HACKING DIASPORA TO

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

Document Version 2.0.2 MAY 2012

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

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

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

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

95 -2 10/81 12. You roll your set of four fudge dice.The DIASPORA Mini-Games Diaspora is a set of mini-games. this is functionally the same as rolling 4d3-8. you could treat 1-2 as -.95 1/81 1. and two faces blank. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. and other elements from the FATE system but they each have other distinctions. with better chances for extreme results.24 -3 4/81 4. 5 . when all things are considered.35 4/81 4. and then you compare against some difficulty level. available on the Internet. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. This yields a particular curve. in an opposed roll. you add an appropriate skill. in which a player roll is compared against a referee roll. are single digits. You add up the +s. 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. 3-4 as blank. Refer to the provided links if you wish further clarification of any rules based information. If one is looking for appropriate adjectives to describe an action.75 10/81 12. through the invocation of Aspects. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD.35 -1 16/81 19.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. 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.75 0 1 2 3 4 19/81 23. successes and difficulties are rated by numbers or by the terms on the Ladder. Since an apex Skill is at level 5. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. So. in that the term Fair is replaced by Decent. which might be someone else's roll or might be a level imposed by the referee. Aspects. with two faces marked -. two faces marked +. The words are only applicable directly when a single character acts. and you have a total. and 5-6 as +. Treating the -5 and 5 results as zero keeps the expected range though. around which the game is built. most numbers in the game. While higher numbers are possible. Our Ladder here is slightly different from the Spirit of the Century Ladder. Without special dice. which yields a result between -4 and +4. A Fudge die is a d6. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. results of 7 against 5 represent a decent success. subtract the -s. it is often the difference between two rolls that might determine the quality of success.46 16/81 19. yielding a range from -4 to +4. Each of these use fate dice.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

and so on. Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. In game terms. or until another Biotic effect is used. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. During character creation. making them more vulnerable to attack. This effect lasts 2 turns. These effects all require a successful Biotic Training skill roll to activate. freezing the target in place and making them unable to attack. This effect lasts 3 turns. a player may choose a number of effects equal to their Biotic Training skill level. the Biotic Training skill allows the character to create various effects. Barrier Using this effect creates a barrier against the skin to protect against energy weapon attacks. If the same target is Warped for two consecutive turns. 26 . Singularity This gravitational power sucks multiple enemies within a radius to a single area. Advanced powers usually combine effects and require much more skill and fine control to manifest. or until another Biotic effect is used. Place an appropriate Aspect on the target zone as you would for a maneuver.New Skill: Biotic Training Mass effect fields are difficult to generate and control without training. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. When activated. Enemies in Stasis also become impervious to damage. 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. and so on. It can also attract objects from the environment. Powers are available at two levels. as well as dealing damage over time. Some examples are listed below. rendering them helpless when they land. This effect conserves the momentum of its target. Lift Using Lift will cause enemies to float helplessly in the air. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field. increasing the damage the enemy takes. leaving them floating helplessly and vulnerable to attack. and last until the next turn only unless otherwise specified. Throw / Pull In combat. so a charging enemy will rush over the characters heads. When activated. Primary and Advanced. Warp This effect lowers the armour on a target. modified by their BioAmp Implant stunt. Place an appropriate Aspect on the target as you would for a maneuver. by either launching them away or knocking them over. Thus. such as crates or pieces of furniture. Primary Biotic Effects Stasis This effect causes an enemy to be temporarily locked in a mass effect field. and place an appropriate Aspect lasting till the characters next turn. Shift an enemy one zone on a successful activation. this effect is mostly used to keep opponents at a distance.

