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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
com/. gear or mods don‘t quite suit your game. Bioware could only put so much into the game. PolkaNinja. and Stacie_gmrgrl. Introduced to Diaspora by friends on RPG. others left as blank slates. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. and can be found in their fantastic completeness here: http://masseffect.TTF. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom. stunts.ca/Diaspora/diaspora-srd. and are used in this document with Fair Use intent. I realised I had found a game system that would suit my needs. chiefly Brad J. Also. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1. fellow RPG. Darth Illithid. Bioware’s Mass Effect and its sequels. Their home page can be found here: http://www.Introduction Welcome to the updated version of my first attempt at system hacking. Murray (Halfjack).html. don‘t be afraid to make up your own versions. Special thanks goes out to my playtesters. despite the available scope of the setting.net members Stevenls. zircher.vsca. Barbacobra. ChopSockey. but if some of the sample aspects. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void. Some things were hinted at. James the Dark.0a (see page 90). and are not meant to challenge ownership of such ideas. As you can imagine. 4 . Please see the Licence section for further details. rescuing colonists.ea. I first had to find a system that could do it justice. HumAnoydd. Mass Effect 2 and 3. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version. were fantastic games that begged to be explored. Mass Effect told the story of a group of civilisations about to meet their doom.wikia. Yook. That‘s where VSCA Publishing’s Diaspora comes in. Some text has been taken from the Diaspora System Reference Document. and more. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License. Travellingdave. Silent Wayfarer. For those looking for the font I used for the titles and headings. Matthew Gooding (Reaganstorme) May 2012 ACKNOWLEGDEMENTS I would like to thank the creators of Diaspora. the process of taking an established setting and creating. it‘s a freeware font called Slider.net. and Propagandor for their comments and encouragement. which can be found here: http://www. prototype00. and that you undertake and enjoy the adventures that are waiting for you. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds. EonTrinity. What you see here is the culmination of my efforts to blend the two. Assembling a group of champions.com/. I hope you find this document useful. I acknowledge that Mass EffectTM and all related races. battling synthetic intelligences. the player trekked across the game setting exploring uncharted worlds.
Each of these use fate dice.35 -1 16/81 19. which might be someone else's roll or might be a level imposed by the referee. This yields a particular curve. in an opposed roll. Without special dice. available on the Internet.75 0 1 2 3 4 19/81 23. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. You roll your set of four fudge dice. and 5-6 as +.75 10/81 12. which yields a result between -4 and +4.95 1/81 1. 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. The words are only applicable directly when a single character acts. Since an apex Skill is at level 5. Treating the -5 and 5 results as zero keeps the expected range though. when all things are considered. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. it is often the difference between two rolls that might determine the quality of success. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1.95 -2 10/81 12. Refer to the provided links if you wish further clarification of any rules based information. While higher numbers are possible. and two faces blank. You add up the +s. A Fudge die is a d6. you add an appropriate skill. in which a player roll is compared against a referee roll. Aspects. and you have a total. subtract the -s. 5 . The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. 3-4 as blank. with better chances for extreme results. you could treat 1-2 as -. 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. Our Ladder here is slightly different from the Spirit of the Century Ladder. this is functionally the same as rolling 4d3-8. around which the game is built. are single digits. two faces marked +. most numbers in the game.24 -3 4/81 4.The DIASPORA Mini-Games Diaspora is a set of mini-games. results of 7 against 5 represent a decent success. So. successes and difficulties are rated by numbers or by the terms on the Ladder.35 4/81 4.46 16/81 19. If one is looking for appropriate adjectives to describe an action. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. and other elements from the FATE system but they each have other distinctions. with two faces marked -. yielding a range from -4 to +4. through the invocation of Aspects.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. and then you compare against some difficulty level.
FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. In anticipation of intelligent life reaching for the stars. ELEMENT ZERO AND THE MASS EFFECT Element Zero ("Eezo") When subjected to an electrical current. and the heat debt acquired by interstellar travel. behind them when they again leave for millennia. or "eezo". and their focus. or military antiproton drive) in addition to the FTL drive core. as are limited FTL routes. allowing high speed travel with negligible relativistic time dilation effects. 6 . but the latest in a long line of intelligent races to unlock the secrets of their use and discover their purpose.The MASS EFFECT Premise SETTING BACKGROUND Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect. the Reapers wait for the coded signal from their keepers that technology is progressing. With only a core. In fact. This "mass effect" is used in countless ways. a ship has no motive power. allowing higher rates of acceleration. the Reapers provide the building blocks for their next harvest. the last great technological society. They discovered that in the dark spaces between galaxies. This effectively raises the speed of light within the mass effect field. the idea of technological advancement to the point of collapse is here. were the Reapers. The Citadel. all currently discovered uses for element zero based effects generate a heat debt that must be managed. and the usages of their Element Zero based technologies. commercial fusion torch. the rare material dubbed element zero. emits a dark energy field that raises or lowers the mass of all objects within it. Navigation is only possible between relays. The last such galactic extinction event happened approximately 50. It is most prominently used to enable faster-than-light space travel. economy ion engine. The amount of element zero and power required for a drive increases exponentially to the mass being moved and the degree it is being lightened.000 years ago. Using the energy field created by the mass relays. An advanced hybrid race of sentient synthetic/organic warships. skilled navigators are able to propel the ships light-years in only a few hours. dubbed the Protheans. and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. with a few catches. allowing them to tap into dark energies to reduce their mass. Very massive ships or very high speeds are prohibitively expensive. In the Mass Effect setting. are not in-fact the creators of the mass relays scattered through the galaxy. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. By leaving the mass relays. Starships still require conventional thrusters (chemical rockets. In particular. and that the time to feed has come again. slumbering in hibernation. from generating artificial gravity to manufacturing highstrength construction materials. These routes are only able to be navigated using space ships with special Element Zero power cores.
low-mass fields permit the creation of evenlyblended alloys. and protect starships in planetary orbit or during space battles. Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. The ship is snapped back to sublight velocity. and each system can have several planetary systems reachable by ships. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. This still gives us plenty of conflict to game. For Biotics. The least developed of the races is humanity. who have jump started their technological creations and exploit Element Zero and mass effects themselves. driving the Quarians from their homeworld and taking over. This reflects back to the Cluster generation mini-game quite easily. In space. the greater the magnitude of the dark energy mass effect. many Biotics can also create and manipulate their own mass effect fields. the enormous excess energy shed in the form of lethal Cherenkov radiation. and both are susceptible to combat hacking. This requires intensive training. With a negative current. the world of Mass Effect is on the brink of imminent collapse. amongst a variety of other effects. whilst limited FTL is possible. Ubiquitous Technology In the games. It also means that most weaponry will be energy weapons. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. personal networks are everywhere. and plenty of scientific secrets still to be discovered. Even colonists have access to advanced tech. Some Biotics' talents are not strong enough to be offensively viable. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. In manufacturing. sturdy construction materials. either by touching a planet surface or interacting with a planet's geomagnetic field. and we never see any nontechnical races competing for resources. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. as with regular Diaspora T4 societies. it's much more efficient to use the mass relays to navigate the galaxy. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. The Geth are a prime example of the doom that is pending with the development of AIs. The stronger the current. this manifests as an occasional static shock when they touch metal or other people. High-mass fields create artificial gravity and push space debris away from vessels. while high mass compaction creates dense. but can produce impressive offensive or defensive effects. Whilst there are still advances to be made. 7 . When the table sits down to create the cluster. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. this charge must be grounded at regular intervals. mass is decreased. So. the slipstreams become the links between the mass relays. and cybernetic implants. to prevent the electricity discharging into the hull and causing catastrophic damage. In starship drive cores. but all Biotics are sensitive to the presence of mass effect fields. The human Systems Alliance M35 Mako Infantry Fighting Vehicle's small element zero core can reduce the vehicle's mass enough to allow a safe drop from an orbiting spacecraft such as the SSV Normandy. The military makes extensive use of mobility enhancing technologies. the effects are catastrophic. we see the presence of technology everywhere.If the field collapses while the ship is moving at faster-than-light speeds. mass is increased. With a positive current.
verification. O+2: Licensed At this level of order. O-1: Corruption Whilst relatively stable. Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. revocation and enforcement of many activities. the Citadel. to the totally controlled centre of galactic politics. all exploited by those wanting to work around them. O+1: Progress Typically touted as a fair system for all. Example – The Citadel 8 . validation. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. where slaves. Example – The completely corporate and privatised world of Noveria. O+0: Stability Those employed to look after the public generally do. the rules and restrictions are beginning to pile up. those in charge are more concerned with their own power than in serving the public interest. licensing and policing of those granted licences are the primary methods of keeping order. I've picked ORDER. representing a very minimal structure of a handful of people at most. especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything. 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. there are multiple layers of bureaucracy. Life is strictly survival-of-the-fittest. from the relatively lawless Omega. tomorrow's gang leaders may die in a hail of blaster fire. systems and societies. Example – Any homeworld of the Council races. although there are still those willing and able to rort the system without bringing too much attention to themselves. There's plenty of variance in the levels of Order in societies during the missions in the game. There is a substantial administration system geared towards the issue. At this level of order.Cluster Creation Mini-Game Changes NEW SYSTEM STAT: ORDER Due to the universally high level of access to technology. period. What started as measures to protect the public good are beginning to become quite restrictive. we need a new stat to represent variances between worlds. controlled or illegal narcotics. so whilst today's criminal ganglords might provide some measure of stability. or other associate species of the Council. and those who commit crime and are caught generally face the appropriate penalties. Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. weapons. Any sufficiently charismatic or forceful individual can set whatever rules they like. and all manner of other restricted goods are available for sale. Example – The world of Illium. Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station.
I‘ve incorporated two of them: new races and special powers. (Diaspora. including baseline humans. 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. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid. Mass Effect also has quite a few variations from the base outlines. 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.Making it Work. and Stunts that would be more common in the race than in humans. “anything should be able to be modelled with an appropriate balance of Skills. These differences form the mechanical description of the race. 9 . but are included in this section for completeness. Page 221) There are fifteen racial backgrounds in Mass Effect. There are some suggestions on how to model variances to the Diaspora setting in the SRD. Aspects. 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. as the SRD states.Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. After all. They may suggest some Skills should be higher than others. or that some should be lower. Chapter 9 . and Stunts”. they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type.
Fortunately. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. diplomacy. and usually have at least one space skill. native to the planet Thessia. Asari characters must take the Natural Biotic stunt. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight. A very long lived race. depending on the tactics preferred in their town. and as such often have the resolve skill. and when focused on building their martial abilites are fearsome huntresses. lack of Biotic talent excludes a young Asari from military service. and to discover and inhabit the Citadel. The Asari. Asari have had a long time to develop many other skills. Out of physical combat. develop their stealth and close combat skills as huntresses. and Biotic talent. The Asari were instrumental in proposing and founding the Citadel Council. a huntress is practically unbeatable. not all develop their skills. and a dancer's grace and alacrity. but taking ranks in Biotic training is optional. diplomats and warriors. traders. are often considered the most powerful and respected sentient species in the known galaxy.Asari from that point is dedicated to sharpening their mind and body for that sole purpose. Reflecting their physical attributes. bureaucracy. and some all of them at somepoint in their life. Politically minded Asari will have good arts. there are not many of them. As such. a hunter's eye. Asari have been bartenders and dancers. they possess an alarming proficiency for killing. but often have good charm or intimidation ranks. Whilst they are natural Biotics. possessing profound tactical insight. culture/tech. One-on-one. Asari characters favour a few skills over others. 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 some kind of profession. and have been at the heart of galactic society ever since. Asari choose to be warriors at a young age. Asari can be found in all walks of life. Their millennia-long lifespan and unique physiology—allowing them to reproduce with a partner of any gender or species—give them a conservative but convivial attitude toward other races. and their education 10 . Huntresses fight individually or in pairs. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. mercenaries. When they retire. Asari typically have the Agility skill quite high.
The rest of the galaxy views the Batarians as an ignorable problem. Almost universally despised. they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest". becoming an inward-looking rogue state. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised. and related skills such as demolitions and tactics. It is not known what the average Batarian thinks about their enforced isolation. Casting aspersions on the monetary worth of a social better is considered a serious insult. despite the fact that their exile is largely self-imposed. fuelling the stereotype of the Batarian thug. preferencing vanguard and sentinel packages. The custom is so deeply ingrained in Batarian culture that they consider the Council's anti-slavery standing to be prejudicial. make Batarian counter-culture rebels almost impossible to find. as well as the threat of slavery by their own kind. Their shock troopers are known to be Biotically talented. as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. negotiations with a Batarian are likely to be conducted at gunpoint. Batarians place an extremely high value on social caste and appearance. and overstepping one's place is frowned upon. and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations. They have a reputation for being shrewd businessmen and merchants. The indoctrination by their govenment and caste systems. despite being illegal according to Council law. and have high combat and intimidation. but beneath the notice of the powerful Council races. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. Rogue Batarian slave rings are feared throughout the galaxy. though in more lawless regions of the galaxy like Omega. Most Batarians at large in the galaxy will therefore be mercenaries or pirates. The Council refused. Batarians strongly believe that species with less than four eyes are less intelligent. it is speculated their supreme leadership is autocratic or totalitarian in nature. It should be noted that these criminals do not represent average citizens. 11 . Given the Batarian government's oppressive nature. Their government. When humans began to colonise the Skyllian Verge. who are forbidden to leave Batarian space by their omnipresent and paranoid government. a region the Batarians were already actively settling. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves.Batarians Slavery is an integral part of the Batarian caste system. is still hostile to the Systems Alliance. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. especially among colonists. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. known as the Batarian Hegemony.
