HACKING DIASPORA TO

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

Document Version 2.0.2 MAY 2012

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

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

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

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

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

So. A Fudge die is a d6. 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. with two faces marked -. Aspects. and 5-6 as +. If one is looking for appropriate adjectives to describe an action. which yields a result between -4 and +4. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter.95 1/81 1. Our Ladder here is slightly different from the Spirit of the Century Ladder. 3-4 as blank. 5 . and other elements from the FATE system but they each have other distinctions. 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. Without special dice.75 10/81 12. successes and difficulties are rated by numbers or by the terms on the Ladder. This yields a particular curve. in an opposed roll. Treating the -5 and 5 results as zero keeps the expected range though. yielding a range from -4 to +4. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional.35 4/81 4. You roll your set of four fudge dice.75 0 1 2 3 4 19/81 23. and two faces blank. 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. two faces marked +.95 -2 10/81 12. and then you compare against some difficulty level. which might be someone else's roll or might be a level imposed by the referee. subtract the -s. The words are only applicable directly when a single character acts. most numbers in the game. results of 7 against 5 represent a decent success. Since an apex Skill is at level 5.24 -3 4/81 4. and you have a total.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. You add up the +s. around which the game is built. in which a player roll is compared against a referee roll. Each of these use fate dice. available on the Internet. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. this is functionally the same as rolling 4d3-8. when all things are considered. While higher numbers are possible. through the invocation of Aspects. Refer to the provided links if you wish further clarification of any rules based information.46 16/81 19. are single digits. it is often the difference between two rolls that might determine the quality of success. in that the term Fair is replaced by Decent.35 -1 16/81 19. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1.The DIASPORA Mini-Games Diaspora is a set of mini-games. with better chances for extreme results. you could treat 1-2 as -.

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

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

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

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

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

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

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

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

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

Most Hanar take offense at improper language. 15 .and speak with scrupulous precision and extreme politeness. Due to this self-imposed isolation and the unique physiology of the race. a Hanar will still maintain exquisite poise." or the impersonal "it. The Hanar communicate using sophisticated patterns of bioluminescence -." That said. The soul name is kept for use among close friends and relations." Famous for it's tagline "Enkindle this" followed by a gunshot. Drell servants usually carry out Hanar assassinations. Instead they refer to themselves as "this one. games and movies such as Blasto: The Jellyfish. Hanar characters will be exceptional by choosing to associate with non-Hanar races. The Hanar have two names. and must take special courses to unlearn this tendency if they expect to deal with other species. and some even earn the privilege to learn their masters' soul names. possibly as a homage to the Human detective that the Hanar character is based on. and will remain formal even with those it wishes dead. almost to a fault. 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. which occasionally causes clashes with other Citadel races. a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers. as the Hanar are too cumbersome out of the water to participate in a physical fight." The face name is used as a general label for use by strangers and acquaintances. "This one wonders if the criminal scum considers itself fortunate". Economic contacts are limited to a handful of trade stations on their borders. Few standard technologies (designed for bipedal and fingered species) are available in their space. so should have some driving Aspects to explain why. the trailer also shows another key scene where the Hanar says. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. One industry that Hanar seem well suited to is the Entertainment Industry. a "face name" and a "soul name. a movie about a Hanar Spectre who has "a gun in every tentacle. Few Hanar are willing to deal with other species.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) -. frequently appearing in magazines. As such. For example. their economy is small and isolated from the rest of the galaxy.family. and tend to be poetic. Even when flustered or angry. Hanar characters should have no combat skills at all. Hanar are extremely polite. though they are still capable of strangling someone in favourable conditions. and they produce very few goods that are usable by others.

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

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

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

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

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

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

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

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

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

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

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

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

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

These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts. because the L1s were implanted after puberty. L2 Implant The results of this implant vary wildly. and can reduce this damage by taking Consequences like normal. Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3. but haven‘t been created for at least 300 years as the surgery is deemed too risky to the borderline extinction level of the current population. New Bio-Amp Implant Stunts the number of Biotic effects the character can manifest. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. The purpose of this implant was not to develop combat powers. while a few are powerful and stable. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. If reduced to zero or below. the character is unable to manifest any Biotic Effects this scene. Natural Biotic (Asari only) As the only known species that are all natural Biotics. Their implants are almost universally equivalent to current L4 Bio-Amps. If reduced to zero or below. L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. Players choose which track they will apply the damage to each time. but suffer discomfort from their implants. the character is unable to manifest any Biotic Effects this scene. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. The character may not take the Biotic Training skill at any level. but assume any drawbacks associated as well if implanted. this is the effective rating of the skill for the remainder of the scene. others are strong but unstable. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. If raised above 5.New Stunt: Bio-Amp Implant Unless your character is an Asari. but must still invest in the Natural Biotic stunt below. Asari are only restricted by training to the number of Biotic Effects they can produce. cumulatively. Krogan characters with Bio-Amps are called Battlemasters. also determining 29 . Geth are unable to be Biotics. but without the associated drawback aspect. some L2s are hardly stronger than an L1. also determining the number of Biotic effects the character can manifest. this is the effective rating of the skill for the remainder of the scene. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. Asari have no need to augment their innate abilities with a Bio-amp. being a Biotic is an acquired ability. the character begins to take one composure or health track damage for every successful activation. The effective rating of the Biotic Training skill varies each time the character begins combat. but to save the life of the character.

L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. L3-R Implant Short for 'L3-retrofit'. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. 30 . They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities. There is no restriction to the maximum rating of the Biotic Training skill.L3 Implant A good. and force police or military personnel to kill them to stop the devastating rampage. There are no officially acknowledged side effects. implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. 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. with many Battlemasters still alive today. 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. stable implant. Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies. before eventually going insane with the agony. Also restricted to a maximum rating of the Biotic Training skill to 3. Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI". They spend those years in increasing levels of pain.