Next turn. but only on a successful result against their defense. but on an organic target instead. The following round. When the character attacks an unprotected organic. the character may make a Close Combat check. That target is unable to act next turn and loses the applied aspect at the end of that turn. Next turn. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. The character applies the effects of the Throw Effect to the target if they have it. Reave Prerequisites: Warp Effect. the target becomes immune to further domination attempts. move or reduce any barrier ratings for their current turn in preparation for their attack. rank 5 = +3 to defense). or +2 against armoured or synthetic targets. This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1.2 = +1 to defense. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. If the target is no longer valid. and if the target is still alive. they take a full turn move as per the standard rules (Diaspora page 102). 27 . To use this Effect. and applied to each separate border/barrier. the character must not attack. the character must not attack. less one from this Effect. the character is unable to act for one turn. After the attack. with the exception that they may ignore any border pass costs equal to 1. the character loses all benefits and must start again. move or reduce any barrier ratings for their current turn in preparation for their attack. There must be multiple enemies present to activate this talent.4 = +2 to defense. with a bonus of +4 against unarmoured biological targets. whilst also giving a temporary defensive bonus when the power is used against unprotected organics. rank 3. At the end of the move. Charge Prerequisites: one of either Barrier or Throw Effects. To use this Effect. Dominate Prerequisites: Stasis Effect. place manouvers. the character can spend 1 FP to gain a bonus to their defense against attacks from other organics. the player makes an attack against the target. Place a "Dominated" free tag on the target until the player's next turn. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. Higher pass costs must be eroded with shifts as normal. After the attack. place an "Immobilised and Helpless" aspect on the target. as well as Medicine present in the skill pyramid. and the benefits of the Barrier Effect to themselves if they have it. place manouvers. which does not count toward the next use of this Effect. attuning themselves to their declared target. as well as Close Combat present in the skill pyramid.Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers. as well as Resolve present in the skill pyramid. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception.

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

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

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

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

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

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

but must meet all other prerequisites and possess an appropriate weapon to use them. 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 must not do anything for that turn except shoot. Military Grade Immunity (CombatExcellence) Representing many. the player doubles the Harm rating of the weapon for their next turn. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. It then immediately activates the free ―Overheated‖ tag on the weapon. Once per scene. With one round of focus. 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‖. 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.New Stunt: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. this stunt allows the player to double the Harm rating of one of their weapons for one turn. although there are limitations on what is required to take it. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. many hours of experience under heavy fire. The character must meet all requirements to use this stunt. and no ranks in either Biotic Training or Tech Training skills. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. Once per scene. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle. and regain their balance and protection. 34 . Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. Tactics skill present in the pyramid. the weapon immediately activates the free ―Overheated‖ tag. Once the shot is taken.

Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. As a full round action. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. The character resumes their Taken Out status and the consequence is removed when any of the following conditions are met: no FP are spent to keep the character active. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. providing a brief. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. Until the ―Overheated‖ aspect is tagged. or the end of the scene occurs. Once per scene. the character takes enough stress to be Taken Out again. The finely tuned senses of the user seem to slow down time around them. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. As a combat action. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. 35 . You may remove any current variant ammunition for normal rounds. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. Assign an aspect to the temporary consequence as usual. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. when it then activates the ―Shields are Down!‖ tag on the armour. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. You may spend a Fate Point to confer a +4 bonus to the armour rating granted by your shields until the end of your next turn. allowing them to rejoin the scene.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. This consequence is additional to any that the character already possesses. You may continue to pay a FP each round until the end of the scene to continue this effect. 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. and may be at any rating. you may change out the ammunition used by your weapon. Fortification reinforces armour when struck. or replace normal rounds for a variant ammunition type. You may not use this ability in consecutive turns. armour with the Shields stunt. granting them more time to refine their actions. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. huge bonus through overcharging. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid.