The Elcor were just making their first forays into space travel when the Asari made contact with them. stamina. Since then. as well as all space and combat skills. These are filed away in huge libraries of data discs 12 . The Elcor follow the recommendations of their Elders. and survival. though they still have to share an embassy with the Volus. extremely slight body movements. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. such as demolitions. resolve. The Drell possess eidetic memory. Elcor speech is heard by most species as a flat. scent. Elcor move slowly. This process can be involuntary. This has coloured their psychology. Amongst themselves. making them deliberate and conservative. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. but as being requested to serve is a great honour. The Elcor quickly became one of the more prominent species in Citadel space. standing on four muscular legs for increased stability. an evolved response to an environment where a fall can be lethal. With their help. EVA and repair. such as combat. drinkable water and prey migration paths) across vast distances. within a single lifetime. so many have high ranks in agility.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. These recalls are so vivid and detailed that some Drell may mistake it for reality. The Elcor are native to the high-gravity world Dekuuna. Since their subtlety can lead to misunderstandings with other species. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. an adaptation to a world where they must remember the location of every necessary resource (vegetation. The memories are so strong that an external stimulus can trigger a powerful memory recall. Any Drell may refuse to serve. Their Compact with the Hanar allows them to develop many other skills. few turn down the offer. alertness. had established a regular trade route to the Citadel. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. but primarily ones that involve physical tasks. which the Drell fulfill by taking on tasks that the Hanar find difficult. who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. ponderous monotone. Drell have quite a few physical skills due to their harsh development. They are massive creatures. the Elcor discovered the closest mass relay and.
which could house every single Geth program. consequently having fewer space related skills. 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. but extremely well developed. and stamina.to create a Dyson Sphere. High brokerage. They adopted an extremely isolationist attitude. Due to their conservative nature. The Geth won the resulting war. they should not have combat skills. Geth The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. the Quarians attempted to exterminate them. and trade only in finished goods. the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers. Little is known about the Geth in the time between the Morning War and the present. only slightly larger than the Alliance's. assault. pirates. recon and repair drones. Elcor make better colonists than sailors. to the gigantic. instead choosing to exist in the computer hubs aboard massive space stations. and reduced the Quarians to a race of nomads. as labourers and tools of war. instead relying on equipment stunts if in military roles. The Geth were created sometime around 1900 CE by the Quarians. separating their technology base from the rest of the galaxy. and are fond of making thorough. The Geth continued development of new technology and variations of mobile platforms.and are consulted when needed. The Geth did not repopulate the now barren Quarian worlds.any ships that ventured into Geth space were immediately attacked and destroyed. This makes Elcor policies very predictable. The Geth also utilise turrets and drones (rocket. These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists. the Geth monitored communications and the Extranet. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. specifically). Fortunately. They see no point to rushing things. century-long development plans. provided one has done a great deal of research. While they prevented any contact by other races with themselves. Because their slow. lumbering Geth Armatures. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest. Any attempt to embargo their space would be fruitless. colonists. When the Geth became sentient and began to question their masters. the Elcor rely on sophisticated VI combat systems. from traders and business operators. They obtained an ultimate goal in this time period. Elcor occupy all sorts of positions. 13 . They don't need to trade for any resource—they have all they require to supply their own needs. The slow speed and immense size of the Elcor makes them easy targets. The Elcor economy is small. their durable hide allows them to shrug off most incoming fire. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. bureaucracy. Over time. to bouncers. serial killers and actors. dubbed the ―Morning War‖ by the Geth. Elcor warriors don't carry small arms.
water-native Hanar cannot support their own weight in normal gravity. Many Drell become unofficial members of the 14 . whom they refer to as "the Enkindlers". Hanar are known for their intense politeness when speaking. but are not strong enough to lift more than a few hundred grams each. They were allowed to peacefully leave the main Geth network. 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. Drell have integrated with every level of Hanar society. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology. When interacting with mainstream galactic society. the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal. A small percentage of Geth. the reality is very different. where they integrated into Hanar society with the remaining Drell dying out. Hanar The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. they rely on contra-gravitic levitation packs that use mass effect fields. Now the Drell serve as a client race of the Hanar. Several hundred years ago. 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. and although to outside observers the relationship can be construed as a form of slavery. have access to Tech Talents. The majority of the Geth dismissed the offer.Approximately three centuries after the Morning War. however. Their limbs can grip tightly. and vary according to role. The Hanar 'stand' slightly taller than a human. the Hanar made contact with the Drell on their nearby homeworld of Rakhana. and their strong religious beliefs regarding the Protheans. accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. although most of their height is in their long tentacles which have three fingers at the base. in exchange for their assistance. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. However the invertebrate.
Hanar characters should have no combat skills at all. a "face name" and a "soul name. Due to this self-imposed isolation and the unique physiology of the race. The soul name is kept for use among close friends and relations. though they are still capable of strangling someone in favourable conditions. 15 . the trailer also shows another key scene where the Hanar says. As such." That said.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) -. The Hanar communicate using sophisticated patterns of bioluminescence -. Few standard technologies (designed for bipedal and fingered species) are available in their space.family. Hanar characters will be exceptional by choosing to associate with non-Hanar races. "This one wonders if the criminal scum considers itself fortunate". almost to a fault. Drell servants usually carry out Hanar assassinations. Instead they refer to themselves as "this one. and tend to be poetic. Even when flustered or angry. as the Hanar are too cumbersome out of the water to participate in a physical fight." Famous for it's tagline "Enkindle this" followed by a gunshot.and speak with scrupulous precision and extreme politeness." The face name is used as a general label for use by strangers and acquaintances. so should have some driving Aspects to explain why. possibly as a homage to the Human detective that the Hanar character is based on. One industry that Hanar seem well suited to is the Entertainment Industry. Few Hanar are willing to deal with other species. which occasionally causes clashes with other Citadel races. For example. a Hanar will still maintain exquisite poise. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. and must take special courses to unlearn this tendency if they expect to deal with other species. Most Hanar take offense at improper language. Hanar are extremely polite. games and movies such as Blasto: The Jellyfish. Economic contacts are limited to a handful of trade stations on their borders. and they produce very few goods that are usable by others. The Hanar have two names." or the impersonal "it. 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 movie about a Hanar Spectre who has "a gun in every tentacle. a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers. and will remain formal even with those it wishes dead. and some even earn the privilege to learn their masters' soul names. their economy is small and isolated from the rest of the galaxy. frequently appearing in magazines." It is only around those who know their soul name that they would ever consider using the first person.
Since then. which caught the Turians by surprise and ex- 16 . Human explorers on Mars uncovered a longruined Prothean observation post. as the first step to getting a seat. Unlike many species in Citadel space. they will be able to influence the Council's rulings. thus introducing humans to the galactic community. The conflict began when the Turians attacked a human fleet attempting to activate a mass relay (illegal under Council law) and then occupied the human colony of Shanxi. explorers managed to open the Charon Relay and discovered it led to Arcturus. humans have no close allies among the other races. as a control. Human ambassadors have been pushing to induct a human into the Spectres. the Second Fleet then launched a massive counter-attack. Humans. humans expanded to other systems. are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. The conflict caught the attention of the Citadel Council.Humans pelled them from Shanxi. and the mass relay networks shortly thereafter. Without alliances or key political positions. Discovering information on a mass relay orbiting Pluto. Led by Admiral Kastanie Drescher. The Council forced the Turians to pay heavy reparations. They independently discovered a Prothean data cache on Mars in 2148. humans have had to follow the edicts of the Council without having much influence on their decisions. This makes human genetic material useful in biological experiments. While religions tried to assimilate this discovery into their doctrine. although the repercussions from the First Contact War are still being felt. 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. opening any mass relays they could find. begun in 2157. from the planet Earth. With the help of the fledgling Systems Alliance. As a consequence of the Alliance's swift and decisive action during the First Contact War. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. the Alliance became the representative and supranational governing body of humanity. protect their own interests and have a say in the governing of Citadel space. a global rush began to decipher the petabytes of data from the outpost. known by humans as the First Contact War. humans have rapidly risen in prominence. because they have far greater genetic diversity compared to other species with more peaks and valleys. the Council's elite operatives. Once humanity does get a seat. with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. It has been noted that humans are unusual in the galactic community.
starting the Krogan Rebellions and forcing the Turians to unleash the genophage. radiation. Ironically. as Krogan society became more technologically advanced so did their weaponry. close combat and resolve. bodyguards. and security enforcers for gangsters. after the Rachni were eradicated. 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. Many who have left Tuchanka have found employment as professional mercenaries. perhaps excluding intimidation. but due to the overabundance of predators on their home planet. ultimately. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). and should also invest in brawling. population. With the help of the Salarians. Unfortunately. The Krogan managed to not only survive on their unforgiving homeworld. In their culture. scrapes or contusions. though those who do possess the talent typically have strong abilities. 17 . and blunt. Their thick hides are virtually impervious to cuts. eliminating the Krogan numerical advantage. unsympathetic. and they are highly resistant to environmental hazards.Krogan Krogan have always had a tendency to be selfish. This genetic 'infection' dramatically reduced fertility in Krogan females. private armies. but actually thrived in the extreme conditions. the Krogan were 'uplifted' into galactic society. The weak and selfless do not live long. "looking out for number one" is simply a matter of course. and overabundance of vicious predators. the rapidly-expanding Krogan became a threat to the galaxy in turn. Krogan characters should have the stamina skill in one of the top three tiers. a world known for its harsh environments. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. Krogan typically have few social graces. As such. and governments alike. including toxins. scarce resources. and extreme heat and cold. Biotic individuals are rare. They respect strength and self-reliance and are neither surprised nor offended by treachery. causing a severe drop in births and.
science and survival. Since their homeworld Rannoch was conquered. The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. when the Geth gradually became sentient. The most important fact of Quarian biology is their weak immune system. As a result. the Quarians live aboard the Migrant Fleet. After being refused aid from the Citadel Council. 18 . the Quarians fled in the Migrant Fleet while the Geth took over their systems. the Quarians became terrified of possible consequences and tried to destroy their creations. resolve.Quarians Quarians are trained extensively before they leave on their pilgrimge. a huge collection of starships that travel as a single fleet. All Quarian characters should take the Aspect "Life seen through a window". the Council stripped the Quarians of their embassy. However. Approximately three hundred years ago the Quarians created the Geth. all Quarians habitually dress in highly sophisticated enviro-suits. to serve as an efficient source of manual labor. to protect them from disease or infection if they are injured. a species of rudimentary artificial intelligences. this aspect changes to "No substitute for home cooking" or something similar. Most Quarians focus on two space skills. If they travel on a sterile ship of the Migrant Fleet. some take all six. effectively cutting the Quarians out of Citadel politics as a punishment for their actions. Ever since. and favour MicroG combat or energy weapons. Soon after. but they also take ranks in repair. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. 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). and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems. and quickly develop high EVA and medical skills to protect themselves.
The peaceful home planet and better technology put less strain on the Krogan as a species. repair. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. 19 . numbers and energy to spread through Citadel space. especially the Elcor. Though their military is nothing special. and move fast. Also valued are all space based skills. Salarian Characters excel at invention. The Salarians provided the Krogan with advanced technology and a new. and EVA skills to augment their chosen professions. other species seem sluggish and dull-witted. The Salarians see information gathering and even spying as a matter of course when dealing with other races. medical. They are constantly experimenting and inventing. science. With this in mind. using their brokerage. including a few humans. preferring to use cutting-edge technology rather than settle for anything less. combined with their exceedingly high birth rate. talk fast. and tactics. 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. see the Salarians as manipulators. as they did before contact with the Salarians. Salarians often have ranks in intellectual skills such as archaeology. and it is generally accepted that they always know more than they are letting on. bureaucracy. This manifests as an aptitude for research and espionage. demolitions. allowed the Krogans the time. Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. spearheaded in the field by Special Tasks Groups (STG). aggressively claiming formerly allied planets as their own. Salarians are known for their observational capability and non-linear thinking. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. This comparatively easy life. their metabolic speed leaves them with a relatively short lifespan. and as such are well suited as traders and mercenaries. the Salarians are warm-blooded amphibians with a hyperactive metabolism. Unfortunately. Many Salarians have high alertness informing their decisions. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. As such they are well respected. To Salarians. tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). Salarians think fast. The Salarians also played a significant role in the evolution of the Krogan species. but some races. Salarians over the age of 40 are a rarity.
20 . Turians are noted for their strong sense of public service.Turians Turians are generally prohibited from taking either assets or brokerage reflecting their racial propensity towards bettering the group rather than lining their own pockets. The corps of engineers builds and maintains spaceports. repair. it is an allencompassing public works organisation. demolitions. offering protection in exchange for their fiscal expertise. The fire brigades serve the civilian population as well as military facilities. schools. so they tend to be poor entrepreneurs. oratory. Aspects should also be chosen to reflect their loyalty to the team. It is rare to find one who puts his needs ahead of the group. The Turians then filled the peacekeeping niche left by the oncecooperative Krogan. The merchant marine ensures that all worlds get needed resources. intimidation. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. which virtually sterilised the Krogan and sent them into a decline. The Turian military is the center of their society. The military police are also the civic police. Known for their militaristic and disciplined culture. All Turians characters should have at least five skills from the combat and space skill sets reflecting time spent in public service. stamina and survival. It is not just an armed force. from a construction engineer to a sanitation worker. To compensate. Turians have a strong inclination toward public service and self-sacrifice. as anything from a soldier to an administrator. they accepted the mercantile Volus as a client race. Also prominent are bureaucracy. the Turians are the most recent of the Citadel races invited to join the Council. and power stations. Every citizen from age 15 to 30 serves the state in some capacity. water purification plants. The Turians deployed a Salarian-created biological weapon called the genophage. and eventually gained a Council seat in recognition of their efforts.
to create a kind of virtual immortality. so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user. however. when the Geth rebellion put an end to most of their research into synthetic intelligence. expensive education. A VI is Rogue when it no longer does what it is intended or instructed to do. A virtual intelligence (VI) is a sophisticated program designed to make modern computer systems easier to use. the term "synthetic" is considered the politically correct alternative. They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life. that an AI is a living. Some VIs have 'personality imprints'. an AI is no more than data files. To gain some measure of control over the creation and study of AI. 21 . The Geth serve as a cautionary tale against the dangers of rogue AI. they aren't actually self aware. the L4 iteration. This is what gives Rogue VI its definition—had the VI simply not worked. conscious entity deserving the same rights as organics. The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent. Though they appear to be intelligent. An Artificial Intelligence (AI). they can still get out of hand). with their behaviour parameters. however. react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation. A lot of armour upgrades use VI enhancements. like AIs. use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential. a slow. Without its blue box. and in Citadel space they are technically illegal. although it is illegal to make VIs based on currently living people. as VIs are only utilised to assist the user and process data (although. speech pattern and appearance based on specific individuals. The newest biotic implants. as variations in the quantum hardware and runtime results create unpredictable variations. just made with clever programming. but not the definition.s A VI going ―rogue‖ is akin to software not working correctly—that is in fact the cause. They are not to be confused with artificial intelligences like the Geth. An AI cannot be transmitted across a communication channel or computer network.I. Loading these files into a new blue box will create a new personality. and a specialized quantum computer called a "blue box". is a selfaware computing system capable of learning and independent decision making. only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. Manufacturers of the blue box hardware required for the creation of AIs are also similarly restricted. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports. it would be more broken than rogue. Creation of a conscious AI requires adaptive code. Advocacy groups argue.Virtual Intelligence and A.
Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. but are unlikely to have much in the way of space skills. Volus must develop EVA skills to keep themselves safe. The rest of galactic civilization regards them as pests and scavengers. although many have found their way off-world as stowaways on ships visiting their homeworld. as should some profession such as banking. The Vorcha who escaped their hostile homeworld did so by hiding on the ships of space faring races that had the misfortune of visiting their planet. and their presence is generally seen as a blight. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. as do oratory and tactics. 22 . Vorcha society is built around combat. and they have a long history on the Citadel. and many. They are extremely aggressive. both against rivals of their own species and against any alien who stands in their way. the Vorcha use 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. and most have extensive assets to draw upon. The Vorcha are not themselves a space-faring race. and only two at most. They hail from Irune. such as Omega. or even other tribe members. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations. As a result. both singly and in groups. they have never been invited to join the Council. more militant species. When a clan population grows too large. the Volus must wear pressure suits and breathers when dealing with other species. resources. trader or accountant. which is a sore point for many Volus individuals. 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. whether it be of land. Because they are not physically adept compared to most species. they tend not to be very violent. if at all. Like the Quarians. 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. as their default form of communication resulting in their communications being primarily non-verbal. younger members will depart to start a new clan elsewhere. Volus mostly make their influence felt through trade and commerce. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. "know your customer's need better than they do". Volus characters should not have any combat skills above tier four. Brokerage should be in the top three tiers. Known for their unique biology and aggressive behavior. The Volus have a reputation as traders and merchants. However. Culture/tech skills are part of the business ethos. and can even seem overly-pacifistic and cowardly to other. In fact. but are also a client race of the Turians. They are comfortable with bureaucracy. Because the Volus are not physically adept.
the Yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation. each pair designed to track and predict the movements of prey. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species. the Yahg possess unrivalled perceptiveness and mental adaptability. Once the leader is established. The Yahg are a sentient race of towering humanoids native to the world of Parnack. making it almost impossible to lie to a Yahg. known for their violent and aggressive nature. the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally. Yahg have four pairs of eyes. They have scaly skin ranging from red to brown. large body standing over a Krogan which provides considerable physical strength and agility. as well as three toes on each foot. 23 . two large horns and facial markings on their heads. Discovered by the Citadel Council in 2125 CE. Consummate predators. A group of Yahg will not cooperate until a single leader has attained dominance through either social maneuvering or brute force. and two other fingers. Their hands each have three fingers which include a thumb. The Yahg also possess a muscular. a triangular mouth adorned with sharp teeth.Yahg The Yahg evolved to fill the niche of apex predator on Parnack. Yahg society is built around a pack mentality.
