense +1 to Agility checks; -1 to Stamina checks only +2 Shield bonus to Defense; +1 to agility checks. "Shields are Down!" tag also disables shield bonus; "Servo Lockup" tag prevents the user from applying any manouver aspects to scene; Costs 4 and counts as 2 mods. +3 bonus to Defense; Combat actions disable the first 2 free tags on Health stress track; -2 to Agility checks; "Software Crash" tag prevents movement this turn; Costs 4 and counts as 2 mods. Combat action disables the first free tag on the Health stress track. "Toxic Shock" aspect from Chem Rounds can‘t be applied, Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills; -1 to Agility checks. +2 Shield bonus to Defense "Shields are Down!" tag also disables shield bonus; +1 to Biotic/Tech skill checks; "Overstimulated and Distracted" tag negates Biotic/ Tech bonus and causes -2 to Agility checks; Tag cannot be compelled 2 turns in a row. "Toxic Shock" aspect from Chem Rounds cannot be applied; Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills; Environmental based aspects are unable to be used against the user of this mod. Rosenkov Materials A Human corp that has forged a reputation as one of the premier armour manufacturers in Citadel space.
New T3+ Powered Armour Mods
All armour mods cost 3 to purchase unless otherwise stated. Ablative +4 bonus to Defense; Coating Shifts against armour reduces bonus by 1 for every two shifts. Armour +4 bonus to Defense; Plating "Cracked Plates" tag only free after first turn of combat Combat "Very Heavy" negating any Exo"Lightweight" aspect; skeleton +4 bonus to Defense; +1 protection from Biotic/ Tech; Costs 4 and counts as 2 mods. Energised +6 bonus to Defense; -2 to AgilPlating ity checks; "Power Glitches" tag negates bonus and penalty; Costs 4 and counts as 2 mods. Energised +4 defense vs Biotic/Tech; Weave -2 penalty to Defense; -2 to agility checks; "Power Glitches" tag negates bonus and penalties; Costs 4 and counts as 2 mods.
Shield Battery Stimulant Pack
+2 to Heat Track. Additional aspect from list below (or similar). Mechanical robots used as supplementary guards. Stealth system gives +2 bonus to Nav check in detection phase. +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. Batarians or Krogan. and all travel times reduced by factor of 10. sometimes used by Krogan Blood Pack mercenaries. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. Humans. 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). Must also have one other high energy usage system (IES). New T1+ Spacecraft Stunts (Page 71) Mass Effect Drive Tantalus Drive Core Internal Emissions Sink (IES) Civilian Spacecraft Frigates Spacecraft Tech Levels T1 (11 BP) (Page 70) T2 (17 BP). Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. Adaptable dangerous pests that hunt in packs. Cost 4bp. or T6 (41 BP) Allows access to mass relay network. Huge solitary burrowing monsters with acid spit. Cost 1bp. 91 . Cybernetic zombies created by Geth from captured Biological races. Intelligent arachnid race with hive mind. "Government Owned and Operated" aspect. Violent primitive race usually found in forgotten corners of dark places. New T0+ Spacecraft Stunts Government Subsidy (Page 70) Adversaries Cerberus Geth Husks Mercenaries MECHs Rachni Thresher Maws Varren Vorcha (Page 62) Official part of government navy. Cost 2bp. except when aspect was tagged. +2 bonus to repair checks to remove consequences. Synthetic AI race. Crew must adhere to SOPs. Mostly Turians.VARIANT RULES QUICK SHEETS Serrice Council An Asari consortium that manufactures the highest quality omni-tools and bioamps which are considered incredibly rare – and highly prized – items on the galactic market. +1 to V-Shift.
and get a -1 penalty to Camouflage next turn. and ―Power Drained‖ aspect. Tech Defender (Infantry) Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network +1 to Command and ―Power Drained‖ aspect. +1 bonus to one of Direct Fire or Anti-Air. +1 to Signals. Ability to try to use a manuover to remove a free tag on an ally that is within command range. which causes a -1 penalty to Camouflage the following turn. Gain +1 spot marker after attacking with either of the two chosen skills. +1 to Armour and ―Power Drained‖ aspect. Geth repair their morale with Signals instead of Command. +1 to Hand-to-Hand. +1 to one of Camouflage or Signals.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. 92 . +1 to one of Armour or Observation.
Elcor.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. and are not available to other races. 93 . but rarely differs substantially from other weapons of the same type. Note 2: See the Spectre Gear Options section on pages 49 or 89. This weaponry is always in demand for research purposes. but may be retrieved from defeated Geth. and Hanar all produce their own armour. and is here purely for reference and inspiration for aspects or plots. Note 3: The Krogan armour manufactured by the Geth are not available to player characters.VARIANT RULES QUICK SHEETS Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Shunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Weapon Manufacturers (Page 48) Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. Armour Manufacturers (Page 52) Manufacturer Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation 1.
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