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

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

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

and head of the SSV Normandy's Marine detail. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. Engineering(space). • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. Tracks • Health: OOO • Composure: OOO O • Wealth: OOO Kaidan Alenko Initial Concept Kaidan Alenko is a human Systems Alliance Biotic sentinel with a stable L2 implant. The Citadel). Kaidan and his friend drifted apart. By taking the Tech Training skill. Kaidan immediately jumped to the rescue of his closest friend and lost it. • Resilient: The player may use four Consequences instead of three. Intimidation. Decryption. The Turian used aggressive and provocative tactics. Resolve(track). Brawling(combat). breaking the trainer's neck. Conatix hired an ex-military Turian. Repair. no matter the cost. Electronics.Moment of Crisis Realising their mistakes. and the guts to do things his way. unleashing a full Biotic charge. Overload. and First Aid Tech Talents. The fourth is another mild Consequence. with Damping. Conatix quietly shut down the program and had the records sealed. we now have to choose some Tech Talents as part of the stunts. Stealth • Rank 1: Culture/Tech(Turian Hierarchy. other skills as befit a military background.Racial Background and Class Package options as guides. I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space).Starting Out Attempting to accelerate the training. Choosing Aspects Phase One . Vehicle Garrus has a combination of five combat and space skills like most Turians. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. and Kaidan's retorts singled him out for punishing lessons. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . a veteran of the First Contact war between humans and Turians. Medicine. he aghast 39 . 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. so I stuck close to them. scarred from his childhood training. Tech Training • Rank 3: Agility.Growing Up The son of a serving Alliance military man. Tactics • Rank 2: Gunnery(space). This represents Garrus' commitment to finish a job once started. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there.

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

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

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

Tali'Zorah nar Rayya

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

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

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

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

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

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

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

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

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

and is available extensively.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. 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. Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork. 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. applying its offensive roll to each target in a zone.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. this is a basic assault rifle. This shotgun has been rigged to take an extra shot for massive damage at the expense of immediately requiring cool down time. Manufacturer: Elanus Risk Control Equipment: Banshee class Assault Rifle Stats: Range: 1/3 Harm: 4 Penetration: 2 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Cost: 4 Standard issue to Turian military personnel.

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

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

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

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

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

Popular with pirates. • -1 Penetration to targets with an armour defense rating greater than or equal to 2. these rounds are particularly effective against synthetic targets. Ammunition must be purchased separately from weapons. and provide +2 shifts if tagged by another player who successfully hits.capable of snap-freezing impacted objects. this could mean back in the attacking character's zone. • causes 2 additional shifts on a successful hit. there's plenty of opportunity for customisation. +2 Pen to targets with an uncompelled Shields stunt. Successful hits confer the free taggable aspect "Toxic Shock" to the target. 53 . Armour Piercing Rounds Specifically designed to puncture metal.) • if used in two successive rounds. They are similar in construction to hollow point rounds. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. removes the Thermal Clip stunt. high explosive rounds have one major drawback: a massive increase in weapon overheating. criminals and mercenaries. places a free taggable aspect "Massive Fireball!" around the target. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn. activates the weapon's "Overheated" tag and extends it for one additional round. • +1 Harm to targets with a 0 armour defense rating. Chemical Rounds Designed to detonate on impact. All variant ammunition costs 3 to purchase.a mass of super-cooled subatomic particles . • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. • Harm of the weapon is reduced to 0. and can only be installed or removed from the weapon during the refresh phase of the game. these rounds are coated with a highly toxic compound. these rounds are particularly effective against living targets. • -1 Harm.New T3+ Energy Weapon Ammunition The variety of adversaries in the Mass Effect setting can be dealt with more easily by ensuring that you are using the appropriate ammunition. With nine different ammo types. 1dF zones away (yes. • If installed on a weapon with a maximum range not exceeding 2. • on an unsuccessful attack. Cryo Rounds New Variant Ammunition: Anti-Personnel Rounds Cooling lasers collapse ammunition into small Bose-Einstein condensate . High Explosive Rounds Designed to shred flesh and other organic matter.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

+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. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. she is optimised for solo reconnaissance missions deep within unstable regions. Should the Normandy‘s design prove useful in field tests. is a prototype "deep scout" frigate. 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. 72 . it is expected that a follow-up class incorporating "lessons learned" will be produced. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. codeveloped with the Turian Hierarchy. 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. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. using state-ofthe-art stealth technology powered by an experimental drive core. nimble.