The Biotic specialist. Whilst still prevented from taking Tech Training. and tactics. 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. in that to play as a certain class type some skills should be valued over others. stamina. stealth and tactics. or oratory. they should not have more than three combat skills in total and the highest at a tier one lower than their Tech Training skill. they are by no means the only character concepts allowed. Soldiers should have at least three or four combat skills. with the highest combat skill at tier four. They lack advanced combat 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. and as such. and their attendant specialisations. and should have no ranks in the Biotic Training skill. and should have no ranks in the Tech Training skill. with resolve and stamina also valuable. 24 . Adepts should have the Biotic Training skill in the first or second tier. Possessing an unusual combination of skills. The weapon and combat specialist. They should have no ranks in Biotic Training or Tech Training.CLASS PACKAGES After a bit of tinkering. Receiving more combat training than Engineers. Such specialised fields leave little time to develop combat skills. They should also take ranks in agility. Also. such as charm. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. with the highest combat skill at tier four. if at all. Sentinels are Biotics with Tech training. Receiving more combat training than the Adepts. Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three. They should also take ranks in stamina and resolve. The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. intimidation. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. I came to the realisation that classes are not all that different from non-human races. They should also consider taking advantage of the Combat Excellence stunt. They lack advanced combat training. should have only one combat skill at tier five. Whilst still prevented from taking Biotic Training. The Tech specialist. Engineers should have the Tech Training skill in the first or second tier. whilst there are only six basic classes in the game. with one of them at tier two and the other at tier three. but should have ranks in demolitions.
The natural electrical impulses in the body can create mass effect fields from these nodules. All Biotics are sensitive to mass effect fields. and as a result many Biotics develop their powers with military application in mind. producing the effects seen as Biotic abilities. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. the expensive procedure is performed by the military. could also have been influenced by their Biotic Powers. Two new skills are introduced to allow characters to access these abilities. stable Biotic talents that are worth training. In the core rules. Finally. and are handled a little more freely here than in the original version of the Diaspora rules. as it suits the genre and play style from the games. Biotics of other species. Once trained. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. This effectively inverts the function of the "Civilian" weapon stunt. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. did not manifest Biotic talents. they aren't always permanent. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. there is a risk the eezo will cause medical complications instead. developed eezo nodules throughout their nervous system. if a weapon does not have the ―civilian‖ aspect. This is done using a technique called 'physical mnemonics'. and the extent of their training are the core concepts we want to integrate. humans who were exposed in utero. yet 25 . They were also probably raised away from their parents. or who had defective implants.to use their talents to any useful degree. can develop them in puberty through further exposure to element zero. beating the odds. In humans. and so on. though not all choose to develop their abilities. However. generate protective barriers or restrain enemies. or after being Sidetracked. Usually. the quality of their implant. Weapons are an important aesthetic from the games. the second with a stunt.usually at puberty . but each Biotic must first be trained. Most. or gainfully employed? Biotics All Asari are natural Biotics from birth. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. there is no real issue with ignoring that particular rule. With Mass Effect being Space Opera in theme. The first one we can do with an appropriate Aspect. then the character needs a Military Grade weapon stunt to utilize it. however if they don't there are still stories that can be told about characters who didn't receive training. In extremely rare cases. a Biotic can generate and control dark energy to move objects.NEW SKILLS AND STUNTS Another of Mass Effect's differences is the presence of Biotic and Tech related powers. which is a long. slow process. though some left. and the last with a new skill. A Biotic has to essentially develop conscious control of their nervous system. such as terminal cancer. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. The events leading to their Moment of Crisis. and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. such as humans. about one in ten exposures will result in a person with moderate. Biotics were typically discovered at a very young age. but not all. or otherwise went rogue. are individuals who were exposed to dust-form element zero in utero and. and even if Biotic talents manifest themselves. The medical risk to their body. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. then outfitted with a surgically implanted amplifier in the brain . entered military service when they reached their Starting Out phase. or escaped and became mercenaries.
Thus. Place an appropriate Aspect on the target zone as you would for a maneuver. 26 . In game terms. This effect conserves the momentum of its target. 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. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. such as crates or pieces of furniture. 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. Throw / Pull In combat. When activated. Advanced powers usually combine effects and require much more skill and fine control to manifest. These effects all require a successful Biotic Training skill roll to activate. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect. as well as dealing damage over time. When activated. the Biotic Training skill allows the character to create various effects.New Skill: Biotic Training Mass effect fields are difficult to generate and control without training. This effect lasts 3 turns. making them more vulnerable to attack. modified by their BioAmp Implant stunt. and so on. During character creation. increasing the damage the enemy takes. Primary and Advanced. and last until the next turn only unless otherwise specified. an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects. so a charging enemy will rush over the characters heads. Some examples are listed below. Warp This effect lowers the armour on a target. and place an appropriate Aspect lasting till the characters next turn. freezing the target in place and making them unable to attack. Lift Using Lift will cause enemies to float helplessly in the air. by either launching them away or knocking them over. This effect lasts 2 turns. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. Place an appropriate Aspect on the target as you would for a maneuver. a player may choose a number of effects equal to their Biotic Training skill level. or until another Biotic effect is used. and so on. rendering them helpless when they land. It can also attract objects from the environment. Shift an enemy one zone on a successful activation. Primary Biotic Effects Stasis This effect causes an enemy to be temporarily locked in a mass effect field. Powers are available at two levels. Barrier Using this effect creates a barrier against the skin to protect against energy weapon attacks. this effect is mostly used to keep opponents at a distance. Singularity This gravitational power sucks multiple enemies within a radius to a single area. Place an appropriate Aspect on the target as you would for a maneuver. If the same target is Warped for two consecutive turns. Enemies in Stasis also become impervious to damage.
At the end of the move.Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers. Next turn. To use this Effect. rank 5 = +3 to defense). There must be multiple enemies present to activate this talent. The following round. and the benefits of the Barrier Effect to themselves if they have it. If the target is no longer valid. Reave Prerequisites: Warp Effect.2 = +1 to defense. rank 3. move or reduce any barrier ratings for their current turn in preparation for their attack. but on an organic target instead. as well as Medicine present in the skill pyramid. whilst also giving a temporary defensive bonus when the power is used against unprotected organics. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. place manouvers. they take a full turn move as per the standard rules (Diaspora page 102). Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. That target is unable to act next turn and loses the applied aspect at the end of that turn. Dominate Prerequisites: Stasis Effect. place an "Immobilised and Helpless" aspect on the target. the character must not attack. 27 . as well as Close Combat present in the skill pyramid. After the attack. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception. the character can spend 1 FP to gain a bonus to their defense against attacks from other organics. place manouvers. the character must not attack. the character may make a Close Combat check. with the exception that they may ignore any border pass costs equal to 1. the character loses all benefits and must start again. Next turn. Place a "Dominated" free tag on the target until the player's next turn. To use this Effect. The character applies the effects of the Throw Effect to the target if they have it. as well as Resolve present in the skill pyramid. less one from this Effect.4 = +2 to defense. attuning themselves to their declared target. the target becomes immune to further domination attempts. or +2 against armoured or synthetic targets. and if the target is still alive. and applied to each separate border/barrier. which does not count toward the next use of this Effect. the character is unable to act for one turn. After the attack. When the character attacks an unprotected organic. the player makes an attack against the target. 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. move or reduce any barrier ratings for their current turn in preparation for their attack. but only on a successful result against their defense. Higher pass costs must be eroded with shifts as normal. Charge Prerequisites: one of either Barrier or Throw Effects.
equal to (Tactics Rank -1) zones in length from their position. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects. This ability is unable to be used in consecutive turns. The character draws a straight line across the map. and any shifts are dealt to armour first. etc). To use this Effect. All targets take damage if the check exceeded their defense rating. instead of the ground. New Option: Biotic Combos As an additional option. as well as Tactics present in the skill pyramid. 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. equal to the number of shifts generated. which can only be tagged by other Biotic skill checks. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2. The Shockwave is present until the start of the next turn. When Slam resolves. However. and the originating character may not use another Biotic Effect until after the end of the next turn. leaving it on the table for the remainder of the turn. The character applies the effects of the Lift Effect to all unshielded targets if they have it. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. which otherwise resolves after all other characters have acted. 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 the Science skill. the target loses all momentum becoming stationary as the ability takes effect. The target rolls to defend only. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. unsecured objects (explosive barrels. the character must not use their free move this turn. the character must not use their free move this turn. The following effects are applied to all valid targets along that line. Targets with the Shielding armour stunt that are hit are unable to move next turn.Shockwave Prerequisites: one of either Lift or Singularity Effects. 28 . any character that gets a Superb (+5) or better result on their Biotic Training skill check may spend a FATE point to apply a "Residual Biotic Charge" aspect on either the target or the zone the target is in for the usual bonuses. unlike Lift. NPC's. To use this Effect. The character uses Slam like they would use their Biotic Lift ability. and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. If the character has 3 or more ranks in science. and benefits from Science present in the skill pyramid. The player must decide which scope the aspect belongs to at the time they place the aspect. including airborne targets close to the ground. they may pay 1 FP to immediately resolve the following effect. placing an appropriate aspect on a target.
the character begins to take one composure or health track damage for every successful activation. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. New Bio-Amp Implant Stunts the number of Biotic effects the character can manifest. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. the character is unable to manifest any Biotic Effects this scene. and can reduce this damage by taking Consequences like normal. Natural Biotic (Asari only) As the only known species that are all natural Biotics. others are strong but unstable. L2 Implant The results of this implant vary wildly. The character may not take the Biotic Training skill at any level. Geth are unable to be Biotics. The effective rating of the Biotic Training skill varies each time the character begins combat. also determining the number of Biotic effects the character can manifest. being a Biotic is an acquired ability. 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.New Stunt: Bio-Amp Implant Unless your character is an Asari. also determining 29 . the character is unable to manifest any Biotic Effects this scene. Players choose which track they will apply the damage to each time. this is the effective rating of the skill for the remainder of the scene. If reduced to zero or below. but without the associated drawback aspect. but must still invest in the Natural Biotic stunt below. If raised above 5. Their implants are almost universally equivalent to current L4 Bio-Amps. If reduced to zero or below. Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3. L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. Asari have no need to augment their innate abilities with a Bio-amp. this is the effective rating of the skill for the remainder of the scene. The purpose of this implant was not to develop combat powers. but assume any drawbacks associated as well if implanted. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. Asari are only restricted by training to the number of Biotic Effects they can produce. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. because the L1s were implanted after puberty. some L2s are hardly stronger than an L1. but suffer discomfort from their implants. Krogan characters with Bio-Amps are called Battlemasters. but to save the life of the character. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. while a few are powerful and stable. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. cumulatively.
They spend those years in increasing levels of pain. Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies. There is no restriction to the maximum rating of the Biotic Training skill. with many Battlemasters still alive today. Also restricted to a maximum rating of the Biotic Training skill to 3. 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. and force police or military personnel to kill them to stop the devastating rampage. if they could ever be convinced to do so. 30 .L3 Implant A good. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. L3-R Implant Short for 'L3-retrofit'. before eventually going insane with the agony. stable implant. Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI". this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. There are no officially acknowledged side effects. this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago. They would make good candidates for L1 implants. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities. with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years.
Electronics New Skill: Tech Training Anyone can play games or watch news clips on their omni-tool. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. and even starship systems. decryption. Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill. including weapons and armour. unless otherwise stated below. 31 . as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). Primary Tech Talents Damping This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. preventing them from firing for one turn. 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. reusable industrial plastics. ceramics. Energy Drain Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. and light alloys. an omni-tool can be used to analyse and adjust the functionality of most standard equipment. Due to the highly technical nature of most devices. They are handheld devices that combine a computer microframe. After a successful attack in this manner. and must cool down until the end of their next turn. and even enemy weapons malfunction on command. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. from a distance. bypass security alarms. They're either elite military. Versatile and reliable. This allows for field repairs and modifications to most standard items. Systems crash at the blink of their eye. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character. and can be used to disrupt Biotics. The fabrication module can rapidly assemble small three-dimensional objects from common. no codes are safe from their access. Apex: a character who has invested this much time and effort to raise their skill to this level has almost limitless options when they use them. it can also be used to augment another character's Computer (space) check. most common energy weapons.Omni-tools Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. as well as the reuse of salvaged equipment. 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. sensor analysis pack. Decryption Used to unlock sealed doors. and minifacturing fabricator. Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy. or the target of elite Special Forces themselves. such as hacking. and access secure systems. It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. or repair. the target's weapon is too hot from the sudden draining to be used immediately. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away.
Once destroyed.Have-aThing (Combat Drone) Stunt. This effect lasts 2 turns when activated. Advanced Tech Talents All advanced Tech Talents require the Computer (space) skill to be present in the pyramid. this talent allows the user to reduce the effectiveness of enemy scanners. Place a "disoriented and confused" free tag on the target until the player's next turn. Advanced Hacking Prerequisite Talent: Hacking. This talent may be taken multiple times. Combat Drone Prerequisites: Hacking Talent. the target becomes immune to further overload attempts. as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvantage). By investing in this talent and the linked Stunt. as well as their linked Primary talent. the MG Omni-tool lets you disable a free tag gained from the Health stress track of any ally in the same zone as you. Overload Artificial or synthetic lifeforms attacked with this talent can be shut down for one round by overloading their power systems. Place a "targeting malfunction" free tag on the target until the player's next turn. or other appropriate point in play. Harm 2. The character must have at least one rank in the medicine skill to use this talent. 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. 32 . and also can also be attempted against lone targets. The following round. 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. Through superior technique or inspired creativity. Jamming Broadcasting a signal that mimics the properties of solar interference. NonLethal. 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. granting a cumulative penalty to alertness checks. the Combat Drone is unavailable until the next refresh phase.First Aid Used in this way. causing a -2 penalty to alertness checks. your Hacks to disrupt an artificial or synthetic life form‘s targeting systems are able to be repeated against the same target. during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. Have-a-Thing: Combat Drone Range: 0/1. 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. There must be multiple enemies present to activate this talent. the target becomes immune to further hacking attempts. The character must have at least one rank in the repair skill to use this talent. The following round. Penetration 2. 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.
mercenaries. 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. When activated. 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.Cryo Blast Prerequisite Talent: Neural Shock. and unshielded targets must resist 3 shifts of Composure damage. many MG Omni-tools find their way onto the black market and into the hands of criminals. Armour with Shields Stunt. New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common. causing Health stress equal to the number of shifts. serving member of a military organisation or affiliate. On a success. or passing through. 33 . the highest capabilities come from having and training with military grade omni-tools. that zone must make a Stamina check against the number of shifts you rolled. place a ―Frozen and Immobilized‖ aspect on the zone for one turn. Advanced Overload Prerequisite Talent: Overload. excluding the user. Until the aspect expires. which can only be tagged by other Tech Training skill checks. All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. Attacks made against the character reduce the bonus by 1 for every shift. and make a Tech Talent roll against a difficulty of 2. You may also chose to pay a Fate Point to impair all attempts to attack or target you by -1 per level of the Jamming Talent you possess whilst Jamming is active. This talent is unable to be used in successive turns. all targets within. and when neutralised through any means except voluntary deactivation. or one adjacent zone. and others. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. causes a detonation that disrupts the zone the character is in. This talent is unable to be used in successive turns on the same enemy. boosting the user's shields by +3 until deactivated. absorbed by armour as usual. On a success. Tech Armour Prerequisites: Hacking Talent. the weapon detonates. Your base Jamming duration is extended by one additional turn. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated. Tactical Cloak Prerequisite Talent: Jamming. The player must decide which scope the aspect belongs to at the time they place the aspect. Incinerate Prerequisite Talent: Energy Drain. or removed by ablation. Illegal to have without being a current. 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. the user's Omni-Tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius. New Option: Tech Combos As an additional option. or else immediately end their turn. Tech talents can only be used with such an omni-tool due to their specialised nature. Target the zone you are in. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1.
