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

You roll your set of four fudge dice. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. when all things are considered. 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. you add an appropriate skill. This yields a particular curve.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. Each of these use fate dice. and then you compare against some difficulty level. Aspects.24 -3 4/81 4. successes and difficulties are rated by numbers or by the terms on the Ladder.95 1/81 1. and other elements from the FATE system but they each have other distinctions.75 10/81 12. A Fudge die is a d6. Without special dice. Since an apex Skill is at level 5. available on the Internet. with better chances for extreme results. through the invocation of Aspects. you could treat 1-2 as -. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. results of 7 against 5 represent a decent success. and two faces blank. and 5-6 as +. Our Ladder here is slightly different from the Spirit of the Century Ladder. Refer to the provided links if you wish further clarification of any rules based information. 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. most numbers in the game.35 4/81 4.35 -1 16/81 19. this is functionally the same as rolling 4d3-8. in an opposed roll. are single digits. subtract the -s. two faces marked +. While higher numbers are possible. The words are only applicable directly when a single character acts. with two faces marked -. 5 . 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. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. So.The DIASPORA Mini-Games Diaspora is a set of mini-games. Treating the -5 and 5 results as zero keeps the expected range though.46 16/81 19. which yields a result between -4 and +4. around which the game is built.75 0 1 2 3 4 19/81 23.95 -2 10/81 12. in that the term Fair is replaced by Decent. and you have a total. yielding a range from -4 to +4. which might be someone else's roll or might be a level imposed by the referee. in which a player roll is compared against a referee roll. If one is looking for appropriate adjectives to describe an action. it is often the difference between two rolls that might determine the quality of success. 3-4 as blank.

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

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

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

There are some suggestions on how to model variances to the Diaspora setting in the SRD. Page 221) There are fifteen racial backgrounds in Mass Effect. (Diaspora. “anything should be able to be modelled with an appropriate balance of Skills. 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. 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. 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. 9 .Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. These differences form the mechanical description of the race. I‘ve incorporated two of them: new races and special powers. After all. Chapter 9 . and of those ideas. or that some should be lower. Mass Effect also has quite a few variations from the base outlines.Making it Work. and Stunts”. and Stunts that would be more common in the race than in humans. including baseline humans. New Concepts Helpfully found under the heading Non-Human Races in the SRD are the suggested ways of introducing non-human races to the Diaspora format. but are included in this section for completeness. as the SRD states. They may suggest some Skills should be higher than others. Aspects.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Until the ―Overheated‖ aspect is tagged. providing a brief. the character takes enough stress to be Taken Out again. You may spend a Fate Point to confer a +4 bonus to the armour rating granted by your shields until the end of your next turn. or the end of the scene occurs. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. You may remove any current variant ammunition for normal rounds. when it then activates the ―Shields are Down!‖ tag on the armour. As a full round action. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. You may not use this ability in consecutive turns. and may be at any rating. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. 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. Once per scene.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. or replace normal rounds for a variant ammunition type. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. Fortification reinforces armour when struck. 35 . the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. 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. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. armour with the Shields stunt. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. you may change out the ammunition used by your weapon. This consequence is additional to any that the character already possesses. You may continue to pay a FP each round until the end of the scene to continue this effect. As a combat action. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. You may pay an additional FP next round to keep the returned character active in the scene but you no longer incur the consequence penalty. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. Assign an aspect to the temporary consequence as usual. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. huge bonus through overcharging. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. allowing them to rejoin the scene. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. The finely tuned senses of the user seem to slow down time around them.

