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

subtract the -s.75 10/81 12. The words are only applicable directly when a single character acts. While higher numbers are possible. Aspects.35 4/81 4. it is often the difference between two rolls that might determine the quality of success. available on the Internet. when all things are considered. Refer to the provided links if you wish further clarification of any rules based information. Each of these use fate dice.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. Since an apex Skill is at level 5. Treating the -5 and 5 results as zero keeps the expected range though. These mini-games are: * Cluster Creation * Character Creation * Personal Combat * Space Combat * Platoon Combat All conflicts in Diaspora are resolved using the FATE mechanics as elaborated in Spirit of the Century and available from the System Reference Document for that game. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. Without special dice. are single digits. you could treat 1-2 as -. and 5-6 as +.46 16/81 19. successes and difficulties are rated by numbers or by the terms on the Ladder. which yields a result between -4 and +4. in an opposed roll.95 1/81 1. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1.35 -1 16/81 19. and other elements from the FATE system but they each have other distinctions. and then you compare against some difficulty level. with better chances for extreme results. most numbers in the game. You roll your set of four fudge dice. which might be someone else's roll or might be a level imposed by the referee. in that the term Fair is replaced by Decent. and you have a total. in which a player roll is compared against a referee roll. yielding a range from -4 to +4. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4.24 -3 4/81 4. results of 7 against 5 represent a decent success. 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. Our Ladder here is slightly different from the Spirit of the Century Ladder. If one is looking for appropriate adjectives to describe an action.The DIASPORA Mini-Games Diaspora is a set of mini-games. two faces marked +. through the invocation of Aspects. A Fudge die is a d6. with two faces marked -. So. 3-4 as blank. 5 . This yields a particular curve. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. You add up the +s.75 0 1 2 3 4 19/81 23. this is functionally the same as rolling 4d3-8. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. you add an appropriate skill. around which the game is built.95 -2 10/81 12. and two faces blank.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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. 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.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. and is available extensively. Manufacturer: Elanus Risk Control Equipment: Banshee class Assault Rifle Stats: Range: 1/3 Harm: 4 Penetration: 2 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Cost: 4 Standard issue to Turian military personnel. This shotgun has been rigged to take an extra shot for massive damage at the expense of immediately requiring cool down time. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. 47 . applying its offensive roll to each target in a zone. this is a basic assault rifle.

This weaponry is always in demand for research purposes. use them to provide inspiration for colourful aspects such as ―Never been let down by an Armax‖ or ―As cool as Devlon Industries gear‖ and so on. Note 2: See the Spectre Gear Options section on page 49.Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. but rarely differs substantially from other weapons of the same type. Instead. but may be retrieved from defeated Geth. 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. 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. 48 .

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

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

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

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

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

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

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

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

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

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

and causes a -2 penalty to Agility checks. • If installed on a weapon with a maximum range not exceeding 2. Relying primarily on her Tech Training. • This mod confers the free taggable aspect "Overstimulated and Distracted" that may be compelled to remove the bonus to Biotic Training and Tech Training skill checks. Tali knows that the Geth nearly always have shielded systems. Although it has reduced stopping power. Tali'Zorah's Pistol Manufacturer: Devlon Industries Equipment: Stinger class Pistol Base Stats: • Range: 0/2 • Harm: 4 • Penetration: 1 Aspects: • Low Recoil • Thermal Clip Cryo Rounds: • -1 Harm. Tali needs a weapon that she can rely upon if the battle gets too close. Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. • Chemical rounds are unable to confer the "Toxic Shock" aspect. gases. removes the Thermal Clip stunt.Stimulant Pack Advanced Gear All weapon and armour gear starts at T3 across the board. though they count as two mods instead of just one. Here's a look at some of the possibilities. +2 Penetration to targets with an uncompelled Shields stunt. • +1 to Biotic Training and Tech Training skill checks. and that penetrating those shields is paramount. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. May not be compelled two turns in a row. and become unreliable when dramatically necessary. Toxic Seals Sample Advanced Gear Specially-sealed body armour provides increased protection against radiation. She also added the ammunition mod at the same time so that the weapon will never overheat. Cryo Rounds 3. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. and a host of other toxins. Costs: Pistol 4. 59 . Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes. 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. • -1 to Harm. The prototype armour mods provide some of the better bonuses. 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.