With one round of focus. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. Once per scene. Tactics skill present in the pyramid. the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle. the weapon immediately activates the free ―Overheated‖ tag. Military Grade Carnage (Combat Excellence) Extensive training with Energy Weapons has given the character the ability to duplicate the effects of the Weapon Modification ―Double Tap‖. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects.New Stunt: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt. that is without doing any other action. although there are limitations on what is required to take it. 34 . the player doubles the Harm rating of the weapon for their next turn. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. 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. many hours of experience under heavy fire. 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. and no ranks in either Biotic Training or Tech Training skills. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. It then immediately activates the free ―Overheated‖ tag on the weapon. 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‖. but must meet all other prerequisites and possess an appropriate weapon to use them. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. Once per scene. Military Grade Immunity (CombatExcellence) Representing many. Once the shot is taken. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. and regain their balance and protection.
the character takes enough stress to be Taken Out again. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. when it then activates the ―Shields are Down!‖ tag on the armour. You may not use this ability in consecutive turns. You may remove any current variant ammunition for normal rounds. The finely tuned senses of the user seem to slow down time around them. 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. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. You may continue to pay a FP each round until the end of the scene to continue this effect. Fortification reinforces armour when struck.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. Until the ―Overheated‖ aspect is tagged. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. granting them more time to refine their actions. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. or the end of the scene occurs. huge bonus through overcharging. you may change out the ammunition used by your weapon. Assign an aspect to the temporary consequence as usual. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. This consequence is additional to any that the character already possesses. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. As a combat action. Once per scene. or replace normal rounds for a variant ammunition type. and may be at any rating. 35 . As a full round action. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. You may pay an additional FP next round to keep the returned character active in the scene but you no longer incur the consequence penalty. allowing them to rejoin the scene. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. providing a brief. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. armour with the Shields stunt. 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. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid.
the player should record the number of times they use them. Charm is linked with Paragon actions. the character now has Intimidation 3. If they do so. then in the refresh phase. If they used either skill the number of times that they have ranks in it. John's character forces them to keep the deal. as he used it more times than he used Intimidate and more times than he currently has ranks in it. John now has the option to promote the Charm skill up the pyramid. Swapping with his Arts skill again. He intimidates his way into the club where he is to meet her. therefore. Swapping with his rank 3 Arts skill. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. During play. Here are some examples: John is playing a Turian Spectre candidate character with rank 2 Intimidation and rank 1 Charm. Option 1: Skill Progression To emulate the progression of the character's path towards Paragon and Renegade. Mass Effect keeps track of the Paragon and Renegade points on separate scales. before successfully charming the information out of her. After an exciting session of combat. John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. 36 . they must count their usages for both skills from this point. Now. Later in the same session. John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice. and they must be used more than the other. His first assignment is to find the location of a smuggler base from an inside source in the cartel. Sent to recover an important member of the finance ministry. being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. Charm 2. the Turian manages destroy the smuggler's base whilst saving the informant in the process.PARAGON AND RENEGADE EMULATION In the Mass Effect games. If he wants to promote the skill further. he must use intimidate at least three times or charm twice. he must start counting again. By threatening to follow through himself if they break the deal with another successful intimidation check. Arts 2 and Charm 1. characters should take both the charm and intimidation skills at tier five at character creation. players are tracked with respect to how they treat other characters in social situations. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. John's Turian Spectre now has Intimidate 3. Even though he used charm twice last session. the same number of times as the number of ranks his character has in the skill. and Intimidate with Renegade choices. John's Turian has been accepted into the ranks of Spectre agents. During the next refresh. A few sessions later. the new rank of the intimidation skill. when the player has the option to promote a skill up the skill pyramid. and Arts 1. once he promoted it. then he'd have to successfully use it three times. 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. In this option. the one they should move is the one they used the most out of charm and intimidate. To promote either skill further. A good action will not make up for an evil one.
Whether it‘s due to admiration or fear. The track must be raised to full again before more Consequences can be generated. NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect. and one Severe (+4). Perhaps it is something in your voice. allowing you to generate Status Consequences sooner than others. When a track is full. It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. The Consequence may be tagged by the player for the rated bonus outside of combat. When a character that has a full Status track gets more Spin. Cult of Personality Others spread words of your deeds and misdeeds far and wide. In Diaspora. Increase the Paragon track for good or positive actions that benefit others. one Moderate (+2). but may still be spent as normal instead. for good or ill. Status consequences are removed from the character once tagged by the player. Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. and do not count against the maximum number of consequences allowed for stress taken on the original Health. the player can choose to generate one Status Consequence. You may only take this stunt once. an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. that Spin cannot be used to raise a Status Track. the other for Renegade status.Option 2: Status Stress Tracks This style of play adds two new Status Stress tracks to each PC character. and are 6 boxes in length. Whenever a character would generate spin outside of a direct combat situation. one Minor (+1). Lasting Reputation Events that you are a part of are particularly memorable for those involved. self-interest or gossip. In the event that the roll generates Spin when a Status Consequence was tagged. New Status Stress Track Stunts: Heightened Reputation There is something about your personality that leads others to judge you by your actions differently from those around you. Additionally. the player can begin to generate Status Consequences for that track. 37 . the effect on you is that you can leverage your status more effectively than others. representing the preceding reputation of the character. This option uses the generation of Spin to increase your Status tracks. You are able to bank an extra Minor (+1) consequence in addition to the existing three you can bank. they may choose to spend that +1 Spin bonus to add one to an appropriate Status track. 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. Status Consequences are recorded separately from consequences generated on normal stress tracks. one for tracking Paragon status. players may take one of the following stunts during character creation. You may reduce one Status track to 5 boxes instead of the normal 6. and the Renegade track for conduct that is selfish or callous. or the way your gaze seems to have a particular intensity. Composure and Wealth stress tracks. beating your opponent in an opposed roll by three or more shifts generates Spin. Status Consequences are rated 2/3/4 instead of 1/2/4. Both tracks start empty at character creation.
Commander Shepard and the crew of the SSV Normandy. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. • "Idealistic and Hot Headed" • "The one that got away" Phase Four .On Your Own Released from his obligations to others. However. Garrus is forced to admit that he has no proof. • "Military Training" • "Father knows best" Phase Three . Garrus is now free to do things his way. but does have a lead he needs more time to follow. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. 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.Moment of Crisis Passionate about his job. and new Spectre. Under extreme time pressure. Palaven.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. Denied. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman. He does refer to the world of his birth. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce. discussions with his new friend. and that he had a very by-the-book father. Garrus frequently got into heated arguments with his superiors over his methods. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. he has strong Tech Training skills. have more respect for the law. and were already as good as dead. • "More to life than C-Sec" • "Finish the job once started" Phase Five . He displays exceptional weapon skills. shown to be able to headshot an enemy under difficult conditions. and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. including his decision to accept his father's wishes in not taking Spectre training. as being hot. Garrus later left the military and followed in his father's footsteps by joining C-Sec himself. • "Palaven was hot" • "Do it right or don't do it at all" Phase Two . culminating in a disasterous situation. also becoming an Investigator. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs.SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. One of a thousand potential candidates for the Citadel's elite Spectre training. and is at home on starships having useful gunnery skills. He attends the ship's landing craft as an engineer. Using the Choosing Aspects Phase One ." We'll take these for our aspects. Garrus meets the humans assigned to the case. This fresh perspective frequently contrasts against things his father demanded of him. Due to his military training. Garrus' father intervened to prevent him going. described as a hot head who still thinks he can change the world and should 38 . as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. Garrus is told to drop the investigation.Growing Up Not a lot is known of Garrus' past from the game. aka CSec.
Tactics • Rank 2: Gunnery(space). Decryption. Conatix hired an ex-military Turian. This represents Garrus' commitment to finish a job once started.Growing Up The son of a serving Alliance military man. Engineering(space). Overload. breaking the trainer's neck. • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . The fourth is another mild Consequence. Kaidan immediately jumped to the rescue of his closest friend and lost it. Intimidation. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent.Moment of Crisis Realising their mistakes. Kaidan and his friend drifted apart.Racial Background and Class Package options as guides. Tech Training • Rank 3: Agility. The Turian used aggressive and provocative tactics. Conatix quietly shut down the program and had the records sealed. with Damping. Tracks • Health: OOO • Composure: OOO O • Wealth: OOO Kaidan Alenko Initial Concept Kaidan Alenko is a human Systems Alliance Biotic sentinel with a stable L2 implant. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . so I stuck close to them. and the guts to do things his way. Repair. He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. By taking the Tech Training skill. Medicine. I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space). Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. and head of the SSV Normandy's Marine detail. a veteran of the First Contact war between humans and Turians. Choosing Aspects Phase One . • Resilient: The player may use four Consequences instead of three. scarred from his childhood training. 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. we now have to choose some Tech Talents as part of the stunts. Electronics. Vehicle Garrus has a combination of five combat and space skills like most Turians. Stealth • Rank 1: Culture/Tech(Turian Hierarchy. Brawling(combat). other skills as befit a military background.Starting Out Attempting to accelerate the training. The Citadel). unleashing a full Biotic charge. he aghast 39 . Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. and First Aid Tech Talents. Resolve(track). conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. no matter the cost. and Kaidan's retorts singled him out for punishing lessons.
before deciding to return to the Alliance and join the military. Kaidan has extraordinary staying power for a human. we now need to pick his Biotic Effects and Tech Talents. By having both Biotic Training and Tech Training skills. Turian Hierarchy). Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's Spectres. as his father did before him. from a Geth attack that killed his best friend. • "Be cautious.Ooh Rah!" • "Implant Migraines" Phase Five . he also has the skills to function on the ship he serves on. Lift. Computer(space). Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. and First Aid. • MG Tech Training: Always searching for ways to keep his squad alive. Using the Racial Background and Class Package options as guides. Kaiden focused on other ways of being useful without necessarily using his Biotic powers. Electronics. and give him an edge if he is to pay back the Geth for his friend's death. Stealth • Rank 3: Alertness. be in control" • "There's got to be another way" Phase Four . Medicine Forced to his limits and beyond. Kaidan explored alternatives to using his Biotic powers. he attempted to figure out what to do with his life. Tech Training • Rank 2: Agility. EVA.On Your Own After being saved by his new First officer. and Throw. • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects. • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks. Commander Shepard. as he is familiar with Decryption. Stasis.Sidetracked Serving in the human Systems Alliance military. Receiving several commendations for his actions. Refusing the risky surgery to upgrade his L2 implant. sought ways of completing missions without raising alarm. • "Alliance Marines . Kaiden has added the Medicine Talent to his Tech Training options. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further. and learnt how to keep his squad alive through the tough missions. Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up. Communications(space). Stamina(track). and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level. He knows Barrier. Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. Keeping his squads alive through alternatives to open firefights. and she fearful that he would lose control again. I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training. He trained extensively with Omni-tools. Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO 40 . Tactics • Rank 1: Culture/Tech(Systems Alliance.at what he was capable of. Energy Weaons(combat). Dropping off the radar awhile. Demolitions. and has trained to use a military grade Omnitool to keep his squad alive.
41 . however. Using the Racial Background and Class Package options as guides. due to the almost entire lack of actual ruins to investigate. but look at that over there!" Choosing Skills A pre-eminent Archaeologist. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. a great insult among contemporary Asari. With all this unexpected time spent with the team. slavers and other dregs of the galaxy.On Your Own Peeling back the mystery. Liara begins to feel the pull of attraction towards her new commander. • "Escape the present" • "Obsessive about Protheans" Phase Three . so it's considered wasteful for Asari to reproduce together. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training.Growing Up Daughter of prominent politician Matriarch Benezia. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. Liara began studying what little was known about the last great space-faring race before the Asari. Liara. Science Choosing Aspects Phase One .Moment of Crisis Spending much of her time alone on strange and often dangerous planets. Liara has honed her natural Biotic abilities to protect herself from pirates. Liara has no idea who her father is. Liara also has exceptional Biotic abilities and other technical skills. an ancient Prothean defence that she triggered by accident. • "My Mother the politician" • "Feared Pureblood shame" Phase Two . Liara suspects that "he" was another Asari. but evidence is anecdotal. and her ability to meld using Biotics. Raised alone by her mother. and then rescued from the newly rampant Geth. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. and relishes the time spent getting to know each other. the Protheans.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. which in the current cultural times is considered taboo. The results of such unions are occasionally referred to as "purebloods". Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers. They frown upon intra-species conception. since genetic traits and cultural insight is gained from mating outside their species. Think!" • "What does this button do?" Phase Four . are the only way to help Shepard to interpret the vision. Deciding to avoid the issue altogether. she has very little practical knowledge about them to go on. she is initially jealous that her decades of research seem to have been for nothing. by the first human Spectre. • "Think. and joins the squad to help in the upcoming battles. She begins to calm down when she realises that her expertise. Liara earned her Doctorate and has become the foremost authority on Prothean ruins. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy.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.Sidetracked She is discovered. one Commander Shepard.
• 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.
• Military Grade Brawling: used to represent a lifetime of mercenary work. Stasis. Resolve(track). Tactics • Rank 1 Skills: Agility. Throw. Alertness. and Warp effects. He has the words to diffuse a situation. Equivilent to a current L4 generation BioAmp without the VI interface. Close Combat. The blood of a thousand battles runs through his two hearts and four lungs. Mercenary Groups). Animal Handling. and the four quads to see it through. adding +2 penetration to Brawling attacks. • Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. This applies to Consequences mitigating hits to any track. Profession (Mercenary) • Rank 3 Skills: Brawling. it grants Wrex the Barrier. Survival. and +1 to Brawling rolls in defense. Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. Using the Racial Background and Class Package options as guides. Culture/Tech (Krogans. I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training. or incite one. Oratory Wrex has excellent combat skills. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO 45 . but better Biotic skills. Energy Weapons • Rank 2 Skills: Intimidation.Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. This emulates the Krogan biological redundancy.