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

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

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

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

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

Moment of Crisis Spending much of her time alone on strange and often dangerous planets. but evidence is anecdotal. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. and her ability to meld using Biotics. she has very little practical knowledge about them to go on. and joins the squad to help in the upcoming battles. are the only way to help Shepard to interpret the vision. • "Escape the present" • "Obsessive about Protheans" Phase Three . which in the current cultural times is considered taboo. Think!" • "What does this button do?" Phase Four .On Your Own Peeling back the mystery. but look at that over there!" Choosing Skills A pre-eminent Archaeologist. Liara has no idea who her father is. an ancient Prothean defence that she triggered by accident. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. • "Think. Liara also has exceptional Biotic abilities and other technical skills. one Commander Shepard. Liara began studying what little was known about the last great space-faring race before the Asari. The results of such unions are occasionally referred to as "purebloods". since genetic traits and cultural insight is gained from mating outside their species. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training. Using the Racial Background and Class Package options as guides. • "My Mother the politician" • "Feared Pureblood shame" Phase Two . Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. Deciding to avoid the issue altogether. however. so it's considered wasteful for Asari to reproduce together. Liara earned her Doctorate and has become the foremost authority on Prothean ruins. a great insult among contemporary Asari.Dr Liara T'Soni Initial Concept Dr Liara T'Soni is an Asari scientist obsessed with the past about to be shocked into the present to protect the future. With all this unexpected time spent with the team. due to the almost entire lack of actual ruins to investigate. Science Choosing Aspects Phase One . She begins to calm down when she realises that her expertise.Starting Out Liara does not relish her role as Benezia's daughter and has shied away from her mother's life as an important figure in galactic affairs. she is initially jealous that her decades of research seem to have been for nothing. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . by the first human Spectre. Liara has honed her natural Biotic abilities to protect herself from pirates. Raised alone by her mother. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure. Liara suspects that "he" was another Asari. the Protheans. and relishes the time spent getting to know each other.Growing Up Daughter of prominent politician Matriarch Benezia.Sidetracked She is discovered. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. Liara. Liara begins to feel the pull of attraction towards her new commander. and then rescued from the newly rampant Geth. They frown upon intra-species conception. 41 . slavers and other dregs of the galaxy.

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

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

) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. 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. and is available extensively. applying its offensive roll to each target in a zone.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: Cerberus Skunkworks Equipment: Hydra class Shotgun Stats: Range: 0/2 Harm: 4 (8 when using Both Barrels) Penetration: 0 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Dispersed Fire (weapon can fire as an Area of Effect weapon. Manufacturer: Elanus Risk Control Equipment: Banshee class Assault Rifle Stats: Range: 1/3 Harm: 4 Penetration: 2 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Cost: 4 Standard issue to Turian military personnel. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. this is a basic assault rifle. 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. 47 .

Note 2: See the Spectre Gear Options section on page 49.Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. but may be retrieved from defeated Geth. 48 . Sample Weapon Manufacturers Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. 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. 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. Instead. but rarely differs substantially from other weapons of the same type.

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

Alternatively. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. instead of the standard +1 bonus. Whilst such advanced gear would seem to favour characters with a high assets skill rank. 50 . and not augment any other known Talent. being hunted. or to assist in narration. and corruption are all viable tactics for underhanded characters to use. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased. there are other ways of obtaining these items. The character must now wait two turns after using this Talent before being able to use it again. and the place of law and order in the galaxy. Bribery. blackmail. theft. and cannot be changed afterward. character histories. Use the lists below to inspire aspects. 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. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. and all lead to potentially interesting stories of obligation and debt. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets. infiltrating manufacturers warehouses. Both of these Talents now require one turn of cool-down between uses of the same Talent. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. Sample Omni-tool Manufacturers Manufacturer Aldrin Labs Ariake Technologies Armali Council Kassa Fabrication Serrice Council Sirta Foundation Elkoss Combine Spectre Gear1 Spectre Gear1 Spectre Gear1 Manufacturer Bluewire Tool Logic Arrest Tool Nexus Polaris Savant Chameleon Tool Cipher Tool HMOT Basic HMOT Adv HMOT Master Note 1: See the Spectre Gear Options section above. Sample Bio-Amp Manufacturers Manufacturer Aldrin Labs Armali Council Armax Arsenal Kassa Fabrication Serrice Council Sirta Foundation Spectre Gear1 Spectre Gear1 Spectre Gear1 Bio-Amp Solaris Amp Prodigy Gemini Polaris Savant Unity Amp HMBA Basic HMBA Adv HMBA Master Note 1: See the Spectre Gear Options section above.A character that knows the Decryption Tech Talent with a HMOT Basic Omnitool can provide a +2 on computer skill checks during the damage control phase of space combat. there are plenty of corporations out there to choose from.

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

use this table as inspiration to describe or inspire character aspects.2 Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation Sample Armour Manufacturers Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes Note 1: Volus. Some. and is here purely for reference and inspiration for aspects or plots. will manufacture for all races.Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. and are not available to other races. like Devlon Industries. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. Instead. Elcor. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. whereas others like the Serrice Council produce solely for one race. 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. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖. and Hanar all produce their own armour. 52 . Manufacturer1.

