HACKING DIASPORA TO

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

Document Version 2.0.2 MAY 2012

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

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

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

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

available on the Internet. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. Refer to the provided links if you wish further clarification of any rules based information. While higher numbers are possible. successes and difficulties are rated by numbers or by the terms on the Ladder.35 -1 16/81 19. around which the game is built. You roll your set of four fudge dice. in which a player roll is compared against a referee roll.95 -2 10/81 12. So. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. These mini-games are: * Cluster Creation * Character Creation * Personal Combat * Space Combat * Platoon Combat All conflicts in Diaspora are resolved using the FATE mechanics as elaborated in Spirit of the Century and available from the System Reference Document for that game. The words are only applicable directly when a single character acts.75 0 1 2 3 4 19/81 23. which might be someone else's roll or might be a level imposed by the referee.24 -3 4/81 4.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. Without special dice.46 16/81 19. in an opposed roll. through the invocation of Aspects. are single digits. most numbers in the game. This yields a particular curve. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. You add up the +s. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. yielding a range from -4 to +4.75 10/81 12. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. you add an appropriate skill. with better chances for extreme results. Treating the -5 and 5 results as zero keeps the expected range though.The DIASPORA Mini-Games Diaspora is a set of mini-games. in that the term Fair is replaced by Decent. subtract the -s.95 1/81 1. you could treat 1-2 as -. THE LADDER +8: Legendary +7: Epic +6: Fantastic +5: Superb +4: Great +3: Good +2: Decent +1: Average +0: Mediocre -1: Poor -2: Terrible In FATE. and then you compare against some difficulty level. when all things are considered. 3-4 as blank. and 5-6 as +. this is functionally the same as rolling 4d3-8. and other elements from the FATE system but they each have other distinctions. two faces marked +. Since an apex Skill is at level 5. A Fudge die is a d6. results of 7 against 5 represent a decent success. it is often the difference between two rolls that might determine the quality of success. and two faces blank. Our Ladder here is slightly different from the Spirit of the Century Ladder. Each of these use fate dice. which yields a result between -4 and +4.35 4/81 4. 5 . with two faces marked -. and you have a total. Aspects. If one is looking for appropriate adjectives to describe an action.

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

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

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

they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid. These differences form the mechanical description of the race. and of those ideas. but are included in this section for completeness. “anything should be able to be modelled with an appropriate balance of Skills. as the SRD states. Here's the relevant text from the authors that I used to help create the following racial outlines: Formulating a non-human race (or converting one from another source) may then be framed in terms of general statements that are applicable when measured against a normal human. and Stunts”. After all.Making it Work. or that some should be lower. (Diaspora. There are some suggestions on how to model variances to the Diaspora setting in the SRD. They may suggest some Skills should be higher than others.Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. Page 221) There are fifteen racial backgrounds in Mass Effect. 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. 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. I‘ve incorporated two of them: new races and special powers. 9 . including baseline humans. Aspects. Mass Effect also has quite a few variations from the base outlines. Chapter 9 . and Stunts that would be more common in the race than in humans.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. This ability is unable to be used in consecutive turns. which can only be tagged by other Biotic skill checks. any character that gets a Superb (+5) or better result on their Biotic Training skill check may spend a FATE point to apply a "Residual Biotic Charge" aspect on either the target or the zone the target is in for the usual bonuses. To use this Effect. If the character has 3 or more ranks in science. The character draws a straight line across the map. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2. However. the target loses all momentum becoming stationary as the ability takes effect. All targets take damage if the check exceeded their defense rating. The character applies the effects of the Lift Effect to all unshielded targets if they have it. they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. NPC's. The Shockwave is present until the start of the next turn. 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. The target rolls to defend only. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects. instead of the ground. and benefits from Science present in the skill pyramid. equal to the number of shifts generated. the character must not use their free move this turn. including airborne targets close to the ground. When Slam resolves. If the character has 3 or more ranks in the Science skill. they may pay 1 FP to immediately resolve the following effect. equal to (Tactics Rank -1) zones in length from their position. which otherwise resolves after all other characters have acted. The player must decide which scope the aspect belongs to at the time they place the aspect. and the originating character may not use another Biotic Effect until after the end of the next turn. The character uses Slam like they would use their Biotic Lift ability. 28 . unlike Lift. and any shifts are dealt to armour first. To use this Effect. leaving it on the table for the remainder of the turn.Shockwave Prerequisites: one of either Lift or Singularity Effects. and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. the character must not use their free move this turn. etc). unsecured objects (explosive barrels. placing an appropriate aspect on a target. New Option: Biotic Combos As an additional option. Targets with the Shielding armour stunt that are hit are unable to move next turn. The following effects are applied to all valid targets along that line. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from.