They benefit from the Dispersed Fire. Time for some fun with equipment. 46 . Limited Range2 Transfer Aspect. Sniper Rifles The ultimate long range weapon. New T3+ Energy Weapon Stunts The following stunts may be taken on any energy weapon unless noted below. Advanced Optics2 Transfer Aspect. Double Tap. doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical. we have a pretty good idea of the expected differences between different types of weapons. Cost -1bp. Sub-Machine Guns Designed for rapid fire. and the Advanced Optics. Cost -1bp. Cost 1bp. A high penetration is valuable. sniper rifles should not have a minimum range below 3. "Overheated" tag must be free to use this stunt. shotguns should have a range of 0/2 and take the Limited Range stunt. it is not recommended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts. which then clears at the end of the players next turn. but the Both Barrels and Dispersed Fire stunts should be considered. Shotguns The ultimate close range weapon.Personal Combat Mini-Game Changes WEAPON TYPES To aid narration. Penalty reduced from -2 to -1. Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. and a low penetration of 1 or 2. SMGs often have similar ranges to pistols (0/2). Here‘s a brief set of guidelines to help you design your own. pistols should have a range of 0/2. I decided to have all weapon and armour gear at T3 across the board. Assault Rifles Awkward at close range. generally have low accuracy and damage per shot. They should have the Dispersed Fire and High Capacity stunts. After all. naming conventions should be considered. Cost 1bp. and cannot both be placed on the same weapon. They benefit from both the Double Tap and Advanced Optics stunts. assault rifles should have a range of 1/3. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. I began by deciding at what level to set for the purposes of equipment design. offset by their clip size and rate of fire. this weapon is unable to be used for ranges other than those specified. They should not have much penetration power. EQUIPMENT In creating the gear below. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. and Advanced Optics stunts. Double Tap and High Recoil stunts are all appropriate. and keep some consistency as the table creates their own weapons. and that all weapons should take the Thermal Clip stunt. Pistols Designed for use over short to middle distances. Both Barrels/Double Tap Transfer Aspect.
Manufacturer: Elanus Risk Control Equipment: Banshee class Assault Rifle Stats: Range: 1/3 Harm: 4 Penetration: 2 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Cost: 4 Standard issue to Turian military personnel. applying its offensive roll to each target in a zone. 47 . and is available extensively.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. this is a basic assault rifle.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. 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: Cerberus Skunkworks Equipment: Hydra class Shotgun Stats: Range: 0/2 Harm: 4 (8 when using Both Barrels) Penetration: 0 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Dispersed Fire (weapon can fire as an Area of Effect weapon. Manufacturer: Haliat Armoury Equipment: Equalizer class Sniper Rifle Stats: Range: 3/5 Harm: 4 Penetration: 3 Aspects: High Recoil (can only be fired every other round unless the firer is prone. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges.
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.Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. This weaponry is always in demand for research purposes. Note 2: See the Spectre Gear Options section on page 49. but rarely differs substantially from other weapons of the same type. Instead. 48 . Sample Weapon Manufacturers Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. use them to provide inspiration for colourful aspects such as ―Never been let down by an Armax‖ or ―As cool as Devlon Industries gear‖ and so on.
for use solely by the Citadel Council‘s elite Spectre units. Alternatively. lasting 3 turns or until another Biotic effect is used. They cannot choose to increase both the armour bonus and extend the duration of effect unless they buy a HMBA Advanced or HMBA Master Spectre BioAmp. Some examples are below: 49 . There are no Spectre armour manufacturers. lasting 4 turns or until another Biotic effect is used. or an extension by one additional turn of an effect.Spectre Gear Options High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. This may be a further +1 bonus to the effective armour defense rating of the character. an additional -1 penalty to the armour defense rating of an enemy. Costs Basic Spectre gear costs 5. Creation Basic Spectre weapons should be created with a +1bp bonus. They can choose to add 3 Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents. Advanced Spectre Bio-Amps augment two Effect variables. and Master Spectre weapons are built with a +2bp bonus. Spectres may authorise squadmates to purchase and use such gear. Advanced Spectre Omni-tools augment two Talent variables. and Master Spectre gear costs 7. one additional zone able to be reached by a talent. Basic Spectre Bio-Amps augment one Effect numerical value. For example: A character that knows the BarrierBiotic Effect with a HMBA Basic Bio-Amp has two choices. and Master Spectre Omni-tools augment three Talent variables. Advanced Spectre gear costs 6. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased. and Master Spectre Bio-Amps augment three Effect variables. This may be a further +1 increase to a skill bonus. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres. Basic Spectre Omni-tools augment one Talent numerical value. Duration based effects must cool down between uses by one turn per increase. Advanced Spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free. they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects. but any nonauthorised users will be tracked down by other Spectre agents for item retrieval. and cannot be changed afterward. so there is no Spectre rated armour available for purchase. to the effective armour of the character for the purposes of the defense roll against energy weapons. an additional -1 penalty to enemy skill checks. or extending the effect by one additional turn.
a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. instead of the standard +1 bonus. and not augment any other known Talent. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets. and the place of law and order in the galaxy. there are other ways of obtaining these items. 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.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. 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. Bribery. theft. infiltrating manufacturers warehouses. Whilst such advanced gear would seem to favour characters with a high assets skill rank. blackmail. there are plenty of corporations out there to choose from. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. and cannot be changed afterward. being hunted. 50 . or to assist in narration. Characters that knows both the Hacking and Overload Tech Talents with a HMOT Advanced Omni-tool can place a "targeting malfunction" free tag on a target for its next two turns instead of the usual one turn. character histories. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. and all lead to potentially interesting stories of obligation and debt. Alternatively. The character must now wait two turns after using this Talent before being able to use it again. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased. Both of these Talents now require one turn of cool-down between uses of the same Talent. and corruption are all viable tactics for underhanded characters to use. Use the lists below to inspire aspects.
Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn. but cannot be spent on the same turn that "Shields are Down!" has been tagged. this stunt provides more energy to run any systems that draw their power from the armour. "Taking Cover!" is cleared when the character moves. Provides a +2 bonus to agility checks. but until they do. Shields require spending a fate point to recharge. If available. 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. confers the taggable aspect "Taking Cover!". Transfer Aspect. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. Cost 1bp. 51 . Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged. the benefit of this stunt is also negated. armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. using a mass effect field to protect the wearer.New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite. Cost -1bp. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. 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. Booster Power Pack Transfer Aspect. Cost 1bp. Requires the "Shields" stunt also.
Manufacturer1. and are not available to other races. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖.Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. Elcor. For gaming purposes there is little need to differentiate one manufacturer from another due to the variability of armour able to be created with the armour creation rules on page 235 of the Diaspora rulebook. Instead. and Hanar all produce their own armour. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. will manufacture for all races. and is here purely for reference and inspiration for aspects or plots. use this table as inspiration to describe or inspire character aspects.2 Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation Sample Armour Manufacturers Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes Note 1: Volus. like Devlon Industries. 52 . Some. whereas others like the Serrice Council produce solely for one race.
All variant ammunition costs 3 to purchase. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. and provide +2 shifts if tagged by another player who successfully hits. Armour Piercing Rounds Specifically designed to puncture metal. Popular with pirates. Chemical Rounds Designed to detonate on impact. • If installed on a weapon with a maximum range not exceeding 2. • +1 Harm to targets with a 0 armour defense rating. these rounds are coated with a highly toxic compound. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn. They are similar in construction to hollow point rounds. With nine different ammo types. criminals and mercenaries. this could mean back in the attacking character's zone. 53 . there's plenty of opportunity for customisation. Cryo Rounds New Variant Ammunition: Anti-Personnel Rounds Cooling lasers collapse ammunition into small Bose-Einstein condensate .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. • causes 2 additional shifts on a successful hit.) • if used in two successive rounds. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. +2 Pen to targets with an uncompelled Shields stunt. High Explosive Rounds Designed to shred flesh and other organic matter.capable of snap-freezing impacted objects. • -1 Penetration to targets with an armour defense rating greater than or equal to 2. removes the Thermal Clip stunt.a mass of super-cooled subatomic particles . Successful hits confer the free taggable aspect "Toxic Shock" to the target. • -1 Harm. these rounds are particularly effective against living targets. places a free taggable aspect "Massive Fireball!" around the target. Ammunition must be purchased separately from weapons. • on an unsuccessful attack. 1dF zones away (yes. • Harm of the weapon is reduced to 0. and can only be installed or removed from the weapon during the refresh phase of the game. activates the weapon's "Overheated" tag and extends it for one additional round. these rounds are particularly effective against synthetic targets. high explosive rounds have one major drawback: a massive increase in weapon overheating.
For example. causes +1 shift to all subsequent successful attacks against target until player's next turn. Phasic Rounds Instead of projectiles. Sledgehammer Rounds These rounds hit with incredible force. • on a successful hit. • -2 Harm.Incendiary Rounds Radioactive Rounds Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance. • extends the "Overheated" tag for one additional turn after being compelled. This consequence can be removed by a character with the First Aid Tech Talent. or disappears after a short rest. which is greater than maximum of 2 zones required for the ability to take effect. This makes them perfect for shotguns. if Cryo Rounds were installed into the sample Assault rifle listed on page 31 (Range 1/3. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. a weapon's Harm and Penetration are as per listed normally for the weapon. Low Recoil. knocks the target over and confers the free taggable aspect "Knocked prone". • +1 Harm to targets with one or both Biotic Training and Tech Training skills. as due to their Dispersed Fire stunt. the actual damage done to the target is typically less than what's done by a standard round. • on a successful hit. However. It would have its base stats against any other target. This sickness makes it more difficult for Biotic or Tech abilities to be deployed. Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour. Penetration 2. Harm 4. or with a tagged Shield aspect "Shields are Down!" These rounds are stamped with a minuscule amount of radioactive material. 54 . +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt. inducing low levels of radiation sickness in targets. knocking opponents completely off their feet. Thermal Clip). a hit will place the tag on all targeted enemies. usually one that occurs between scenes. For situations not discussed in the details of the Ammunition stunts.
• +1 to Alertness when operated by an individual in powered armour. if it would normally clear at the beginning of their next turn. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. • After every turn in which the weapon is fired. this mod cannot be applied. • Cost of this mod is 4. This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. Stacks with Alertness bonus from Powered Armour "Sensors" aspect. Users already prone still receive the free taggable aspect. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". Kinetic Coil Frictionless Materials give rounds more power at impact. and cannot be applied to weapons with the "Civilian" aspect. Weapon Mods must be purchased separately from weapons. • +2 to Harm. • +4 to Penetration. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. If "High Recoil" is already present. • +2 to Penetration. They are more expensive to obtain than other weapon mods. • -1 to Agility checks. • Replaces "Low Recoil" aspect with "High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). Weapons can only accept two Weapon Mods at any time. the player rolls 1dF. that's when you need to go and upgrade your guns. • -1 to Harm. For example. variant ammunition isn't enough to give you an edge over your enemies. If weapon and armour are separated. High Caliber Barrel New Weapon Mods Combat Scanner Designed to interface with the Sensor packages installed on powered armour.New T3+ Energy Weapon Modifications Sometimes. and can be installed or removed from the weapon during the refresh phase of the game. Combat Scanners increase the chance of detecting enemies. and must be installed on higher quality weapons. 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. it instead clears at the end of the players current turn. Frictionless Materials Increases the damage of the weapon at a cost of increased recoil. 55 . When you want to get that edge back. All weapon mods cost 3 to purchase. Agility checks now at -3 if no "Servo" stunt on armour. this mod ceases to provide its bonuses and penalties. This allows it to be compelled again before the player's next turn.
and each armour can be modified to take a maximum of two Armour Mods. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect. such as Cryo Rounds or the Improved Heat Sink weapon mod. the player rolls 1dF. but causes a greater chance of weapon overheating. 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. resistance to weapons force and resistance to Biotic and tech attacks. • -1 to Harm. increasing their effectiveness. Combat Exoskeleton This prototype armour upgrade combines mechanical augmentation. this mod cannot be applied. it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive. • +2 bonus to Defense rating of Armour. element zero microcores and firewall technology to give the wearer brute strength.1 to Agility checks. • +4 bonus to Defense rating of armour. Armour Plating This prototype upgrade greatly increases damage. If "Low Recoil" is already present. it now becomes more difficult to move due to its awkwardness. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat. All Armour Mods cost 3 to purchase unless otherwise stated. Comes at a cost of reduced power. 56 . redirecting the energy of incoming projectiles away from the body. Recoil Damper Ablative Coating Reduces kickback to improve accuracy at the cost of decreased power. 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. and which may be compelled for all sorts of scene effects. • . Scram Rail Ablative coating is designed to chip away when impacted. • Replaces "High Recoil" aspect with "Low Recoil" aspect. All mods require the aspect "Powered Armour" to be installed. • After every turn in which the weapon is fired. • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. Hardened ceramic plates can be applied to body armour suits. • +3 to Harm. • +1 to Harm. until the bonus is reduced to a minimum of +0 for the remainder of the scene. • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. • -1 to Harm. These mods may only be installed or removed from the armour during the refresh phase of the game. negating the benefits of the "Lightweight" aspect. • Armour gains the "Very Heavy" aspect. Advanced VI functionality reduces weapon kickback to improve accuracy.
and also remove the Defense and agility penalties. localised doses of medi-gel to accelerate the healing process. • -2 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2. 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. • 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). Designed for heavy combat use. First Aid Interface A prototype upgrade designed specifically for heavy combat use. • This armour costs 4 to purchase. it provides maximum protection for the user. • +6 bonus to Defense rating of armour. Energised Plating Mechanical augmentation increases the brute strength of the wearer. and counts as two Armour mods. • This armour costs 4 to purchase. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. and counts as two Armour mods. • -2 to Agility checks as the mod draws power from the system intended for the servos. • -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. • -2 to Agility checks as the mod draws power from the system intended for the servos. and counts as two Armour mods. Energized Weave Microprocessors wired into a combat suit can monitor vital functions and release small.Biotic Effects and Tech Talents. • 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. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4. • This armour costs 4 to purchase. this armour provides maximum protection for the user. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. 57 . • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the Defense bonus and remove the agility penalty. • Grants a +2 bonus to Close Combat checks. Exoskeleton • +4 bonus to Defense rating of armour.
• The armour disables the first free tag gained from the Health stress track of the wearer as a combat action (this prevents an opponent using the Consequence to your disadvantage). causing a -1 to Agility checks. Medical Interface This mod draws on the user's stamina to boost their agility. Medical Exoskeleton Specialised microprocessors wired into a combat suit monitor vital functions and release small. • +2 Shield bonus to Defense rating of armour. • +3 to Defense rating of armour. 58 . localised doses of medigel to accelerate the healing process. and counts as two Armour mods. and counts as two Armour mods. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour.Kinetic Buffer (this prevents an opponent using the Consequence to your disadvantage). • +2 Shield bonus to the Defense rating of the armour. Shield Battery A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. Requires the Shield aspect on the armour to be installed. combat suits rely on capacitors to store energy from a generator. Requires the Shield aspect on the armour to be installed. Kinetic Exoskeleton This prototype armour upgrade combines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. • Chemical rounds are unable to confer the "Toxic Shock" aspect. causing a -2 to Agility checks. • This 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. • 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. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions To generate kinetic barriers. the shield bonus from this mod is also negated. the shield bonus from this mod is also negated. • Any time the "Shields are Down!" tag is activated. The greater the capacitor storage. • This armour costs 4 to purchase. the more potent the barrier. • +1 to agility checks. • This armour costs 4 to purchase. This interface also provides resistance to toxic attacks. • This very bulky armour mod decreases the power available to run other systems. • -1 to Stamina checks (this does not confer any changes to the Health stress track). • Any time the "Shields are Down!" tag is activated. maximising healing and minimising recovery times for the user.