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

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

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

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

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

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

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

Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". Little tricks. Frictionless Materials: • +2 to Penetration. Assisting this was his access to some of the best mods available. • . a Krogan Battlemaster running in at a charge is terrifying beyond belief. Rail Extension 3. Wrex becomes a battlefield juggernaught. Combat Exoskeleton 4. +2 bonus on armour defense the turn after "Taking Cover!". Costs: Rifle 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. Rail Extension: • +1 to Harm. • Cost of this mod is 4. like the defense against Biotic Effects and Tech Talents. No movement required to activate. and knows that with correct field placement. and counts as two Armour mods. and clears"Shields are Down!" tag automatically.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. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . • This armour costs 4 to purchase. unstoppable warrior. Frictionless Materials 4. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1.1 to Agility checks.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. Costs: Armour 4. AP Rounds 3. may be compelled for all sorts of scene effects. the awkwardness of his modified rifle should never become a deciding factor. • +4 bonus to Defense rating of armour. He appreciates the ability to take down highly armoured foes from great distances. With enough protection to allow him to get up close and personal in a fight. negating the benefits of the "Lightweight" aspect. ―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. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. if Wrex remains stationary) • Very Heavy • Biotic/Tech Defense (target to affect Wrex / armour increased by +1) Weighing in at over a metric ton when wearing his favoured armour. and cannot be applied to weapons with the "Civilian" aspect. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. 60 .) • 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. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite.

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

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

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

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

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

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

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

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

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

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

Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. 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 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. Cost 1bp. New T1+ Spacecraft Stunts Mass Effect Drive The pinnacle of interstellar drive design. Spacecraft can go to 'silent running' for around 2-3 hours. torpedos. Cost 1bp. This affords protection from micro-meteorites. These shields safely deflect small objects traveling at rapid velocities. or it will build up to levels capable of cooking the crew alive. except when such consequences were gained when the aspect chosen above was tagged. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). and mass effect accelerated projectiles. and provides a +1 bonus to V-Shift. This stunt also provides a +2 bonus to maintenance checks when at government facilities. This experimental system may only be installed on spacecraft with a 71 . whilst also powering the Internal Emissions Sink. Requires the Tantalus Core Stunt. and a +2 bonus to repair checks to remove consequences. or drift passively through a system for days before having to vent and give away her position. but the stored heat must eventually be radiated. then divide those by ten. Cost 2bp. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. See Diaspora page 69 for standard travel times. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks. Cost: -1bp. a Mass Effect Drive is required to access the mass relay system. and thus reserved for critical operations. and provides a +2 bonus to Heat Track as well as a +2 bonus to the Navigation check during the Detection phase of space combat. Cost 4bp.• • • • • • • • • • • • • • • • • • "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.

codeveloped with the Turian Hierarchy. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. nimble. using state-ofthe-art stealth technology powered by an experimental drive core. it is expected that a follow-up class incorporating "lessons learned" will be produced. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. and with the sponsorship of the Citadel Council Ship Class: Prototype "Deep Scout" Frigate Base Stats: • V-Shift: 4 • Beam: 3 • Torpedo: 1 • EW: 3 • Trade: 0 • Frame Track: 3 • Data Track: 4 • Heat Track: 4 Stunts: • Mass Effect Drive • Government Subsidy (Experimental Design) • Tantalus Drive Core (+1 to V-Shift) • Internal Emissions Sink (+2 Heat Track. is a prototype "deep scout" frigate. she is optimised for solo reconnaissance missions deep within unstable regions. 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. +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. Should the Normandy‘s design prove useful in field tests. 72 .