but without the associated drawback aspect. and can reduce this damage by taking Consequences like normal. the character begins to take one composure or health track damage for every successful activation. 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. the character is unable to manifest any Biotic Effects this scene. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. the character is unable to manifest any Biotic Effects this scene. this is the effective rating of the skill for the remainder of the scene. The character may not take the Biotic Training skill at any level. L2 Implant The results of this implant vary wildly. Natural Biotic (Asari only) As the only known species that are all natural Biotics. while a few are powerful and stable. because the L1s were implanted after puberty. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. The effective rating of the Biotic Training skill varies each time the character begins combat. but to save the life of the character. but assume any drawbacks associated as well if implanted. Their implants are almost universally equivalent to current L4 Bio-Amps. Asari have no need to augment their innate abilities with a Bio-amp. Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3. but must still invest in the Natural Biotic stunt below. this is the effective rating of the skill for the remainder of the scene. If reduced to zero or below. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. also determining the number of Biotic effects the character can manifest. cumulatively. others are strong but unstable. If reduced to zero or below. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. New Bio-Amp Implant Stunts the number of Biotic effects the character can manifest. L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. If raised above 5. but suffer discomfort from their implants. Geth are unable to be Biotics.New Stunt: Bio-Amp Implant Unless your character is an Asari. being a Biotic is an acquired ability. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. Players choose which track they will apply the damage to each time. Krogan characters with Bio-Amps are called Battlemasters. The purpose of this implant was not to develop combat powers. also determining 29 . Asari are only restricted by training to the number of Biotic Effects they can produce. some L2s are hardly stronger than an L1. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts.

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

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

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

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

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

when it then activates the ―Shields are Down!‖ tag on the armour. You may remove any current variant ammunition for normal rounds. armour with the Shields stunt. As a combat action. 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. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. 35 . You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. Once per scene. You may not use this ability in consecutive turns. huge bonus through overcharging. or replace normal rounds for a variant ammunition type. As a full round action. The finely tuned senses of the user seem to slow down time around them. or the end of the scene occurs. the character takes enough stress to be Taken Out again. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. you may change out the ammunition used by your weapon. and may be at any rating. 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. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. 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. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. Until the ―Overheated‖ aspect is tagged. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. granting them more time to refine their actions. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. Assign an aspect to the temporary consequence as usual. This consequence is additional to any that the character already possesses. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. You may continue to pay a FP each round until the end of the scene to continue this effect. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. Fortification reinforces armour when struck. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. providing a brief. allowing them to rejoin the scene.

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

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

discussions with his new friend. and new Spectre. This fresh perspective frequently contrasts against things his father demanded of him. have more respect for the law. Garrus frequently got into heated arguments with his superiors over his methods. also becoming an Investigator. as being hot. • "Idealistic and Hot Headed" • "The one that got away" Phase Four . Garrus meets the humans assigned to the case. he has strong Tech Training skills. Garrus is now free to do things his way.Moment of Crisis Passionate about his job.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age." We'll take these for our aspects. • "More to life than C-Sec" • "Finish the job once started" Phase Five . Under extreme time pressure. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman. Garrus is forced to admit that he has no proof. However. Denied. Using the Choosing Aspects Phase One . A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. One of a thousand potential candidates for the Citadel's elite Spectre training. • "Military Training" • "Father knows best" Phase Three . Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs.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. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. aka CSec. He attends the ship's landing craft as an engineer. Due to his military training. and is at home on starships having useful gunnery skills. described as a hot head who still thinks he can change the world and should 38 . Commander Shepard and the crew of the SSV Normandy. Garrus is told to drop the investigation.On Your Own Released from his obligations to others. 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.SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. and being a former C-Sec Investigator. Garrus' father intervened to prevent him going. He displays exceptional weapon skills. Palaven.Growing Up Not a lot is known of Garrus' past from the game. and were already as good as dead. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce. • "Palaven was hot" • "Do it right or don't do it at all" Phase Two . and that he had a very by-the-book father. and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. Garrus later left the military and followed in his father's footsteps by joining C-Sec himself. as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing. but does have a lead he needs more time to follow. shown to be able to headshot an enemy under difficult conditions. He does refer to the world of his birth. including his decision to accept his father's wishes in not taking Spectre training. culminating in a disasterous situation.

