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

2

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

PAGE 4 5

6

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

PAGE 51 53 55 56 59 62 63 64 64 66 67 68 69 69 70 70 71 72 74 74 75 75 76 77 78 79 80 81 83 84 94 48 50 50 52

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

3

4 . despite the available scope of the setting. Some things were hinted at. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. I acknowledge that Mass EffectTM and all related races. ChopSockey.wikia. others left as blank slates. Mass Effect 2 and 3. battling synthetic intelligences. Assembling a group of champions. and that you undertake and enjoy the adventures that are waiting for you. EonTrinity. fellow RPG. HumAnoydd. Special thanks goes out to my playtesters. I hope you find this document useful. Bioware could only put so much into the game.com/. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version. but if some of the sample aspects. and are used in this document with Fair Use intent.Introduction Welcome to the updated version of my first attempt at system hacking. prototype00.net. and Propagandor for their comments and encouragement. Matthew Gooding (Reaganstorme) May 2012 ACKNOWLEGDEMENTS I would like to thank the creators of Diaspora.ea.TTF. Please see the Licence section for further details. Darth Illithid. As you can imagine. I first had to find a system that could do it justice. and are not meant to challenge ownership of such ideas. Travellingdave. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1.0a (see page 90). chiefly Brad J. Also. and Stacie_gmrgrl. Bioware’s Mass Effect and its sequels. Some text has been taken from the Diaspora System Reference Document. Yook. Murray (Halfjack). gear or mods don‘t quite suit your game. PolkaNinja. Their home page can be found here: http://www. rescuing colonists. What you see here is the culmination of my efforts to blend the two.vsca. I realised I had found a game system that would suit my needs. Introduced to Diaspora by friends on RPG. Mass Effect told the story of a group of civilisations about to meet their doom. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom.com/.net members Stevenls. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void. Barbacobra. stunts.html. the process of taking an established setting and creating. were fantastic games that begged to be explored. Silent Wayfarer. James the Dark. don‘t be afraid to make up your own versions. That‘s where VSCA Publishing’s Diaspora comes in. and more. zircher.ca/Diaspora/diaspora-srd. it‘s a freeware font called Slider. the player trekked across the game setting exploring uncharted worlds. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License. For those looking for the font I used for the titles and headings. and can be found in their fantastic completeness here: http://masseffect. which can be found here: http://www. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds.

a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. in an opposed roll. around which the game is built. this is functionally the same as rolling 4d3-8. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. The words are only applicable directly when a single character acts.95 -2 10/81 12.35 4/81 4. yielding a range from -4 to +4. available on the Internet. in which a player roll is compared against a referee roll. through the invocation of Aspects. So. with two faces marked -. Since an apex Skill is at level 5. you add an appropriate skill. when all things are considered. with better chances for extreme results. You roll your set of four fudge dice. successes and difficulties are rated by numbers or by the terms on the Ladder. and you have a total. which might be someone else's roll or might be a level imposed by the referee. Our Ladder here is slightly different from the Spirit of the Century Ladder. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4.95 1/81 1. and two faces blank. 5 .The DIASPORA Mini-Games Diaspora is a set of mini-games. in that the term Fair is replaced by Decent.35 -1 16/81 19. 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. While higher numbers are possible.75 10/81 12. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. it is often the difference between two rolls that might determine the quality of success. two faces marked +. you could treat 1-2 as -. subtract the -s. 3-4 as blank. most numbers in the game.24 -3 4/81 4. and other elements from the FATE system but they each have other distinctions. 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. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. A Fudge die is a d6.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. which yields a result between -4 and +4. Each of these use fate dice. results of 7 against 5 represent a decent success. Aspects. If one is looking for appropriate adjectives to describe an action. Refer to the provided links if you wish further clarification of any rules based information. and 5-6 as +. are single digits. Without special dice. This yields a particular curve. Treating the -5 and 5 results as zero keeps the expected range though.46 16/81 19. and then you compare against some difficulty level. You add up the +s.75 0 1 2 3 4 19/81 23.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