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

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

Anti-Air 2. the Grizzly has had a long career protecting its troops well. a high-altitude bomber. Movement 1. Max Move +1 Scout: able to continue move when entering a zone containing an enemy Wireless: Command Range +1 Reach Out with Precision Fire Overheated Weapons Alliance M29 Grizzly Infantry Fighting Vehicle (T3 Armour) Armour 5. Movement 1. as it has no FTL drive. First rolled off the assembly lines in 2170. Alliance Marines (T3 Infantry) Direct Fire 3. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. allowing it to take off vertically and hover in place using minimum fuel. no spot of enemy units required Battlefield Genius: platoon units gain Command Range +1 Command and Control of the Battlespace Overheated Weapons As Protective As a Papa Bear A61 Mantis Multirole Gunship (Citadel Races Only) The Gunship is driven by vectored-thrust engines. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. Hand-to-Hand 2. The only role the Mantis cannot perform is that of a true deep-space fighter. the M35 Mako. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. and was a bane against the Turians during the First Contact War. “Goldylocks” Platoon (Alliance) • 2x Alliance Marines • 2x Alliance M29 Grizzly Infantry Fighting Vehicles • 1x Alliance M29C Grizzly Command IFV • Platoon Fate: 6 FP An older styled platoon. Armour 1. 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. disrupting communications. Observation 2. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . the Mantis remains in service in dozens of armies across the galaxy. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. Signals 2. Whilst slower and bulkier than its successor. Direct Fire 3. The Mantis houses an element zero core which lightens the engines with a mass effect field. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. a fighter. Movement 1. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered.Example Platoons All platoons are created at tech level T3. Command 1. Direct Fire 3. taking out support units and delivering marines to weak points in the enemy formations.

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

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

which varies depending on which Leader is assigned to a Platoon. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. Signals 1 Morale OOO O Long Range: ignore 1 extra zone of range when attacking Long Range: ignore 1 extra zone of range when attacking 78 . Geth Troopers (T3 Infantry) Hand-to-Hand 3. Anti-Air 2. Morale OO Command Range: 1 Long Range: ignore 1 extra zone of range when attacking Thermal Tracking (TE): Anti-Air +1 Wireless: Command Range +1 Precision Guided Munitions Out of Ammo Geth Juggernaught (T3 Infantry Leader) Direct Fire 3. Observation 1. Movement 1. Observation 1. Armour 2. which can be used to increase mass and provide greater traction. Movement 2.Geth Network: able to use Signals in place of Command Battlefield Genius: platoon units gain Command Range +1 Rocket Salvo Ready Out of Ammo Intimidating Bipedal Walker Geth Destroyer (T3 Infantry Leader) Hand-to-Hand 3. Signals 2. and that they are extensively reliant on digital communication for interaction. Direct Fire 2. Though the interior is cramped. the M29 Grizzly. Armour 2. Armour 3. Signals 2.Air2. 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. Observation 1. Direct Fire 2. Movement 1. Movement 2. Armour 1. fell short of accomplishing. It is equipped with microthrusters and a small element zero core. 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. It is designed to fulfill the role of rapid deployment that its predecessor. Observation 1. 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. Signals 1 Morale OOO O Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1 Geth Network: able to use Signals in place of Command. Anti. or reduce its mass for limited evasive or positioning manouvers. Geth repair their morale using Signals instead of Command.

Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . performing dangerous missions such as counterterrorism. devoted to accomplishing their mission regardless of the cost involved to others or themselves. infiltration. assassination. Direct Fire 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. a mobile air defense platform. Hand-to-Hand 2. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. These include a recon drone controller. Hand-to-Hand 2 Armour 1. STG operators work in independent cells. Movement 1. reconnaissance. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. +1 to Observation. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. Armour 1. Observation 3. STG Recon Unit (T3 Infantry) Camoflage 3. Observation 2. 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. Direct Fire 3. additional aspect ―Power Drained‖ to remove these bonuses. STG operators are brutally practical. Armour 3. usually deployed by the Citadel Council. Morale OO Command Range: 1 Scout: able to continue move when entering a zone containing an enemy Special Forces: not automatically spotted when it shares a zone with an enemy unit. and sabotage. Signals 1. 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. Movement 1.

Indirect Fire 1.STG Infiltrators (T3 Infantry) Camouflage 3. Movement 3. Hand-to-Hand 1. +1 to Camouflage. additional aspect ―Power Drained‖ to remove these bonuses. Movement 2. 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. Direct Fire 2. additional aspect ―Power Drained‖ to remove these bonuses. Tech Infiltrator: +1 to Armour. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. Hand-to-Hand 2. Armour 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 . Tech Defender: +1 to Command. able to use manouver to remove free tag on ally in command. Anti-Air 1 Morale OOO O Omni-Tool Master: able to use Command skill for Sensors Special Forces: not automatically spotted when it shares a zone with an enemy unit. Armour 1. I encourage you to create your own versions of these units. Signals 1.

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

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

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.