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

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

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

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

Tali'Zorah nar Rayya

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

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

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

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

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

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

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

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

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

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

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

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

Bribery. blackmail. Alternatively. Sample Bio-Amp Manufacturers Manufacturer Aldrin Labs Armali Council Armax Arsenal Kassa Fabrication Serrice Council Sirta Foundation Spectre Gear1 Spectre Gear1 Spectre Gear1 Bio-Amp Solaris Amp Prodigy Gemini Polaris Savant Unity Amp HMBA Basic HMBA Adv HMBA Master Note 1: See the Spectre Gear Options section above. or to assist in narration. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets. Use the lists below to inspire aspects. 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. and not augment any other known Talent. theft. Characters that knows both the Hacking and Overload Tech Talents with a HMOT Advanced Omni-tool can place a "targeting malfunction" free tag on a target for its next two turns instead of the usual one turn. and the place of law and order in the galaxy. infiltrating manufacturers warehouses. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. Whilst such advanced gear would seem to favour characters with a high assets skill rank. character histories. and all lead to potentially interesting stories of obligation and debt. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. and cannot be changed afterward. The character must now wait two turns after using this Talent before being able to use it again. being hunted. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased. 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. there are plenty of corporations out there to choose from.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. instead of the standard +1 bonus. 50 . and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. there are other ways of obtaining these items.

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

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

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

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

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

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

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

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

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

and cannot be applied to weapons with the "Civilian" aspect. • This armour costs 4 to purchase. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . and clears"Shields are Down!" tag automatically. • Cost of this mod is 4. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. With enough protection to allow him to get up close and personal in a fight. negating the benefits of the "Lightweight" aspect.) • 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. like the defense against Biotic Effects and Tech Talents. the awkwardness of his modified rifle should never become a deciding factor. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!".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. No movement required to activate. Costs: Rifle 4.1 to Agility checks. AP Rounds 3. 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. Assisting this was his access to some of the best mods available. ―Out of Juice‖ taggable aspect) • Servos (removes agility penalty) • Shields (taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. Little tricks. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. He appreciates the ability to take down highly armoured foes from great distances. +2 bonus on armour defense the turn after "Taking Cover!". Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. unstoppable warrior. Frictionless Materials 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. Frictionless Materials: • +2 to Penetration. 60 . Wrex becomes a battlefield juggernaught. may be compelled for all sorts of scene effects. Rail Extension 3. • +4 bonus to Defense rating of armour.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. a Krogan Battlemaster running in at a charge is terrifying beyond belief. and counts as two Armour mods. Costs: Armour 4. Combat Exoskeleton 4. and knows that with correct field placement. Rail Extension: • +1 to Harm. • . have helped him survive more than 300 years of mercenary work and have added to his fame as an elite.

Costs: Rifle 4. applying its offensive roll to each target in a zone). knocking them all prone in the process. • -1 to Harm. • Both Barrels • Limited Range • On a hit. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. and cannot be applied to weapons with the "Civilian" aspect. knocks targets over and confers "Knocked Prone" free tag. and apply that to every target in an area. Frictionless Materials 4.Cerberus Defender Modified Shotgun Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Base Stats: • Range: 0/2 • Harm: 4 (8 when using Both Barrels) • Penetration: 0 Aspects: • Low Recoil • Thermal Clip • Dispersed Fire • Both Barrels (doubles Harm for next shot and tags ―Overheated‖ aspect until end of next round) • Limited Range Sledgehammer Rounds: • On a successful hit. Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra. Improved Heat Sink 3. • Cost of this mod is 4. This shotgun is able to double its Harm rating every turn. 61 . Sledgehammer Rounds 3. Frictionless Materials: • +2 to Penetration. 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. clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. knocks the target over and confers the free taggable aspect "Knocked prone".