etc). and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. 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. they may instead choose to Slam the target into a nearby wall or object when the Effect resolves.Shockwave Prerequisites: one of either Lift or Singularity Effects. The character uses Slam like they would use their Biotic Lift ability. The player must decide which scope the aspect belongs to at the time they place the aspect. including airborne targets close to the ground. they may pay 1 FP to immediately resolve the following effect. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. The Shockwave is present until the start of the next turn. equal to (Tactics Rank -1) zones in length from their position. The character rolls their Biotic Training skill with a +2 bonus for having one of the required Effects (Lift or Singularity) and a +4 bonus for having both. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. The character draws a straight line across the map. which otherwise resolves after all other characters have acted. and the originating character may not use another Biotic Effect until after the end of the next turn. To use this Effect. However. 28 . Targets with the Shielding armour stunt that are hit are unable to move next turn. The character applies the effects of the Lift Effect to all unshielded targets if they have it. All targets take damage if the check exceeded their defense rating. unlike Lift. When Slam resolves. and benefits from Science present in the skill pyramid. which can only be tagged by other Biotic skill checks. This ability is unable to be used in consecutive turns. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2. equal to the number of shifts generated. To use this Effect. and any shifts are dealt to armour first. leaving it on the table for the remainder of the turn. NPC's. If the character has 3 or more ranks in science. as well as Tactics present in the skill pyramid. The following effects are applied to all valid targets along that line. placing an appropriate aspect on a target. the target loses all momentum becoming stationary as the ability takes effect. If the character has 3 or more ranks in the Science skill. the character must not use their free move this turn. the character must not use their free move this turn. unsecured objects (explosive barrels. New Option: Biotic Combos As an additional option. The target rolls to defend only. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects. instead of the ground.

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

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

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

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

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

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

Until the ―Overheated‖ aspect is tagged. 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 continue to pay a FP each round until the end of the scene to continue this effect. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. armour with the Shields stunt. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. the character takes enough stress to be Taken Out again. and may be at any rating. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. 35 . As a combat action. you may change out the ammunition used by your weapon.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. You may not use this ability in consecutive turns. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. allowing them to rejoin the scene. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. This consequence is additional to any that the character already possesses. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. Once per scene. or the end of the scene occurs. or replace normal rounds for a variant ammunition type. when it then activates the ―Shields are Down!‖ tag on the armour. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. providing a brief. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. Fortification reinforces armour when struck. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. The finely tuned senses of the user seem to slow down time around them. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. huge bonus through overcharging. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. As a full round action. 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. granting them more time to refine their actions. You may remove any current variant ammunition for normal rounds. Assign an aspect to the temporary consequence as usual. The character resumes their Taken Out status and the consequence is removed when any of the following conditions are met: no FP are spent to keep the character active. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid.

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

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

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

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

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

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

• 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"

42

• "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

43

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.

44

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

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

47 . Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Stats: Range: 0/2 Harm: 4 (8 when using Both Barrels) Penetration: 0 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Dispersed Fire (weapon can fire as an Area of Effect weapon. Manufacturer: Haliat Armoury Equipment: Equalizer class Sniper Rifle Stats: Range: 3/5 Harm: 4 Penetration: 3 Aspects: High Recoil (can only be fired every other round unless the firer is prone. this is a basic assault rifle. and is available extensively. applying its offensive roll to each target in a zone.Sample Weapons Manufacturer: Hahne-Kedar Equipment: Kessler class Pistol Stats: Range: 0/2 Harm: 3 Penetration: 1 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Civilian (Makes the weapon available to those without the Military-grade Stunt for energy weapons) Cost: 3 This is your basic mass effect driven pistol. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. Manufacturer: Elanus Risk Control Equipment: Banshee class Assault Rifle Stats: Range: 1/3 Harm: 4 Penetration: 2 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Cost: 4 Standard issue to Turian military personnel. This shotgun has been rigged to take an extra shot for massive damage at the expense of immediately requiring cool down time.

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 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 may be retrieved from defeated Geth. 48 .Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. 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. Note 2: See the Spectre Gear Options section on page 49. Instead. This weaponry is always in demand for research purposes.