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

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

Hacking Restrictions removed to allow repeated Hacking attempts on same target. heat or toxic exposure. including Biotics. Place ―System Rebooting‖ taggable aspect on synthetic target. Decryption Unlock doors. Multiple Redundancy: Use my Tech Training. All targets in the zone. bypass alarms. or passing through must roll their Stamina skill against the number of shifts. and to hack lone targets. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. Offensively. Substitute ranks in Tech Training for Medicine skill rolls. Place ―Disorientated and Confused‖ taggable aspect on biological target. Elanus Risk Control Services A private security corp that can provide event security. place ―Suppressed by Tech‖ aspect on appropriate target. Pen 2. NonLethal. Target becomes immune to further Overloads next turn. in same or adjacent zone to the character unless otherwise noted below. +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 and Have-a-Thing: Combat Drone stunt. Jamming -2 penalty to enemy alertness checks. ending their turn if they fail. starships. 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. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. Advanced Requires: Hacking talent. Substitute ranks in Tech Training for Repair skill rolls. Advanced Tech Talents: Must also have Computer (space) skill. Harm 2. Must have at least 1 rank in Repair skill. May be taken multiple times to stack penalty. All Tech Talents last for one turn. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. access secure systems. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. and lasts 2 turns when activated. 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. Must have at least 1 rank in Medicine skill. That target becomes immune to further Hacking next turn. Combat Requires: Hacking Talent. Drone Stats: Range 0/1. 86 . etc. to weapons and armour.VARIANT RULES QUICK SHEETS Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold. Primary Tech Talents: Damping Use defensively to contest Biotic Effects. On a success. professional mercs. Must have at least 1 rank in Medicine skill. place a ―Frozen and immobilised‖ aspect on the zone for one turn. A mobile weapon platform at your command. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ 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. Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers.VARIANT RULES QUICK SHEETS Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain talent. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. absorbed by armour. Combat Excellence Requires: Energy Weapon skill of at least Rank 3. any level of Tactics skill. On a success. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. 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. Tactical Cloak Requires: Jamming talent. MG Immunity Once per scene. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. Base Jamming talent duration extends by 1 turn. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. Advanced Requires: Overload talent. but must still meet all other prerequisites. 87 . Overload Restriction removed to allow repeated Overload attempts on same target. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. target takes Health damage of number of shifts. excluding the user. Attacks reduce this bonus by 1 per shift. Tech Armour Requires: Hacking talent. and unshielded targets must resist 3 shifts of Composure damage. Armour bonus granted by Shields boosted by +3 when this talent is activated. and Armour with Shields stunt. Unable to be used on successive turns against the same enemy. Their weapons are stock quality at best. When neutralised. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged. including possessing an appropriate weapon. and no ranks in either Biotic Training or Tech Training. after ―Shields are Down!‖ compelled. 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. the Tech Armour detonates. New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. 89) Hahne-Kedar Earth-based major supplier to the Systems Alliance military. though their armour lines are generally recognized as above average. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1.

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

Must also have one other high energy usage system (IES). Cost 2bp. "Government Owned and Operated" aspect. Mechanical robots used as supplementary guards. Cost 4bp. sometimes used by Krogan Blood Pack mercenaries. Humans. +2 bonus to repair checks to remove consequences. +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. Stealth system gives +2 bonus to Nav check in detection phase. Adaptable dangerous pests that hunt in packs. 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). Additional aspect from list below (or similar). Cost 1bp. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. Intelligent arachnid race with hive mind. 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). except when aspect was tagged.VARIANT RULES QUICK SHEETS Serrice Council An Asari consortium that manufactures the highest quality omni-tools and bioamps which are considered incredibly rare – and highly prized – items on the galactic market. or T6 (41 BP) Allows access to mass relay network. +1 to V-Shift. Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. Synthetic AI race. 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. 91 . Cybernetic zombies created by Geth from captured Biological races. Huge solitary burrowing monsters with acid spit. Crew must adhere to SOPs. +2 to Heat Track. Violent primitive race usually found in forgotten corners of dark places. Batarians or Krogan. and all travel times reduced by factor of 10. Mostly Turians.

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

and are not available to other races. Elcor. and Hanar all produce their own armour.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. This weaponry is always in demand for research purposes. 93 . Note 3: The Krogan armour manufactured by the Geth are not available to player characters. Note 2: See the Spectre Gear Options section on pages 49 or 89. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. but may be retrieved from defeated Geth. but rarely differs substantially from other weapons of the same type. and is here purely for reference and inspiration for aspects or plots.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.

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