• +1 to Biotic Training and Tech Training skill checks. and causes a -2 penalty to Agility checks. • Chemical rounds are unable to confer the "Toxic Shock" aspect. • -1 to Harm.) • Harm: 3 (2 against shielded armour) • Penetration: 1 (3 against shielded armour) • Low Recoil (weapon can be fired without penalty in low gravity) Purchased from one of the citadel markets. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes. 59 . 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. Relying primarily on her Tech Training. • If installed on a weapon with a maximum range not exceeding 2. +2 Penetration to targets with an uncompelled Shields stunt. removes the Thermal Clip stunt. and become unreliable when dramatically necessary. gases.Stimulant Pack Advanced Gear All weapon and armour gear starts at T3 across the board. Cryo Rounds 3. Toxic Seals Sample Advanced Gear Specially-sealed body armour provides increased protection against radiation. though they count as two mods instead of just one. Costs: Pistol 4. Tali needs a weapon that she can rely upon if the battle gets too close. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. • This mod confers the free taggable aspect "Overstimulated and Distracted" that may be compelled to remove the bonus to Biotic Training and Tech Training skill checks. Kinetic Stabiliser 3 Final Weapon Stats: • Range: 0/2 (Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. and that penetrating those shields is paramount. Here's a look at some of the possibilities. May not be compelled two turns in a row. Tali knows that the Geth nearly always have shielded systems. Although it has reduced stopping power. and a host of other toxins. The prototype armour mods provide some of the better bonuses. She also added the ammunition mod at the same time so that the weapon will never overheat.
like the defense against Biotic Effects and Tech Talents. • This armour costs 4 to purchase. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. Costs: Armour 4. • +4 bonus to Defense rating of armour. and clears"Shields are Down!" tag automatically. • . Assisting this was his access to some of the best mods available.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. +2 bonus on armour defense the turn after "Taking Cover!". Rail Extension 3. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". AP Rounds 3. and counts as two Armour mods. No movement required to activate.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. Costs: Rifle 4. and cannot be applied to weapons with the "Civilian" aspect. negating the benefits of the "Lightweight" aspect. if Wrex remains stationary) • Very Heavy • Biotic/Tech Defense (target to affect Wrex / armour increased by +1) Weighing in at over a metric ton when wearing his favoured armour. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. Frictionless Materials 4. Wrex becomes a battlefield juggernaught. Little tricks. unstoppable warrior.) • 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. may be compelled for all sorts of scene effects. With enough protection to allow him to get up close and personal in a fight. Frictionless Materials: • +2 to Penetration.1 to Agility checks. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. the awkwardness of his modified rifle should never become a deciding factor. Rail Extension: • +1 to Harm. 60 . Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. He appreciates the ability to take down highly armoured foes from great distances. • Cost of this mod is 4. 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. Combat Exoskeleton 4. and knows that with correct field placement. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . ―Out of Juice‖ taggable aspect) • Servos (removes agility penalty) • Shields (taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. a Krogan Battlemaster running in at a charge is terrifying beyond belief.
Improved Heat Sink 3. Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra. clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. Frictionless Materials 4. 61 . knocking them all prone in the process. and cannot be applied to weapons with the "Civilian" aspect. • Both Barrels • Limited Range • On a hit. Costs: Rifle 4. • -1 to Harm. This shotgun is able to double its Harm rating every turn.Cerberus Defender Modified Shotgun Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Base Stats: • Range: 0/2 • Harm: 4 (8 when using Both Barrels) • Penetration: 0 Aspects: • Low Recoil • Thermal Clip • Dispersed Fire • Both Barrels (doubles Harm for next shot and tags ―Overheated‖ aspect until end of next round) • Limited Range Sledgehammer Rounds: • On a successful hit. Frictionless Materials: • +2 to Penetration. and apply that to every target in an area. 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. knocks the target over and confers the free taggable aspect "Knocked prone". applying its offensive roll to each target in a zone). • Cost of this mod is 4. knocks targets over and confers "Knocked Prone" free tag. Sledgehammer Rounds 3. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal.
though unarmoured. or hunting rogue psychotic Asari purebred Biotics. They have also been described as a pro-humanity terrorist or paramilitary group. Cerberus operates many other kinds of cells than purely para-military focused ones. creatures and organisations out there for the characters to encounter. Cerberus also runs several front corporations meant to fund and support their operations. Cerberus effectively has access to almost every settled system. and use modified shotguns (page 61). sabotage and assassination. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. thus rendering the Illusive Man blind in those areas. Cerberus bases are usually guarded by the following forces: • Cerberus Commandos: Highly trained shock troops armed with assault rifles or pistols. and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. Any methods of advancing humanity's ascension are justified. However. Husks. these snipers find cover and hit with Assassination. • Cerberus Defenders: Found protecting research technicians. Cerberus has operatives all over Citadel space and the Terminus Systems. • Cerberus Snipers: Often found indoors. there are other races.ADVERSARIES Apart from chasing after rogue Spectre agents. which includes Rachni (soldiers and workers). Cerberus operatives accept that these methods are brutal. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers. including illegal or dangerous experimentation. Cerberus is very well-funded. major trade stop. highly armoured. collecting bounties on escaped Tech criminals. Their core belief is that humans deserve a greater role in the galactic community. due to their activities. • Research Technicians: The technicians are normally Biotics. This ensures that should one cell be compromised. but which has now gone rogue. 62 . Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse. destroying Batarian pirate and slaving rings. but believe history will vindicate them. they are rapidly deployed. and colony in the galaxy. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. ranging from political to scientific but all united under the common goal of advancing humanity. Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. or other dangerous nasties. reporting regularly. Led by a mysterious figure known only as the Illusive Man. Each cell is led by an operative who reports directly to the Illusive Man." and may have been edited by Cerberus agents to discourage casual explorers. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. Cerberus Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. terrorist activities. Due to their widespread network. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on. which they don‘t just use against vehicles such as the M35 Mako. they use powerful Throw attacks. the others would not be captured.
Some have a stunt that grants them the equivalent abilities of an Omni-tool. Extremely strong armour and shields with recharger. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. and vary according to role. Has the Geth Shield Boost ability (treat as Ablative Armour). Very strong shields and extremely resilient with shield recharger.Geth As described in the Racial Backgrounds section. and thus immune to effects that target only organics. 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 barriers and capable of recharging shields. Capable of using Assassination (see page 20). • Geth Juggernaut: Similar to Geth Destroyers. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. and Toxic rounds. • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. 63 . Attacks using the Geth sniper beam. Also possesses shields. Resilient to gunfire. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). Extremely resilient to small arms and ground vehicle fire. specialised for long-range combat. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping). Overload. Heavily shielded and very resilient with shield rechargers. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. Carnage (see page 20) and the ability to recharge shields. shielding and rocket launchers. Capable of Radar Jamming but no shield recharging. have access to Tech Talents. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. Geth encountered beyond the Veil will have programs developed equivalent to skills. such as the Neural Shock Tech Talent. Utilize both disruptor and scram rockets heavy weapons platforms. • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. and can utilise Carnage. Specialised for close quarters combat. barriers. Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. with the number of Talents equal to the skill rating. • Geth Hopper: Cyberwarfare and ambush platform. and Jamming. Has shielding but no rechargers. The Geth are entirely synthetic creatures. • Geth Sniper: Armed with Geth sniper rifles and shielding. Equipped with Geth pulse rifles and rocket launchers. has the ability to charge. • Geth Rocket Trooper: Equipped with Geth pulse rifles.
once close enough. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. • 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. partly as a trap and partly as a warning to other organic races not to enter their space. the dual "eye" on the unit turns from white to red. They have an inbuilt level of equivalent armour with a defense rating of 2. When a human is captured they are placed on impaling devices.Husks Husks are synthetic "zombies" created by the Geth. and their civiliangrade firewalls are insufficient to deal with modern hacking. typically as expendable assault units. They possess a basic personality suite and are easily programmed for various security tasks. if marines try to recover their dead comrades – the Husks are released and attack. and YMIR classes of mechanical infantry units. Many mercenary groups make extensive use of them. or where the use of organics for "around the clock" shifts is unfeasible. No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. Thereafter. husks attack with a brawling skill level of rank 2. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. they have also seen use in groups on the shiftier side of the law when raw manpower is needed. and so on. Husks that reach the same zone as any character attack first with an electrical blast. give off a powerful electrical blast which disables shields and causes massive damage. The husks will charge at their enemies and. prior to determining whether the effects of the blast generate composure track shifts. A LOKI Mech that switches to its security protocols is easily identified. MECHs Earth based weapons manufacturer HahneKedar has become a major supplier to the Systems Alliance military. LOKI Mechs are incapable of any complex tactics. 64 . commonly called MECHs. allowing their programs to be easily overridden and turned upon their owners. though it is effective psychological warfare to make soldiers fight their own dead. huge spikes that Alliance marines have nicknamed "dragon's teeth". skin and water content are converted into cybernetic materials. with an equivalent skill level of 3 ranks. and the body generates an electrical charge. there is never only one husk around. often fielded by the Alliance. Originally used by the Alliance for colony guard duty. When the spikes are approached – say. variant weapon ammunition. blood is changed to a sickly green fluid. the MSV Cornucopia. and is also the manufacturer of the FENRIS. as an individual husk can only generate one electrical blast. Unfortunately for those that encounter them. They count as both biological and synthetic creatures for the purposes of Tech Talents. never seek cover during a firefight. The Geth used a ship full of Husks. Over time the body's organs. LOKI.
65 . the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. a FENRIS Mech will accelerate to a set speed and jump with its rear legs. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions. When a FENRIS Mech is severely damaged. they are identifiable by their white armor and red lights. used in the same manner bomb. limiting its movements to a slow. When attacking. To protect the workings of the weapon arms from small arms fire. they are stunned by a taser device embedded in the 'head' of the FENRIS. noisy. As a military model. or Model 34-A. it must pause to fire rockets to ensure a stable launching platform. the mech will deactivate and remain stationary. A major disadvantage to FENRIS Mechs. and have been seen deployed alongside LOKI Mechs. walk and cannot attempt to climb steps. is that their software programming can be hacked. Despite its fearsome weaponry. If shot while in this deactivated state. giving warning to those able to see the mech. • YMIR Mech: The Battle YMIR Mech. the YMIR Mech has better firewalls than other models.• FENRIS Mech: Like other mechs produced by Hahne-Kedar. the YMIR does have a few limitations. YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. or overridden by an experienced hacker. altered. but is still vulnerable to hacking by dedicated hackers. these covers must open. Kinaesthetic programming is limited due to the complexity of the design. For many humans. After the target is struck. and FENRIS Mechs can be turned against those they are tasked with serving.and drugsniffing dogs would. bringing the target down with its front legs in an animalistic pounce-like motion. Heavily armoured and shielded. as they tend to constantly advance on enemies to engage at point-blank range. is a massive killing machine designed for anti-infantry purposes. the mech will explode. They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. and indeed to all mechs. Whilst it can fire its twin Cannons on the move however. FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. they are fitted with protective actuated shield covers. In order to fire either weapon.
Able to field a variety of personnel to fulfil their contract. • Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers. • Blue Suns. • Mercenary Adept: Very occasionally. consisting exclusively of Krogan and Vorcha. • The Talons. meaning their equipment is usually produced by a variety of manufacturers (unlike military forces. They are usually hired by criminal organisations that require "heavy muscle". Batarians or Krogan. most fill one of the following roles: • Mercenary: The standard mercenary. mostly wiped out by Council Spectre agent Saren Arterius. Mercenaries are usually found at their bases on remote worlds. or by individuals who want protection or assassination services. Humans. 66 . a biotic can be found amongst mercenary bands. Notable Mercenary organisations • Blood Pack. Given that their occupation requires them to be efficient and capable. which prefer to select equipment from a single company). Sometimes euphemistically referring to themselves as 'private security organisations'. they are usually lightly armoured.a major mercenary corporation active in the Terminus systems. mercenaries will commonly raid remote outposts or unprotected starships when unemployed.a 'private security' firm and one of the most powerful groups in the Terminus Systems. though are most commonly Turians.a pirate group that acts as the"muscle" of Omega.a minor mercenary band. • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher. and focus on vehicles such as the M35 Mako. smuggling tainted element zero. but they are lightly armed and armoured. • Eclipse. or protecting their employer's investments or operations.Mercenary Organisations Mercenary bands operate throughout the Attican Traverse and the Terminus Systems. Their use of Throw and Warp makes them dangerous. They often have the ability to use Immunity. They control 20% of Omega. • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders. and line up for an Assassination shot. Krogan mercenaries regenerate their shields particularly quickly in a fight. Mercenaries hail from all races and backgrounds. • The Grim Skulls. usually equipped with an assault rifle or a shotgun.a Turian group based on Omega. mercenaries tend to use superior weapons and armour.
Rachni The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. they likely fill the niche occupied by drones in other hive 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. They are most at home in vents and tunnels. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. and other hidden locations. They can also spit acid. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). able to survive environments that kill most sentient species. although its attacks inflict more damage. Best handled at a distance. they are effectively giant sized locusts intent on death and destruction of all sentient life around them. Rachni Queens are capable of possessing the minds of other Biotics. Should their territory be invaded on purpose or even by accident. in fear of being plunged into another galactic war. They were eventually defeated and completely eradicated by the Krogan. determined to remain isolated from the rest of the galaxy. It stands to reason that if the galaxy‘s newest spacefaring race. but much larger creatures than Rachni Workers. 67 . causing heavy toxic damage which ignores shields.the Rachni can use weapons but prefer to use these tentacles to impale their victims. seen. The Rachni are territorial. Rachni Queens are the largest and most intelligent of the species. have encountered them. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. The Rachni aren't as extinct as the galaxy had been led to believe. It is said that they only attack when the hive is particularly strained for warriors. Intelligent but highly aggressive. the spacefaring Rachni were driven to expand and defend their territory. These tentacles are used to impale enemies . Rachni soldiers are cunning and like to ambush their enemies. Rachni Soldiers are slower. they rush up to the squad and explode in suicide attacks. Defended by Brood Warriors who will die to protect them. Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. they respond with brutal force. if ever. It is also unique among Rachni in that it possesses some Biotic ability. Given their name. using them as proxies to translate and communicate when necessary. then its highly likely that other governments have as well. They normally inhabit extremely hazardous worlds. Bred in captivity away from a brood queen. tending to the needs of the queen. They are the 'elder males' of the hive that usually mate with the queen. Acting in swarms. who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. causing heavy toxic damage. it will occasionally place a squad member in Stasis and appears to use a form of Barrier. on difficult to terraform worlds. The Brood Warrior has abilities comparable to a standard Rachni Soldier. they are quite fragile. the humans. with thin tentacles ending in little pods. and rarely.