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

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

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

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

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

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

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

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

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

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

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.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. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. using state-ofthe-art stealth technology powered by an experimental drive core. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. 72 . Should the Normandy‘s design prove useful in field tests. nimble. codeveloped with the Turian Hierarchy. it is expected that a follow-up class incorporating "lessons learned" will be produced. she is optimised for solo reconnaissance missions deep within unstable regions. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. is a prototype "deep scout" frigate. +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.

The Oversize Drive Core stunt provides a +1 bonus to the Heat track. Designed with killing much larger ships in mind. Cerberus Fighter/Bombers Manufacturer: Cord-Hislop Aerospace Ship Class: Fighter Spacecraft Stats: • V-Shift: 5 • Beam: 1 • Torpedo: 3 • EW: 3 • Trade: 0 • Frame Track: O • Data Track: O • Heat Track: OO Stunts: • Vector Randomiser: Base defense 2 against Beams • Kinetic Barriers Cost: 7 Aspects • Missileer Formation Tactics • Out of Ammo (Torpedos) • Shields Down! Manufactured in secrecy. Cerberus fields its own defense ships around their secret research stations.Asari Cruiser “Cybaen” (T3) Manufacturer: Asari Republics Ship Class: Frontline War Cruiser Spacecraft Stats: • V-Shift: 4 • Beam: 4 • Torpedo: 2 • EW: 0 • Trade: 0 • Frame Track: OOO OOO • Data Track: OOO O • Heat Track: OOO OOO Stunts: • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. except when "NonStandard Design" was tagged) • Oversize Drive Core • Kinetic Barriers Cost: 8 Aspects • Government Owned and Operated (Asari Republics) • Non-standard Design • Shields Down! • Oversize Drive Core • As Graceful as she is Deadly • Shields as tough as a Dreadnaught’s The Cybaen is an Asari cruiser-class warship. and then cause them to catastrophically vent their atmosphere. these fighter craft work as a unit to jam the comms of any intruding vessels. A mix-up during the cruiser's construction left it with an unusually large drive core and engineers redesigned the ship around the excessive power source. and +2 to to V-Shift for 4bp. explosive style. bring down their kinetic barriers. 73 .

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

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

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

The Geth make perfect ambushers—"they don't move. Movement 1. Observation 2. Command 1. +1 to Direct Fire. Morale OOO OOO O Geth Platoons All Geth are networked to each other. Movement 2. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3. Direct Fire 2. +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively. Movement 3." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. Highly Trained: Morale +1 Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Peerless Biotic 50+ Years of Battle Experience Asari Commando Team (T3 Infantry) Hand-to-Hand 4. +1 to Anti-Air. This makes them extremely efficient in battlefield conditions. Direct Fire 3. Camouflage 1. The key element of Geth warfare is surprise. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Armour 1. shutting down their power sources to stay undetected. Geth can even be packed tightly into crates and left in storage. Direct Fire 2. they may communicate their exact thoughts and ideas at the speed of light. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Armour 1. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. Armour 2. Camouflage 1. +1 to Direct Fire. Movement 2. Geth Infantry Platoon • 4x Geth Troopers • 1x Geth Juggernaught • Platoon Fate: 6 FP Geth Heavy Weapons Platoon • 2x Geth Troopers • 2x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP 77 . Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. Anti-Air 2. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Veteran 1.Biotic Specialist: +1 to Hand-to-Hand. they don't make noise. they don't even breathe. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Veteran 1. Direct Fire 1. Hand-to-Hand 3. Veteran 1.