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

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

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

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

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

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

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

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

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

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

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

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

Tali'Zorah nar Rayya

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

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

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

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

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

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

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

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

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

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.) 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. 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. 47 .Sample Weapons Manufacturer: Hahne-Kedar Equipment: Kessler class Pistol Stats: Range: 0/2 Harm: 3 Penetration: 1 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Civilian (Makes the weapon available to those without the Military-grade Stunt for energy weapons) Cost: 3 This is your basic mass effect driven pistol. this is a basic assault rifle. applying its offensive roll to each target in a zone. and is available extensively. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. 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.

Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. Note 2: See the Spectre Gear Options section on page 49. 48 . but rarely differs substantially from other weapons of the same type. 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. but may be retrieved from defeated Geth. 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.

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

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

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

Instead. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖. whereas others like the Serrice Council produce solely for one race. like Devlon Industries.Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. For gaming purposes there is little need to differentiate one manufacturer from another due to the variability of armour able to be created with the armour creation rules on page 235 of the Diaspora rulebook. and is here purely for reference and inspiration for aspects or plots. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. use this table as inspiration to describe or inspire character aspects. and Hanar all produce their own armour. 52 .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. and are not available to other races. will manufacture for all races. Elcor. Manufacturer1. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. Some.

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

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

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

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

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

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

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

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

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

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

• Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. shielding and rocket launchers. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. Has the Geth Shield Boost ability (treat as Ablative Armour). Extremely resilient to small arms and ground vehicle fire. Very strong shields and extremely resilient with shield recharger. Capable of Radar Jamming but no shield recharging. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping). Carnage (see page 20) and the ability to recharge shields. Extremely strong armour and shields with recharger. Capable of using Assassination (see page 20). • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. Resilient to gunfire. and Toxic rounds. has the ability to charge. Also possesses shields. 63 . such as the Neural Shock Tech Talent. Has shielding but no rechargers. specialised for long-range combat. • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. • Geth Juggernaut: Similar to Geth Destroyers. and thus immune to effects that target only organics. • Geth Hopper: Cyberwarfare and ambush platform. Specialised for close quarters combat. The Geth are entirely synthetic creatures. practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers. • Geth Sniper: Armed with Geth sniper rifles and shielding. with the number of Talents equal to the skill rating. have access to Tech Talents. and can utilise Carnage. Utilize both disruptor and scram rockets heavy weapons platforms. barriers. and Jamming. Geth encountered beyond the Veil will have programs developed equivalent to skills. Geth barriers and capable of recharging shields. and vary according to role. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. • Geth Rocket Trooper: Equipped with Geth pulse rifles. Equipped with Geth pulse rifles and rocket launchers. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone).Geth As described in the Racial Backgrounds section. Some have a stunt that grants them the equivalent abilities of an Omni-tool. Heavily shielded and very resilient with shield rechargers. Attacks using the Geth sniper beam. Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. Overload.

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

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

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

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

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

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

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

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

she is optimised for solo reconnaissance missions deep within unstable regions. 72 . is a prototype "deep scout" frigate. 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. +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. using state-ofthe-art stealth technology powered by an experimental drive core. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. it is expected that a follow-up class incorporating "lessons learned" will be produced. nimble. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. and with the sponsorship of the Citadel Council Ship Class: Prototype "Deep Scout" Frigate Base Stats: • V-Shift: 4 • Beam: 3 • Torpedo: 1 • EW: 3 • Trade: 0 • Frame Track: 3 • Data Track: 4 • Heat Track: 4 Stunts: • Mass Effect Drive • Government Subsidy (Experimental Design) • Tantalus Drive Core (+1 to V-Shift) • Internal Emissions Sink (+2 Heat Track. codeveloped with the Turian Hierarchy.

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

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

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

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

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

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

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

I encourage you to create your own versions of these units. Indirect Fire 1. Armour 2.STG Infiltrators (T3 Infantry) Camouflage 3. Tech Defender: +1 to Command. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. 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. Direct Fire 2. additional aspect ―Power Drained‖ to remove these bonuses. Hand-to-Hand 1. Armour 1. Movement 2. able to use manouver to remove free tag on ally in command. or perhaps some of the ones on the list below: • • • • • • • • • • • • • • • • • • • Batarian Slavers Blood Pack Mercenaries Blue Suns Mercenaries Cerberus Mobile Infantry Council Spectres Drell Assassination Squad Eclipse Mercenaries Elcor Heavy Weapons Geth Armatures Husk Zombies Krogan Beserkers Krogan Biotic Battlemasters Mass Driver Orbital Artillery Quarian Commandos Quarian Engineers Rachni Swarms Thresher Maws Vorcha Irregulars Wild Varren Pack STG Cell Leader (T3 Infantry Leader) Command 4. Wireless: Command Range +1 Never Where You Thought They Were Overheated Weapons Power Drained Other Platoons and Units These are just a small sample of the potential types of units that can be created for the Platoon mini-game. Signals 1. Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Always Has a Plan Overheated Weapons Command of the Airwaves Power Drained 80 . +1 to Camouflage. Hand-to-Hand 2. Tech Infiltrator: +1 to Armour. additional aspect ―Power Drained‖ to remove these bonuses. Movement 3.

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

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

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.

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

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

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

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

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

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

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

and are not available to other races. but rarely differs substantially from other weapons of the same type. Elcor.VARIANT RULES QUICK SHEETS Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Shunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Weapon Manufacturers (Page 48) Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. Note 2: 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.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. This weaponry is always in demand for research purposes. 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. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. but may be retrieved from defeated Geth. and is here purely for reference and inspiration for aspects or plots. 93 . and Hanar all produce their own armour.

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