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

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

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

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

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

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

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

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

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

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

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

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

72 . 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. 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. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. +2 to Nav check) • Kinetic Barriers • Interface Vehicle Cost: 8 Final Spacecraft Stats: • V-Shift: 5 • Beam: 3 • Torpedo: 2 • EW: 3 • Trade: 0 • Frame Track: OOO • Data Track: OOO O • Heat Track: OOO OOO • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal. she is optimised for solo reconnaissance missions deep within unstable regions. is a prototype "deep scout" frigate. codeveloped with the Turian Hierarchy. 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. nimble. 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. Should the Normandy‘s design prove useful in field tests.

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

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

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

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

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

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

Signals 1. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. These include a recon drone controller. STG operators are brutally practical. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. Handto-Hand 1 Morale O Command Range: 1 Max Move: 5 zones Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 Wireless: Command Range +1 Light Cavalry: Max Move +1 Tactically Flexible and Heavily Armed Overheated Weapons Make the following changes to the above stats for the following variant designs: • M35A Mobile Air Defence Variant Replace Direct Fire for Anti-Air Replace Infantry Carrier for Zone Effect • M35D Recon Drone Controller Replace Hand-to-Hand for Indirect Fire Replace Direct Fire for Observation Replace Infantry Carrier for Zone Effect • M38 Military Ambulance Variant Replace Direct Fire for Signals Replace Hand-to-Hand for Command Be sure to adjust these stats for Leadership stunts when added to a platoon. additional aspect ―Power Drained‖ to remove these bonuses. Armour 3. +1 to Observation. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . usually deployed by the Citadel Council. 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. STG operators work in independent cells. STG Recon Unit (T3 Infantry) Camoflage 3. a mobile air defense platform. devoted to accomplishing their mission regardless of the cost involved to others or themselves. Observation 3. Hand-to-Hand 2. 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.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. Salarian Special Tasks Group Platoons • 1x STG Cell Leader • Choose 4 units from the following: STG Recon Unit STG Combat Engineers STG Infiltrators • Platoon Fate: 6 FP The Special Tasks Group (STG) is a Salarian espionage organization. Movement 1. Armour 1. infiltration. and sabotage. reconnaissance. Movement 1. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. performing dangerous missions such as counterterrorism. Direct Fire 3. Observation 2. assassination. Hand-to-Hand 2 Armour 1. Direct Fire 1.

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

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

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

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 .

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

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

Hacking Restrictions removed to allow repeated Hacking attempts on same target. bypass alarms. etc. heat or toxic exposure. Target becomes immune to further Overloads next turn. Combat Requires: Hacking Talent. Multiple Redundancy: Use my Tech Training. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action. and to hack lone targets. and lasts 2 turns when activated. Pen 2. Advanced Tech Talents: Must also have Computer (space) skill. That target becomes immune to further Hacking next turn. or passing through must roll their Stamina skill against the number of shifts. All Tech Talents last for one turn. Primary Tech Talents: Damping Use defensively to contest Biotic Effects. Elanus Risk Control Services A private security corp that can provide event security. 86 . starships. Drone Stats: Range 0/1.VARIANT RULES QUICK SHEETS Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. Jamming -2 penalty to enemy alertness checks. Decryption Unlock doors. professional mercs. in same or adjacent zone to the character unless otherwise noted below. NonLethal. Offensively. Advanced Requires: Hacking talent. A mobile weapon platform at your command. All targets in the zone. 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. place a ―Frozen and immobilised‖ aspect on the zone for one turn. Bio-Amp Manufacturers Manufacturer Aldrin Labs Armali Council Armax Arsenal Kassa Fabrication Serrice Council Sirta Foundation Spectre Gear1 Spectre Gear1 Spectre Gear1 (Page 50) Medicine Bio-Amp Solaris Amp Prodigy Gemini Polaris Savant Unity Amp HMBA Basic HMBA Adv HMBA Master (Page 31) Neural Shock Overload Note 1: See the Spectre Gear Options (page 49. Must have at least 1 rank in Medicine skill. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. Harm 2. place ―Suppressed by Tech‖ aspect on appropriate target. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. Substitute ranks in Tech Training for Repair skill rolls. Drone and Have-a-Thing: Combat Drone stunt. ending their turn if they fail. Must have at least 1 rank in Repair skill. Substitute ranks in Tech Training for Medicine skill rolls. Place ―System Rebooting‖ taggable aspect on synthetic target. Place ―Disorientated and Confused‖ taggable aspect on biological target. to weapons and armour. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect. Must have at least 1 rank in Medicine skill. May be taken multiple times to stack penalty. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. access secure systems. On a success. including Biotics.

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

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

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

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

Elcor. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. 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. but may be retrieved from defeated Geth. 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. but rarely differs substantially from other weapons of the same type. and Hanar all produce their own armour. This weaponry is always in demand for research purposes.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.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. 93 . and are not available to other races.

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