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

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

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. Alliance Marines (T3 Infantry) Direct Fire 3. Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Proven Battle Taxi Overheated Weapons Alliance M29C Grizzly Command IFV (T3 Armour Leader) Armour 4. 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. allowing it to take off vertically and hover in place using minimum fuel. Whilst slower and bulkier than its successor. The only role the Mantis cannot perform is that of a true deep-space fighter. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. the M35 Mako. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . “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. a high-altitude bomber. the Mantis remains in service in dozens of armies across the galaxy. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. First rolled off the assembly lines in 2170. Signals 2. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. Hand-to-Hand 2. Direct Fire 3. as it has no FTL drive. 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. the Grizzly has had a long career protecting its troops well.Example Platoons All platoons are created at tech level T3. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. Movement 1. Direct Fire 3. Anti-Air 2. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. Movement 1. taking out support units and delivering marines to weak points in the enemy formations. Command 1. disrupting communications. Observation 2. a fighter. Armour 1. Movement 1. and was a bane against the Turians during the First Contact War.

Air Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Anti-Air 4. focused guerrilla strikes. possessing profound tactical insight. infiltration. Armour 2. Bombing Run From Nowhere! Out of Ammunition (prevent Mine laying) Overheated Weapons (prevent Direct Fire) Asari Huntress Platoon (Asari Republics) • 2x Asari Commandos • 1x Asari Huntresses • 1x Asari Bodyguards • 1x Asari Matriarch • Platoon Fate: 6 FP Asari choose to be warriors at a young age. and a dancer's grace and alacrity. Huntresses fight individually or in pairs. and assassination. Armour 2.Ground Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. Observation 2 Morale OO Scatterable Mine Payload: can deliver areadenial ordnance (mines) Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Suddenly.Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5.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. A61 Mantis Gunship . Movement 3. One-on-one. Direct Fire 2 Morale OO Interceptor: able to respond and act to enemy aircraft if on LAUNCH box 76 . Movement 4. a hunter's eye. demoralizing and defeating their enemies through intense. and their education from that point is dedicated to sharpening their mind and body for that sole purpose. Like an army of ninja. Movement 3. Movement 3. Armour 2. a huntress is practically unbeatable. 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 . they are adept at ambush. Armour 2. depending on the tactics preferred in their town. Observation 2 Morale OO Infantry Carrier: able to transport Infantry Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Rapid Deployment and Close Support Overheated Weapons A61 Mantis Gunship .

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

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

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

able to use manouver to remove free tag on ally in command. Hand-to-Hand 1. 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. I encourage you to create your own versions of these units. Armour 2. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. Movement 3. Tech Defender: +1 to Command. Direct Fire 2. Wireless: Command Range +1 Never Where You Thought They Were Overheated Weapons Power Drained Other Platoons and Units These are just a small sample of the potential types of units that can be created for the Platoon mini-game. Armour 1. Movement 2.STG Infiltrators (T3 Infantry) Camouflage 3. additional aspect ―Power Drained‖ to remove these bonuses. Hand-to-Hand 2. Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Always Has a Plan Overheated Weapons Command of the Airwaves Power Drained 80 . 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. Tech Infiltrator: +1 to Armour. Signals 1. additional aspect ―Power Drained‖ to remove these bonuses. +1 to Camouflage. Indirect Fire 1.

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

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

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 .

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

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

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

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

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

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

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

and is here purely for reference and inspiration for aspects or plots. and are not available to other races. but rarely differs substantially from other weapons of the same type. Elcor. 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 2: See the Spectre Gear Options section on pages 49 or 89. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. This weaponry is always in demand for research purposes. 93 . but may be retrieved from defeated Geth. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races.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. and Hanar all produce their own armour.2 Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes Note 1: Volus.

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