mountains. Owing to the nature of their attacks. but can move incredibly quickly below. Their attacks consist of spitting powerful viscous acid that splashes on contact. with a harm rating of 8 and must wait one round between attacks due to their size. and a new skill called Acid Spit. thresher maw spores appear on many worlds. yet are robust enough to survive prolonged periods in deep space and atmospheric reentry. 68 . • Native Burrower: Thresher Maws never fully leave the ground they live in. and their acid attacks as though the shields stunts don‘t exist. 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. and smashing with their claws in close range while emitting infrasound. Due to their size. asteroids or moons with little or no atmosphere. They have Natural Weapons as an apex skill. burrowing up from beneath their prey. As a result. or valleys. When moving underground. the Thresher Maw cannot be targeted. with a range of 2/5. and do not inhabit rolling hills. spread by previous generations of space travelers. identifiable only by their landscape profiles. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets. The body of an adult thresher maw never entirely leaves the ground. They live alone in nests spanning large areas underground. thresher maws are immobile above ground. or they may take an additional zone of movement when they take their free move when fully underground. Aggressive and highly territorial. and move if shifts are successfully generated against them. and their burrowing style of movement. but there are some "stray" nests. they completely ignore shields. thresher maws usually live in large flat open spaces on uninhabited planets. two or three at most can be found on a single planet. Threshers commonly have some sort of "lure" in their nest. Give them the following stunts: • Extended Reach: Due to their immense size. violent creatures that burst up from the ground without warning when disturbed. they can reach one additional zone with their claws when using their natural weapons. with a body nearly twice that size beneath the surface. penetration 6. harm 8. which is a combined combat skill and weapon. They always attack the closest target. 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. Fortunately. They reproduce via spores that lie dormant for millennia. and are a menace to any structures or vehicles in their nesting area. and instead have an extended health track of 3dF+9 Thresher maws are solitary creatures. such as a crashed probe to draw unwary scavengers. They may use their one free move to rise up or drop back underground. only the head and tentacles erupt from the earth to attack. and are immobile when they raise up to attack. They can grow to be in excess of 30 metres tall above the ground. and must wait one round between attacks to recharge their spit. They also have rank 4 skills agility. They are enormous. • Dauntless: Thresher Maws have no composure or wealth tracks.Thresher Maws Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat.
vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds. varren infestations have followed. smarter. wreaking havoc with the native ecology. each additional Vorcha magnifies the gang‘s combat ferocity exponentially. 69 . gathering them up and literally beating them into soldiers. Originally native to the Krogan homeworld of Tuchanka. leading to the rather unusual nickname 'fishdogs'. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. Seeing the potential of the Vorcha's individual adaptability. alternately fighting them for territory and embracing them as treasured companions. The Krogan have had a love-hate relationship with varren for millennia. faster. A common subgenus of varren has metallic silver scales. and consummate survivors.Varren Varren are omnivores with a preference for living prey. and more resilient than other members of the race. Their supreme adaptability. clannish. hostile. Vorcha The Vorcha originate from a small. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw. Krogan Blood Pack mercenaries often sweep pockets of Vorcha. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. Virtually everywhere the Krogan have been. Even as their population grows. Krogan – and some other species. To this day. including Batarians – raise them as beasts of war. 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. the Vorcha constantly fight each other in fierce competition over basic necessities. Vorcha ―trained‖ by this ordeal are stronger. Gaining even a few Vorcha gives a mercenary band a formidable advantage. savage species. However. they are – like most life from Tuchanka – savage. their continual lack of resources have kept Vorcha society extremely primitive. wild varren hunt in packs and are so vicious they'll even take on the Geth.
we just say that they are limited by size. and built with 8bp. and Dreadnaughts. • Frigates are designed at a level of T2 (17bp). so that instead of limiting ships build points by technology. • Dreadnaughts are the largest vessels in Council space. With this small tweak. so are well represented by the T1 (11 bp) level. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. New Spacecraft Stunts Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers. cargo freighters and colony ships usually sport minimal or no weaponry. or T2 level for the larger designs. assigned a dedicated crew to operate all systems.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. spacecraft may not take the T4 Stunt "Dumps heat into another dimension". depending on the individual size and age. we have a quick and easy way to define and differentiate our ships. and have access to shipyard facilities that supply dedicated repair engineers. Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). • Cruisers are firmly in the realm of T3 (23bp) ships. • Reapers are sentient ships. The only ones who use an actual Beam weapon are the Reapers. We can adjust this for our game. larger than anything else built by the council races. • Carriers are usually the same size as Cruisers at T3. Warships in Mass Effect are classified in one of four weight classes: Frigates. is not important. and are limited in number to only a few operated by each member race. Geth dropships are classed as Frigates. but use the optional rules for Fighters on page 228 of the main rules. These behemoths are built at T4 (29 bp). All ships of this type must take the Civilian stunt. we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships. • Fighters are small. Carriers. New T0+ Spacecraft Stunts Government Subsidy Spacecraft with this stunt are officially part of the navy of the government. one man ships. Spacecraft and Tech Levels Diaspora made the design decision that ship size. Using this idea. All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system. usually fielded by carriers. thus Technology is the difference between ships. Crew must adhere to the standard operating procedures of the government. • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" 70 . with severe consequences for variation from those limits so imposed. such as luxury cruisers. or at T3 with a few sink stunts. who use magneto-hydrodynamics to power them. for a hard sci-fi genre. Cruisers. These terrors of the black are built at T5 (35 bp) or T6 (41 bp).
This system does not operate during mass relay travel as the heat generated is too much to absorb. Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. and thus reserved for critical operations. and provides a +2 bonus to Heat Track as well as a +2 bonus to the Navigation check during the Detection phase of space combat. These shields safely deflect small objects traveling at rapid velocities. Cost 2bp. Cost 1bp. Internal Emissions Sink This stealth system is able to temporarily "store" heat generated by routine shipboard operations in lithium heat sinks deep within the hull. and mass effect accelerated projectiles. except when such consequences were gained when the aspect chosen above was tagged. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. Cost 4bp. and allows ships to move ten times faster between their destinations for the same reaction mass. Spacecraft can go to 'silent running' for around 2-3 hours. This stunt also provides a +2 bonus to maintenance checks when at government facilities. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). or it will build up to levels capable of cooking the crew alive. This experimental system may only be installed on spacecraft with a 71 . Requires the Tantalus Core Stunt. a Mass Effect Drive is required to access the mass relay system. New T1+ Spacecraft Stunts Mass Effect Drive The pinnacle of interstellar drive design. and a +2 bonus to repair checks to remove consequences.• • • • • • • • • • • • • • • • • • "Incorporates Dodgy Alien Tech‖ "Infamous Captain" "Is It Meant To Do That?‖ "Known Weakness in Tactics" "Last Generation Tech‖ "Money Sink‖ "Must Not Shoot First" "Not Built To Do This‖ "Operating Beyond Its Limits‖ "Pirate Doppelganger‖ "Poorly Maintained‖ "Protection Obligations" "Rules and Regulations by the Book" "Should Have Retired Years Ago‖ "Slow To Respond‖ "Sub-standard Sub-systems‖ "Variable Training Levels" "We Have An Operative Aboard‖ Trade stat of 0. but the stored heat must eventually be radiated. Cost: -1bp. then divide those by ten. This affords protection from micro-meteorites. or drift passively through a system for days before having to vent and give away her position. See Diaspora page 69 for standard travel times. 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. Cost 1bp. torpedos.
fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. except when "Experimental Design" was tagged) • Tantalus Drive Core • Internal Emissions Sink (+2 bonus to Nav check in detection phase) • Kinetic Barriers • Interface Vehicle (M35 Mako Infantry Fighting Vehicle) Aspects • Government Owned and Operated (Systems Alliance) • Experimental Design • Tough Little Spacecraft • Fast. 72 . Should the Normandy‘s design prove useful in field tests. 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. 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. is a prototype "deep scout" frigate. using state-ofthe-art stealth technology powered by an experimental drive core. it is expected that a follow-up class incorporating "lessons learned" will be produced. codeveloped with the Turian Hierarchy. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. 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. she is optimised for solo reconnaissance missions deep within unstable regions.
bring down their kinetic barriers. Cerberus fields its own defense ships around their secret research stations. The Oversize Drive Core stunt provides a +1 bonus to the Heat track.Asari Cruiser “Cybaen” (T3) Manufacturer: Asari Republics Ship Class: Frontline War Cruiser Spacecraft Stats: • V-Shift: 4 • Beam: 4 • Torpedo: 2 • EW: 0 • Trade: 0 • Frame Track: OOO OOO • Data Track: OOO O • Heat Track: OOO OOO Stunts: • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal. and then cause them to catastrophically vent their atmosphere. A mix-up during the cruiser's construction left it with an unusually large drive core and engineers redesigned the ship around the excessive power source. 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. and +2 to to V-Shift for 4bp. except when "NonStandard Design" was tagged) • Oversize Drive Core • Kinetic Barriers Cost: 8 Aspects • Government Owned and Operated (Asari Republics) • Non-standard Design • Shields Down! • Oversize Drive Core • As Graceful as she is Deadly • Shields as tough as a Dreadnaught’s The Cybaen is an Asari cruiser-class warship. 73 . The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. these fighter craft work as a unit to jam the comms of any intruding vessels. Designed with killing much larger ships in mind. explosive style.
as well as +1 to one of the Observation or Armour skills. Direct Fire. Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking. Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. Anti-Air. though. Additionally. the Specialists gain an extra aspect ―Power Drained‖. and +1 to one of Direct Fire or Anti Air. provide protection against most mass accelerator weapons. the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour. Similarly. Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand. Additionally. Platoon Creation Changes When constructing platoons. offensive Biotic abilities are unfortunately visually flashy and distinctive. Additionally. there is an opportunity to explore larger scale events through multiple squads in the Platoon level combat minigame. Tech Specialist (Infantry) Seizing control of the electronic battlespace. the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals. However. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. and receive a -1 penalty to Camouflage next turn. the Defenders gain an extra aspect ―Power Drained‖. the infiltrators gain an extra aspect ―Power Drained‖.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. this stunt grants +1 to the Signals skill of the unit. At creation choose one of Armour or Hand-to-Hand. Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately. determined at creation. There are no new platoon skills added in this section. there are a few ways Mass Effect characters can augment their assigned platoon. the basic principle remains the same. At the gaming table. while no less potent to their unit. Whether on a starship or a soldier's suit of armour. New Platoon Stunts The following stunts may be taken by any unit that meets the type restriction (if any). as well the ability to try to use a manouver to remove a free tag on an ally that is currently within Command range. 74 . This stunt provides a +1 to Hand-toHand. Shield Projector Kinetic barriers. All normal rules for character association with units apply as per Diaspora page 192. or Armour. colloquially called "shields". Biotic Specialist (Infantry) As fearsome as they are in direct combat. Tech Infiltrator (Infantry) Using their jamming skills to great effect. The unit receives +2 to this skill when used defensively. as well as +1 to one of the Signals or Camouflage skills. At platoon level. or Direct Fire. change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. Command.
a fighter. a high-altitude bomber. First rolled off the assembly lines in 2170. the Mantis remains in service in dozens of armies across the galaxy. and was a bane against the Turians during the First Contact War. Movement 1. 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. “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. the Grizzly has had a long career protecting its troops well. Signals 2. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. the M35 Mako. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. Observation 2. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. 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. Hand-to-Hand 2. 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. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. Movement 1. Command 1. Movement 1. The only role the Mantis cannot perform is that of a true deep-space fighter. as it has no FTL drive. taking out support units and delivering marines to weak points in the enemy formations.Example Platoons All platoons are created at tech level T3. Anti-Air 2. allowing it to take off vertically and hover in place using minimum fuel. Whilst slower and bulkier than its successor. Direct Fire 3. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. disrupting communications. Alliance Marines (T3 Infantry) Direct Fire 3. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . The Mantis houses an element zero core which lightens the engines with a mass effect field. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. Armour 1. Direct Fire 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 . Observation 2 Morale OO VTOL: Able to stay on map and move 1 zone Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Agile and Aggressive Overheated Weapons A61 Mantis Gunship . Movement 3. a hunter's eye. infiltration. depending on the tactics preferred in their town. Armour 2. Like an army of ninja. demoralizing and defeating their enemies through intense. Huntresses fight individually or in pairs. and their education from that point is dedicated to sharpening their mind and body for that sole purpose. Movement 4. and a dancer's grace and alacrity. Direct Fire 2 Morale OO Interceptor: able to respond and act to enemy aircraft if on LAUNCH box 76 .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. and assassination. Armour 2. Movement 3.Ground Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. possessing profound tactical insight. One-on-one. Armour 2. Movement 3. 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. focused guerrilla strikes. they are adept at ambush. Armour 2.Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. a huntress is practically unbeatable. A61 Mantis Gunship .Air Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Anti-Air 4. Observation 2 Morale OO Scatterable Mine Payload: can deliver areadenial ordnance (mines) Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Suddenly.
Movement 1. they don't even breathe. Morale OOO OOO O Geth Platoons All Geth are networked to each other. +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender. they don't make noise. Movement 2. Direct Fire 1. Observation 2. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3. Movement 2.Biotic Specialist: +1 to Hand-to-Hand. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. Anti-Air 2. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Veteran 1. Camouflage 1. +1 to Direct Fire. Command 1. 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. Direct Fire 2. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively. The Geth make perfect ambushers—"they don't move. Veteran 1. Direct Fire 2. Direct Fire 3. Movement 3. Armour 2. Armour 1. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. Armour 1. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. The key element of Geth warfare is surprise. 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 . shutting down their power sources to stay undetected. This makes them extremely efficient in battlefield conditions. Veteran 1. Geth can even be packed tightly into crates and left in storage. +1 to Anti-Air. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. they may communicate their exact thoughts and ideas at the speed of light. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. +1 to Direct Fire. +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. Highly Trained: Morale +1 Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Peerless Biotic 50+ Years of Battle Experience Asari Commando Team (T3 Infantry) Hand-to-Hand 4.
Movement 2. which can be used to increase mass and provide greater traction. Movement 1. It is designed to fulfill the role of rapid deployment that its predecessor. fell short of accomplishing. and that they are extensively reliant on digital communication for interaction. Signals 2. Anti-Air 2. the M29 Grizzly. Anti. Observation 1. Observation 1. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world.Air2. Direct Fire 2. or reduce its mass for limited evasive or positioning manouvers. Signals 2. Armour 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 . 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. 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. 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. Movement 1. Though the interior is cramped. Armour 2.Geth Network: able to use Signals in place of Command Battlefield Genius: platoon units gain Command Range +1 Rocket Salvo Ready Out of Ammo Intimidating Bipedal Walker Geth Destroyer (T3 Infantry Leader) Hand-to-Hand 3. Geth repair their morale using Signals instead of Command. 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. 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. Observation 1. It is equipped with microthrusters and a small element zero core. Armour 2. Armour 3. Movement 2. Geth Troopers (T3 Infantry) Hand-to-Hand 3. Direct Fire 2. which varies depending on which Leader is assigned to a Platoon.
Direct Fire 1. reconnaissance. Alliance M35 Mako Infantry Fighting Vehicle (T3 Armour) Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Movement 4. STG operators work in independent cells. Hand-to-Hand 2. Signals 1. STG Recon Unit (T3 Infantry) Camoflage 3. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. usually deployed by the Citadel Council. infiltration. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. +1 to Observation. Armour 3. 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. 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. Movement 1. Observation 3. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. Direct Fire 3.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . assassination. 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. These include a recon drone controller. performing dangerous missions such as counterterrorism. devoted to accomplishing their mission regardless of the cost involved to others or themselves. Movement 1. Observation 2. Armour 1. additional aspect ―Power Drained‖ to remove these bonuses. Hand-to-Hand 2 Armour 1. STG operators are brutally practical. a mobile air defense platform.