the M29 Grizzly. Signals 2. It is equipped with microthrusters and a small element zero core. Observation 1. Direct Fire 2. It is designed to fulfill the role of rapid deployment that its predecessor. Movement 2. Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1 Geth Network: able to use Signals in place of Command Tactical Genius: Units in platoon ignore 1 extra zone of range when attacking Close Range Nightmare Overheated Weapons Relentless Killing Machine New Stunt: Geth Network (Geth only) Due to their synthetic nature. Though the interior is cramped. Armour 1. Geth Anti-Armour Platoon • 4x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP Be sure when assembling Geth Platoons to adjust them for the Leadership Stunt bonus. Movement 1. Movement 1. which varies depending on which Leader is assigned to a Platoon. 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 . Signals 2.Air2. 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. and that they are extensively reliant on digital communication for interaction. Armour 2. Armour 3. fell short of accomplishing. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. Armour 2. Observation 1. Signals 1 Morale OOO O Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1 Geth Network: able to use Signals in place of Command. Observation 1. Geth Troopers (T3 Infantry) Hand-to-Hand 3. Direct Fire 2. Geth repair their morale using Signals instead of Command. which can be used to increase mass and provide greater traction. Observation 1. Anti. Anti-Air 2. or reduce its mass for limited evasive or positioning manouvers.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. Movement 2. Morale OO Command Range: 2 Anti-Personnel Rounds (TE): Direct Fire +1 Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Relentless Automatons Overheated Weapons Geth Rocket Troopers (T3 Infantry) Direct Fire 3. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates.

Direct Fire 3. Observation 2. Movement 1. Movement 1. Direct Fire 1. Hand-to-Hand 2 Armour 1. Hand-to-Hand 2. performing dangerous missions such as counterterrorism. and sabotage. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. Signals 1. Alliance M35 Mako Infantry Fighting Vehicle (T3 Armour) Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Movement 4. 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. infiltration. Armour 1. devoted to accomplishing their mission regardless of the cost involved to others or themselves. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. 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. a mobile air defense platform. +1 to Observation. STG Recon Unit (T3 Infantry) Camoflage 3. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. STG operators work in independent cells.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. These include a recon drone controller. assassination. additional aspect ―Power Drained‖ to remove these bonuses. Salarian Special Tasks Group Platoons • 1x STG Cell Leader • Choose 4 units from the following: STG Recon Unit STG Combat Engineers STG Infiltrators • Platoon Fate: 6 FP The Special Tasks Group (STG) is a Salarian espionage organization. STG operators are brutally practical. reconnaissance. usually deployed by the Citadel Council. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . Armour 3. Observation 3.

Movement 3. 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. Signals 1. additional aspect ―Power Drained‖ to remove these bonuses. additional aspect ―Power Drained‖ to remove these bonuses. Movement 2. Tech Defender: +1 to Command. or perhaps some of the ones on the list below: • • • • • • • • • • • • • • • • • • • Batarian Slavers Blood Pack Mercenaries Blue Suns Mercenaries Cerberus Mobile Infantry Council Spectres Drell Assassination Squad Eclipse Mercenaries Elcor Heavy Weapons Geth Armatures Husk Zombies Krogan Beserkers Krogan Biotic Battlemasters Mass Driver Orbital Artillery Quarian Commandos Quarian Engineers Rachni Swarms Thresher Maws Vorcha Irregulars Wild Varren Pack STG Cell Leader (T3 Infantry Leader) Command 4. 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. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. able to use manouver to remove free tag on ally in command. Tech Infiltrator: +1 to Armour. Direct Fire 2. Hand-to-Hand 2. Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Always Has a Plan Overheated Weapons Command of the Airwaves Power Drained 80 . +1 to Camouflage. Hand-to-Hand 1. Indirect Fire 1. Armour 1.STG Infiltrators (T3 Infantry) Camouflage 3. I encourage you to create your own versions of these units. Armour 2.