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

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

Requires the "Shields" stunt also. Cost -1bp. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged. the benefit of this stunt is also negated.New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite. ―Out of Juice‖ taggable aspect) Servos (removes agility penalty) Sensors (Alertness checks at +1) Shields Recharge Booster Cost: 4 An example of Turian standard light military armour. Cost 1bp. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. Shields Sample Armour Manufacturer: Devlon Industries Equipment: Explorer line of Armour Stats: Defense: 5 Stamina Mod: +2 Agility Mod: 0 Aspects: Powered Armour (Stamina checks +2. but until they do. confers the taggable aspect "Taking Cover!". If available. using a mass effect field to protect the wearer. Provides a +2 bonus to agility checks. Shields require spending a fate point to recharge. Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn. Transfer Aspect. Booster Power Pack Transfer Aspect. 51 . armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. "Taking Cover!" is cleared when the character moves. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. 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. Cost 1bp. Recharge Booster Transfer Aspect.

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

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

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

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

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

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

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

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

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

Frictionless Materials: • +2 to Penetration. knocks targets over and confers "Knocked Prone" free tag. • Both Barrels • Limited Range • On a hit. • Cost of this mod is 4. and cannot be applied to weapons with the "Civilian" aspect. applying its offensive roll to each target in a zone). Costs: Rifle 4. Frictionless Materials 4. knocks the target over and confers the free taggable aspect "Knocked prone". 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. 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. and apply that to every target in an area. Sledgehammer Rounds 3. knocking them all prone in the process. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. • -1 to Harm. Improved Heat Sink 3. 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 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.

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

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

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

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

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

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

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

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

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

a Mass Effect Drive is required to access the mass relay system.• • • • • • • • • • • • • • • • • • "Incorporates Dodgy Alien Tech‖ "Infamous Captain" "Is It Meant To Do That?‖ "Known Weakness in Tactics" "Last Generation Tech‖ "Money Sink‖ "Must Not Shoot First" "Not Built To Do This‖ "Operating Beyond Its Limits‖ "Pirate Doppelganger‖ "Poorly Maintained‖ "Protection Obligations" "Rules and Regulations by the Book" "Should Have Retired Years Ago‖ "Slow To Respond‖ "Sub-standard Sub-systems‖ "Variable Training Levels" "We Have An Operative Aboard‖ Trade stat of 0. See Diaspora page 69 for standard travel times. Cost 4bp. and provides a +1 bonus to V-Shift. Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks. Requires the Tantalus Core Stunt. This affords protection from micro-meteorites. Cost 1bp. Cost: -1bp. except when such consequences were gained when the aspect chosen above was tagged. and mass effect accelerated projectiles. This stunt also provides a +2 bonus to maintenance checks when at government facilities. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). Cost 1bp. and allows ships to move ten times faster between their destinations for the same reaction mass. or drift passively through a system for days before having to vent and give away her position. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. or it will build up to levels capable of cooking the crew alive. torpedos. then divide those by ten. 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. whilst also powering the Internal Emissions Sink. Cost 2bp. This system does not operate during mass relay travel as the heat generated is too much to absorb. New T1+ Spacecraft Stunts Mass Effect Drive The pinnacle of interstellar drive design. These shields safely deflect small objects traveling at rapid velocities. 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. but the stored heat must eventually be radiated. This experimental system may only be installed on spacecraft with a 71 . and a +2 bonus to repair checks to remove consequences. Spacecraft can go to 'silent running' for around 2-3 hours. and thus reserved for critical operations.