Hand-to-Hand 2.STG Infiltrators (T3 Infantry) Camouflage 3. Signals 1. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. additional aspect ―Power Drained‖ to remove these bonuses. 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. Armour 1. able to use manouver to remove free tag on ally in command. Movement 2. +1 to Camouflage. I encourage you to create your own versions of these units. Armour 2. 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. Movement 3. Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Always Has a Plan Overheated Weapons Command of the Airwaves Power Drained 80 . Tech Defender: +1 to Command. Indirect Fire 1. or perhaps some of the ones on the list below: • • • • • • • • • • • • • • • • • • • Batarian Slavers Blood Pack Mercenaries Blue Suns Mercenaries Cerberus Mobile Infantry Council Spectres Drell Assassination Squad Eclipse Mercenaries Elcor Heavy Weapons Geth Armatures Husk Zombies Krogan Beserkers Krogan Biotic Battlemasters Mass Driver Orbital Artillery Quarian Commandos Quarian Engineers Rachni Swarms Thresher Maws Vorcha Irregulars Wild Varren Pack STG Cell Leader (T3 Infantry Leader) Command 4. Direct Fire 2. additional aspect ―Power Drained‖ to remove these bonuses. Hand-to-Hand 1. Tech Infiltrator: +1 to Armour.
unpredictable. Cluster creation is intended for each player to suggest themes they‘d like to explore. as well as confronting the prevailing opinions of humans as intelligent. or outside. such as 81 . 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. with steps designed to help link your characters to each other. there are many places that the reach of the council doesn‘t extend. you get the chance to explore the galaxy. battling aliens and making allies (and vice versa). and are heavily petitioning for full member status in the Citadel Council. They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. Humans are still discovering what it takes to survive on these newly discovered worlds. This is the setting history established in the first Mass Effect game. creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space. as well as how individuals choose to operate within. Humanity began its journey among the stars. to join the Asari. and Turians in the decision making process. Taking control of a pivotal character in the events of the game. and some members of those races resent the appearance that humans are going to jump the queue ahead of them. At the time of the first game. Humans are new to the galaxy A little over 35 years ago. unlocking faster-than-light travel. humanity learned the secrets of mass effect physics and element zero. no one in the wider galactic community had ever heard of humans. 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. encountering various alien races and establishing itself on the galactic stage. beginning the First Contact War. This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. individualistic and thus. In this section. Hoping to expand their territory and driven by immense curiosity about the galaxy. Salarians. Many races have petitioned for elevation to this status for a long time. Humans also discovered the mass relay network that threaded the galaxy. Law and Order The Mass Effect games place strong emphasis on the theme of law and order in the galaxy. highly adaptable. Whilst the Citadel is seen as the primary location of galactic rule. At the gaming table. exploring ancient ruins and fabulous cities alike. permitting instantaneous passage across thousands of light-years. 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. those confines. With the technology from these ruins. as the structure of the Diaspora RPG cluster and character creation is designed to help you. there are hard limits on what you can do and where you can go. Character creation works in a similar way. by its very nature as programmed entertainment. our options are not so limited.Campaigns and Themes Mass Effect is set in the year 2183 CE. they began activating every mass relay they could find. abnormally ambitious. which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry. humans have an active role in galactic commerce and settlement. Whilst you can explore hundreds of worlds across the series.
give ‗em that race. Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. or circumvent. An AI gives the view from the other side of the fence when it says that. Sometimes. so they have no need to trade resources or information with them. the covert and clandestine Salarian Special Tasks Group. from a synthetic point of view. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. and you‘re good to go. Whether they are the biotic powerhouse Asari Huntresses. resources and attitude for the character. C-Sec is a volunteer organisation. Tying into the first theme of humans being new to the galaxy. With only one skill at the Superb (+5) level. The Quarian peoples are adrift in space. "all organics must destroy or control synthetic life forms". there are those who are sent in to do them. nor impossible to work around. when other inspiration is taking a while to surface. The companion document to this rules hack. a stunt or two. 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. there is much appeal to playing highly competent beings breaking heads and taking names. The introduction of both a Geth character. these potentially disastrous outcomes are neither certain. so too is the nature of how organics deal with synthetic intelligences. an ability or race. the Geth.the iron fisted rule of the Asari crime lord Aria on Omega. and an Artificial Intelligence character as allies of the player in the second and third game shows that there is much that can be learned by both sides when working towards the same goals. and Elite special operations groups are one place to develop them. Partial Characters and Cool Stuff As you have read through this book. At the personal level. Just choose one. You can always fill in the rest as you play. and is always happy to take new recruits. skills or abilities your character needs. Unfortunately for the council races. many mercenary groups employ humans as hired muscle. 82 . The Citadel Council heavily controls all research into synthetic intelligences. this can be explored in the ways humans protect. with them making up the largest of the minorities. or stunt that interested you. exiled from their home planet by their own creations. They have successfully incorporated humans into their structure to help with policing and patrol duties. Organics vs Synthetics In the large scale. 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. take some time to decide why your character is so good at that particular skill. However. Conversely. you can always begin by using one of those characters as a starting point to developing your own. banning AI research almost entirely. you have probably noted things of interest you‘d like to explore. Diaspora supports this style of play with its pyramid skill structure. name them. When you are unsure what kind of aspects. Special Operations and Apex Skills When there are dangerous missions to perform. to provide protection to interests not necessarily desired by the Council. 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. or the corporate control of Noveria. The apex skill represents a significant investment in time. the law. notably Blue Suns and Eclipse. aspect. Along these lines. lest the same mistakes get made. or even the elite Council Spectres. they are all you need to begin to create a character. ―Hacking Diaspora: Threats.
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 2.0 83 .
target takes one additional damage shift from any successful attacks. clannish primitives used as cannon fodder by mercs Towering. Place aspect on target. mono-gendered race of female appearance Pirates. New Skill: Biotic Training (Page 26) Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. and overthrew. admired and distrusted equally Synthetic AI race created by. Hate humans Rescued from their dying world. adept at sneaky and subtle Public service peacekeepers. Place aspect on target. Zone aspect. 84 . Singularity Gravity sink. Tech specialist. no Biotic Training. reliable and affordable equipment such as armour. Minimal combat training. home is where the flotilla is. Lift Target floats helplessly. If used two turns in a row. combat skills not higher than rank 3. slavers.VARIANT RULES QUICK SHEETS New System Stat: ORDER O-4 O-3 O-2 O-1 O+0 O+1 O+2 O+3 O+4 Virtual chaos Ad-hoc Rule Establishment Corruption Stability Progress Licensed Institutionalisation Total Control (Page 8) Aldrin Labs A Human manufacturer providing basic. Lasts two turns. omnitools and bio-amps. no Tech Training. client race of the Turians Aggressive. Minimal combat training. Amphibious information seekers. Lasts three turns. now militantly serve the Hanar Ponderous giants. no Tech Training. other combat skills not higher than rank 3. Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. Place aspect on target. no combat skills. Broken by the genophage Evicted by own AI creations. modified by Bio-Amp Implant stunt. Non-technical apex skill. Combat specialist. Combat Excellence stunt available with ranks in Tactics. Throw Shift enemy one zone. Effects last until the next turn only unless otherwise specified. 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. Three or four combat skills. Warp -2 to enemy armour defense. Biotic and Combat skills not higher than rank 4. Primary Biotic Effects: Barrier +2 to own armour defense rating. Number of effects equal to skill training level. Tech and Combat skills not higher than rank 4. the Quarians Reptilian mercs and enforcers. Biotic and Tech Training skills not higher than rank 4. adaptive predators loyal only to the strongest Engineer Vanguard Sentinel Infiltrator Biotic specialist. no Biotic or Tech Training. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. Conserves momentum. no Biotic Training. emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. Stasis Target unable to move and takes no damage.
They must then resist an attack equal to Biotic Training +2. That target becomes immune to further Domination next turn. Finally. Add 3dF to skill rank before combat to determine skill level. rounding up against other biologicals. New Stunt: Bio-Amp Implant (Page 29) Modifies number of effects. L3 Implant Max skill rank = 3 Effects = Skill rank. make a Close Combat check at +2 bonus for having one of the required effects. reducing any pass costs by 1. you are unable to act the following turn. Effects = Skill rank. Unable to use this effect in consecutive turns. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect. then next turn gain a +2 bonus to armoured or synthetic target.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. Unstable L2 Implant Max skill rank = 3. Their weapons and armour are high quality. Next. 85 . Draw line on map from character (Tactics -1) zones in length. one composure or health damage cumulative per use. Spend one turn focussing on a target. apply Barrier to self. Advanced Biotic Effects (pages 27. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. Effects = 0 Stable L2 Implant Max skill rank = 4. Armax Arsenal Supplier of elite Turian military units. you are unable to act the following turn. Younger than 300: are dying. must start again. Effects = Skill rank +1. Effects = Skill rank. If target was unarmoured biological. Effects = Skill rank. no effects avail. Slam Requires: Lift effect and one of Throw or Pull effects. have no implant and cannot take skill. Asari Biotic No implant required. or both if you possess both effects. Unable to use another Biotic effect next turn. Add 1dF to skill rank before combat to determine skill level. Finally. then next turn make a full turn move. If >5. If target is invalid. or +4 for both. No max skill rank. Must not take free move. Shockwave Requires: Lift or Singularity effect and Tactics skill. L3-R Implant Max skill rank = 3 -1 to composure track. Place ―Biotic Shockwave‖ aspect if have Singularity. Then. may spend a FP to gain a defense bonus equal to half Medicine ranks. Spend one turn preparing this effect. or Throw to target. L4 Implant Aspect: ―Occasionally Distracted by VI‖. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. Effects = Skill rank L1 Implant Cannot take skill. high priced and very difficult to acquire for most non-Turians. or a +4 bonus to unarmed biological target. otherwise resolves at the end of turn. or +4 for having both. Effected targets with the Shielding stunt are unable to move next round. Make a Biotic check at +2 for one effect. If 0. Dominate Requires: Stasis effect and Resolve skill. Place ―Slammed‖ aspect on target. All zones affected must resist this attack. those without Shielding have the Lifted effect applied to them. Reave Requires: Warp effect and Medicine skill. May pay a FP to resolve the effect immediately.
including Biotics. Must have at least 1 rank in Medicine skill. etc. Pen 2. to weapons and armour. Target becomes immune to further Overloads next turn. Elanus Risk Control Services A private security corp that can provide event security. Jamming -2 penalty to enemy alertness checks. Hacking Restrictions removed to allow repeated Hacking attempts on same target. Combat Requires: Hacking Talent. place a ―Frozen and immobilised‖ aspect on the zone for one turn. ending their turn if they fail. Advanced Tech Talents: Must also have Computer (space) skill. professional mercs.VARIANT RULES QUICK SHEETS Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold. Multiple Redundancy: Use my Tech Training. Place ―System Rebooting‖ taggable aspect on synthetic target. heat or toxic exposure. and to hack lone targets. Must have at least 1 rank in Medicine skill. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action. Advanced Requires: Hacking talent. NonLethal. All targets in the zone. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. All Tech Talents last for one turn. On a success. 86 . Place ―Disorientated and Confused‖ taggable aspect on biological target. Drone and Have-a-Thing: Combat Drone stunt. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. A mobile weapon platform at your command. Drone Stats: Range 0/1. or passing through must roll their Stamina skill against the number of shifts. Primary Tech Talents: Damping Use defensively to contest Biotic Effects. and lasts 2 turns when activated. access secure systems. Offensively. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect. That target becomes immune to further Hacking next turn. Harm 2. place ―Suppressed by Tech‖ aspect on appropriate target. bypass alarms. Must have at least 1 rank in Repair skill. Substitute ranks in Tech Training for Repair skill rolls. in same or adjacent zone to the character unless otherwise noted below. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. Decryption Unlock doors. 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. May be taken multiple times to stack penalty. 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. Substitute ranks in Tech Training for Medicine skill rolls. starships.
causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. Their weapons are stock quality at best. Overload Restriction removed to allow repeated Overload attempts on same target. any level of Tactics skill. 89) Hahne-Kedar Earth-based major supplier to the Systems Alliance military. Unable to be used on successive turns against the same enemy. 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. Attacks reduce this bonus by 1 per shift. 87 . Base Jamming talent duration extends by 1 turn. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. the Tech Armour detonates. New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. On a success. When neutralised. but must still meet all other prerequisites. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. Tactical Cloak Requires: Jamming talent.VARIANT RULES QUICK SHEETS Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain talent. MG Immunity Once per scene. and no ranks in either Biotic Training or Tech Training. after ―Shields are Down!‖ compelled. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. absorbed by armour. though their armour lines are generally recognized as above average. Tech Armour Requires: Hacking talent. Armour bonus granted by Shields boosted by +3 when this talent is activated. target takes Health damage of number of shifts. Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. excluding the user. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. May also pay a FP to impair all attempts to attack or target you by -1 per level of Jamming you possess whilst it is active. and unshielded targets must resist 3 shifts of Composure damage. including possessing an appropriate weapon. New Stunt: Combat Excellence (Page 34) This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. and Armour with Shields stunt. Advanced Requires: Overload talent. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. Combat Excellence Requires: Energy Weapon skill of at least Rank 3.
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
Synthetic AI race. Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. Cost 4bp. and all travel times reduced by factor of 10. "Government Owned and Operated" aspect.VARIANT RULES QUICK SHEETS Serrice Council An Asari consortium that manufactures the highest quality omni-tools and bioamps which are considered incredibly rare – and highly prized – items on the galactic market. or T6 (41 BP) Allows access to mass relay network. Cybernetic zombies created by Geth from captured Biological races. Mechanical robots used as supplementary guards. +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. sometimes used by Krogan Blood Pack mercenaries. +1 to V-Shift. 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). +2 to Heat Track. Crew must adhere to SOPs. Mostly Turians. Stealth system gives +2 bonus to Nav check in detection phase. Humans. Adaptable dangerous pests that hunt in packs. Must also have one other high energy usage system (IES). Batarians or Krogan. Cost 1bp. Huge solitary burrowing monsters with acid spit. 91 . +2 bonus to repair checks to remove consequences. 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. Additional aspect from list below (or similar). except when aspect was tagged. Violent primitive race usually found in forgotten corners of dark places. Cost 2bp. 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). Intelligent arachnid race with hive mind.
Ability to try to use a manuover to remove a free tag on an ally that is within command range. Gain +1 spot marker after attacking with either of the two chosen skills. +1 to Hand-to-Hand. +1 to Signals. +1 to one of Armour or Observation. +1 bonus to one of Direct Fire or Anti-Air. and ―Power Drained‖ aspect.VARIANT RULES QUICK SHEETS New Platoon Stunts Shield Projector Biotic Defender (Infantry) (Page 74) Biotic Specialist (Infantry) +1 Tech Enhancement to Armour Choose one of Armour or Hand-to-Hand: +2 bonus when chosen skill is used defensively. +1 to Armour and ―Power Drained‖ aspect. Geth repair their morale with Signals instead of Command. which causes a -1 penalty to Camouflage the following turn. Tech Defender (Infantry) Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network +1 to Command and ―Power Drained‖ aspect. 92 . and get a -1 penalty to Camouflage next turn. +1 to one of Camouflage or Signals.
and Hanar all produce their own armour. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. but rarely differs substantially from other weapons of the same type.VARIANT RULES QUICK SHEETS Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Shunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Weapon Manufacturers (Page 48) Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. Elcor. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. Note 2: See the Spectre Gear Options section on pages 49 or 89. and is here purely for reference and inspiration for aspects or plots. 93 .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. Armour Manufacturers (Page 52) Manufacturer Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation 1. and are not available to other races. but may be retrieved from defeated Geth. This weaponry is always in demand for research purposes.
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