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

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

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

Place aspect on target. Biotic and Tech Training skills not higher than rank 4.VARIANT RULES QUICK SHEETS New System Stat: ORDER O-4 O-3 O-2 O-1 O+0 O+1 O+2 O+3 O+4 Virtual chaos Ad-hoc Rule Establishment Corruption Stability Progress Licensed Institutionalisation Total Control (Page 8) Aldrin Labs A Human manufacturer providing basic. Tech and Combat skills not higher than rank 4. Amphibious information seekers. other combat skills not higher than rank 3. Warp -2 to enemy armour defense. Minimal combat training. mono-gendered race of female appearance Pirates. Broken by the genophage Evicted by own AI creations. adept at sneaky and subtle Public service peacekeepers. and overthrew. Non-technical apex skill. New Skill: Biotic Training (Page 26) Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. Biotic and Combat skills not higher than rank 4. Zone aspect. Lift Target floats helplessly. home is where the flotilla is. no Biotic Training. the Quarians Reptilian mercs and enforcers. Singularity Gravity sink. 84 . no Tech Training. target takes one additional damage shift from any successful attacks. Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. 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. If used two turns in a row. Primary Biotic Effects: Barrier +2 to own armour defense rating. Throw Shift enemy one zone. Hate humans Rescued from their dying world. Conserves momentum. clannish primitives used as cannon fodder by mercs Towering. Tech specialist. Three or four combat skills. Number of effects equal to skill training level. Place aspect on target. admired and distrusted equally Synthetic AI race created by. Lasts two turns. slavers. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. adaptive predators loyal only to the strongest Engineer Vanguard Sentinel Infiltrator Biotic specialist. Place aspect on target. modified by Bio-Amp Implant stunt. no Biotic Training. Stasis Target unable to move and takes no damage. Minimal combat training. omnitools and bio-amps. no combat skills. client race of the Turians Aggressive. Combat specialist. Combat Excellence stunt available with ranks in Tactics. combat skills not higher than rank 3. no Biotic or Tech Training. emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. Lasts three turns. reliable and affordable equipment such as armour. no Tech Training. Effects last until the next turn only unless otherwise specified. now militantly serve the Hanar Ponderous giants.

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

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

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

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

Paragons and Renegades

(Page 36)

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

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

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

88

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

New T3+ Energy Weapon Ammo
(Page 53)

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

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

Spectre Gear Options
Costs Weapon Creation Bio-Amps and Omnitools

(Page 49)

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

New T3+ Powered Armour Stunts
(Page 51)

Shields

Recharge Booster

Booster Power Pack

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

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

89

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

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

Exoskeleton First Aid Interface Hardened Weave Kinetic Buffer Kinetic Exoskeleton

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

Medical Exoskeleton

Medical Interface

New T3+ Powered Armour Mods
(Page 56)

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

Shield Battery Stimulant Pack

Toxic Seals

90

or T3 (23BP) plus dump stunts Cruisers T3 (23 BP) Carriers T3 (23 BP) plus Fighters Fighters 8 BP Dreadnaughts T4 (29 BP) Reapers T5 (35 BP). Must also have one other high energy usage system (IES). +1 to V-Shift. 91 . or T6 (41 BP) Allows access to mass relay network. Cost 2bp. Cost 4bp. Humans. +2 to Heat Track. 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). Huge solitary burrowing monsters with acid spit. Crew must adhere to SOPs. Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. Intelligent arachnid race with hive mind. Cost 1bp. Additional aspect from list below (or similar). Stealth system gives +2 bonus to Nav check in detection phase. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. Batarians or Krogan. "Government Owned and Operated" aspect. 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.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. except when aspect was tagged. Synthetic AI race. +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. +2 bonus to repair checks to remove consequences. Mostly Turians. Violent primitive race usually found in forgotten corners of dark places. Cybernetic zombies created by Geth from captured Biological races. Adaptable dangerous pests that hunt in packs. and all travel times reduced by factor of 10. Mechanical robots used as supplementary guards.

+1 to one of Armour or Observation. +1 to one of Camouflage or Signals. Ability to try to use a manuover to remove a free tag on an ally that is within command range. and get a -1 penalty to Camouflage next turn. and ―Power Drained‖ aspect. +1 bonus to one of Direct Fire or Anti-Air.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 Signals. Geth repair their morale with Signals instead of Command. +1 to Armour and ―Power Drained‖ aspect. which causes a -1 penalty to Camouflage the following turn. Gain +1 spot marker after attacking with either of the two chosen skills. Tech Defender (Infantry) Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network +1 to Command and ―Power Drained‖ aspect. +1 to Hand-to-Hand. 92 .

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. This weaponry is always in demand for research purposes. but may be retrieved from defeated Geth. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. and is here purely for reference and inspiration for aspects or plots. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. 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. Elcor. Note 2: See the Spectre Gear Options section on pages 49 or 89. and are not available to other races. and Hanar all produce their own armour.

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