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

these fighter craft work as a unit to jam the comms of any intruding vessels. bring down their kinetic barriers.Asari Cruiser “Cybaen” (T3) Manufacturer: Asari Republics Ship Class: Frontline War Cruiser Spacecraft Stats: • V-Shift: 4 • Beam: 4 • Torpedo: 2 • EW: 0 • Trade: 0 • Frame Track: OOO OOO • Data Track: OOO O • Heat Track: OOO OOO Stunts: • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal. and then cause them to catastrophically vent their atmosphere. and +2 to to V-Shift for 4bp. 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. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. explosive style. except when "NonStandard Design" was tagged) • Oversize Drive Core • Kinetic Barriers Cost: 8 Aspects • Government Owned and Operated (Asari Republics) • Non-standard Design • Shields Down! • Oversize Drive Core • As Graceful as she is Deadly • Shields as tough as a Dreadnaught’s The Cybaen is an Asari cruiser-class warship. 73 . Cerberus fields its own defense ships around their secret research stations. Designed with killing much larger ships in mind. The Oversize Drive Core stunt provides a +1 bonus to the Heat track. 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.

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

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

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

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

Armour 2. Movement 2. Armour 2. which can be used to increase mass and provide greater traction. fell short of accomplishing. which varies depending on which Leader is assigned to a Platoon. and that they are extensively reliant on digital communication for interaction. 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 . Direct Fire 2. Morale OO Command Range: 2 Anti-Personnel Rounds (TE): Direct Fire +1 Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Relentless Automatons Overheated Weapons Geth Rocket Troopers (T3 Infantry) Direct Fire 3. It is designed to fulfill the role of rapid deployment that its predecessor. Anti. Movement 1. It is equipped with microthrusters and a small element zero core. Signals 2. Geth Troopers (T3 Infantry) Hand-to-Hand 3.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.Air2. Armour 1. Observation 1. Observation 1. Direct Fire 2. or reduce its mass for limited evasive or positioning manouvers. Though the interior is cramped. Observation 1. Movement 1. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. Geth repair their morale using Signals instead of Command. Signals 2. 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. 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. 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. Movement 2. the M29 Grizzly. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. Observation 1. Anti-Air 2. Armour 3.

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

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. Movement 2. additional aspect ―Power Drained‖ to remove these bonuses. Tech Infiltrator: +1 to Armour. +1 to Camouflage. able to use manouver to remove free tag on ally in command. 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 . Indirect Fire 1. Hand-to-Hand 1. Wireless: Command Range +1 Never Where You Thought They Were Overheated Weapons Power Drained Other Platoons and Units These are just a small sample of the potential types of units that can be created for the Platoon mini-game. 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.STG Infiltrators (T3 Infantry) Camouflage 3. additional aspect ―Power Drained‖ to remove these bonuses. Hand-to-Hand 2. Armour 2. Movement 3. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. Signals 1. Armour 1. Tech Defender: +1 to Command. I encourage you to create your own versions of these units.

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

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

HACKING DIASPORA TO Name Race Homeworld Class/Concept Rank 5 Skill Rank 4 Skills Rank 3 Skills Cluster Known Biotic Effects Tech Talents Or Combat Excellence Abilities Health Rank 1 Skills Composure Wealth Aspects Mild Consequence Medium Consequence Severe Consequence Weapon Range Stunts Rank 2 Skills / Harm Pen Stunt Stunt Stunt Gear Armour Stunts Defense Rating Ammunition Effects HD2ME Character Sheet Ver 2.0 83 .

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

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

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

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

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

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

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

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

logos and identifying marks including trade dress. equipment. Representation of Authority to Contribute: If You are contributing original material as Open Game Content. correction. and which specifically excludes the Open Game Content.right date. No terms may be added to or subtracted from this License except as described by the License itself. modify and distribute any Open Game Content originally distributed under any version of this License. 94 . themes and graphic. 3. broadcast. All Rights Reserved. rent. mark. the copy. incidents. transformed or adapted. including as an indication as to compatibility. Distribute. edit. storylines. No other terms or conditions may be applied to any Open Game Content distributed using this License. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. concepts. (b) ‖Derivative Material‖ means copyrighted material including derivative works and translations (including into other computer languages). Inc (―Wizards‖). plots. and is Copyright 2000 Wizards of the Coast. environments. places. spells. You must affix such a notice to any Open Game Content that you Use. and You must add the title.free. likenesses. but specifically excludes Product Identity. modifying or distributing. license. 7. the Contributors grant You a perpetual. formats. Grant and Consideration: In consideration for agreeing to use this License. (h) ―You‖ or ―Your‖ means the licensee in terms of this agreement. language. compilation. symbols.‖ ―Used‖ or ―Using‖ means to use. except as expressly licensed in another. processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor. likenesses and special abilities. 4. abridgment or other form in which an existing work may be recast. modification. designs. lease. addition. poses. Inc. independent Agreement with the owner of such Trademark or Registered Trademark. Updating the License: Wizards or its designated Agents may publish updated versions of this License.0a The following text is the property of Wizards of the Coast. sell. worldwide. names. and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity. motto. logos. 2. copy. creatures. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. artifacts. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying. 9. and the copyright holder‘s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. You may use any authorized version of this License to copy. (f) ―Trademark‖ means the logos.Open Game License Version 1. procedures. publicly display. symbols. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. sign. artwork. Definitions: (a) ‖Contributors‖ means the copyright and/or trademark owners who have contributed Open Game Content. non-exclusive license with the exact terms of this License to Use. creatures characters. independent Agreement with the owner of each element of that Product Identity. magical or supernatural abilities or effects. teams. names and descriptions of characters. and means any work covered by this License. You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. royalty. photographic and other visual or audio representations. enchantments. potation. 5. depictions. dialogue. (e) ―Product Identity‖ means product and product line names. translate and otherwise create Derivative Material of Open Game Content. the Open Game Content. thematic elements. upgrade. including translations and derivative works under copyright law. format. designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) ―Use. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another. (c) ―Distribute‖ means to reproduce. personas. locations. or graphic designs. Use of Product Identity: You agree not to Use any Product Identity. 8. 1. The owner of any Product Identity used in Open Game Content shall retain all rights. improvement. personalities. (d) ‖Open Game Content‖ means the game mechanic and includes the methods. stories. modify. 6. extension. transmit or otherwise distribute. title and interest in and to that Product Identity.

but not limited to. ―colour‖ quotations and dialogue.com). ammunition. or governmental regulation then You may not Use any Open Game Material so affected. Author Steffan O‘Sullivan. 14. © 2008-2012 EA International (Studio and Publishing) Ltd. Wizards of the Coast. weapons. weapon modifications. the BioWare logo and Mass Effect are trademarks or registered trademarks of EA International (Studio and Publishing) Ltd. Marshall. 95 . Hacking Diaspora to Mass Effect © 2010 by Matthew Gooding. Tim Dyke. All sublicenses shall survive the termination of this License. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. All other trademarks are the property of their respective owners. EA and the EA logo are trademarks or registered trademarks of Electronic Arts Inc. 15. Inc. in the U. above: • All art.W. armour. and/or other countries. FATE (Fantastic Adventures in Tabletop Entertainment) © 2003 by Evil Hat Productions LLC. All Rights Reserved. Inc.S. layout. Evil Hat Productions LLC. and/or other countries. the following things are considered to be Product Identity of their respective owners in addition to anything covered in section 1. Reformation: If any provision of this License is held to be unenforceable. Authors Robert Donoghue and Fred Hicks. 13.. armour modifications. and Leonard Balsera Diaspora © 2009. Authors Brad Murray. VSCA Publishing. 12. Spirit of the Century © 2006. in the U. characters. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute. excluding the excerpts taken from the Mass Effect Wikia pages. and Byron Kerr. Mass Effect™. names. and examples (including. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. lists of ships. • All descriptions of the ―ORDER‖ system statistics except the table in the ―Variant Rules Quick Sheets‖ section. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.0 © 2000. judicial order.10. Authors Robert Donoghue. and platoons). COPYRIGHT NOTICE Open Game License v 1. For purposes of this license. Fred Hicks. C. Fudge System 1995 version © 1992-1995 by Steffan O‘Sullivan.S. BioWare. which have been used under the Creative Commons Attribution-Share Alike License. Author Matthew Gooding (Reaganstorme@gmail. such provision shall be reformed only to the extent necessary to make it enforceable. © 2005 by Grey Ghost Press.

96 .

Sign up to vote on this title
UsefulNot useful