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

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. 5 . two faces marked +.35 4/81 4. Without special dice.46 16/81 19. The words are only applicable directly when a single character acts. this is functionally the same as rolling 4d3-8.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. You add up the +s.The DIASPORA Mini-Games Diaspora is a set of mini-games.95 1/81 1.24 -3 4/81 4.95 -2 10/81 12.75 0 1 2 3 4 19/81 23. in an opposed roll. Refer to the provided links if you wish further clarification of any rules based information. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. around which the game is built. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1.75 10/81 12. successes and difficulties are rated by numbers or by the terms on the Ladder. 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. and two faces blank. Treating the -5 and 5 results as zero keeps the expected range though. and then you compare against some difficulty level. So. While higher numbers are possible. with two faces marked -. you add an appropriate skill. which might be someone else's roll or might be a level imposed by the referee. through the invocation of Aspects. You roll your set of four fudge dice. and other elements from the FATE system but they each have other distinctions. in which a player roll is compared against a referee roll. 3-4 as blank. you could treat 1-2 as -. and you have a total. yielding a range from -4 to +4. Our Ladder here is slightly different from the Spirit of the Century Ladder. subtract the -s. available on the Internet. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. are single digits. results of 7 against 5 represent a decent success. A Fudge die is a d6. with better chances for extreme results.35 -1 16/81 19. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. Each of these use fate dice. and 5-6 as +. when all things are considered. If one is looking for appropriate adjectives to describe an action. most numbers in the game. This yields a particular curve. it is often the difference between two rolls that might determine the quality of success. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. Aspects. which yields a result between -4 and +4. in that the term Fair is replaced by Decent. Since an apex Skill is at level 5.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Usually. the expensive procedure is performed by the military. did not manifest Biotic talents. This effectively inverts the function of the "Civilian" weapon stunt. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. slow process. developed eezo nodules throughout their nervous system. 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. generate protective barriers or restrain enemies. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. and so on. and are handled a little more freely here than in the original version of the Diaspora rules. then outfitted with a surgically implanted amplifier in the brain . and the extent of their training are the core concepts we want to integrate. Two new skills are introduced to allow characters to access these abilities. Once trained. can develop them in puberty through further exposure to element zero. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. though not all choose to develop their abilities. which is a long. or who had defective implants. but not all. and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. there is a risk the eezo will cause medical complications instead. they aren't always permanent. stable Biotic talents that are worth training.usually at puberty . Finally. about one in ten exposures will result in a person with moderate. The events leading to their Moment of Crisis. such as humans. With Mass Effect being Space Opera in theme. then the character needs a Military Grade weapon stunt to utilize it. In humans. yet 25 . beating the odds. and even if Biotic talents manifest themselves. However. The natural electrical impulses in the body can create mass effect fields from these nodules. as it suits the genre and play style from the games. Most. the second with a stunt.to use their talents to any useful degree. however if they don't there are still stories that can be told about characters who didn't receive training. and as a result many Biotics develop their powers with military application in mind. if a weapon does not have the ―civilian‖ aspect. Weapons are an important aesthetic from the games. In extremely rare cases. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. The medical risk to their body. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. A Biotic has to essentially develop conscious control of their nervous system. The first one we can do with an appropriate Aspect. or after being Sidetracked. such as terminal cancer. This is done using a technique called 'physical mnemonics'. entered military service when they reached their Starting Out phase. a Biotic can generate and control dark energy to move objects. Biotics were typically discovered at a very young age. but each Biotic must first be trained. In the core rules. could also have been influenced by their Biotic Powers. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. are individuals who were exposed to dust-form element zero in utero and. humans who were exposed in utero. or otherwise went rogue. and the last with a new skill. Biotics of other species. the quality of their implant. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. All Biotics are sensitive to mass effect fields. They were also probably raised away from their parents. or escaped and became mercenaries. producing the effects seen as Biotic abilities. though some left. or gainfully employed? Biotics All Asari are natural Biotics from birth.

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

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

If the character has 3 or more ranks in the Science skill. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. equal to the number of shifts generated. This ability is unable to be used in consecutive turns.Shockwave Prerequisites: one of either Lift or Singularity Effects. which can only be tagged by other Biotic skill checks. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2. leaving it on the table for the remainder of the turn. The player must decide which scope the aspect belongs to at the time they place the aspect. they may pay 1 FP to immediately resolve the following effect. equal to (Tactics Rank -1) zones in length from their position. The character rolls their Biotic Training skill with a +2 bonus for having one of the required Effects (Lift or Singularity) and a +4 bonus for having both. and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. NPC's. 28 . To use this Effect. the target loses all momentum becoming stationary as the ability takes effect. which otherwise resolves after all other characters have acted. When Slam resolves. Targets with the Shielding armour stunt that are hit are unable to move next turn. instead of the ground. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects. The Shockwave is present until the start of the next turn. New Option: Biotic Combos As an additional option. the character must not use their free move this turn. any character that gets a Superb (+5) or better result on their Biotic Training skill check may spend a FATE point to apply a "Residual Biotic Charge" aspect on either the target or the zone the target is in for the usual bonuses. The character draws a straight line across the map. etc). All targets take damage if the check exceeded their defense rating. unsecured objects (explosive barrels. including airborne targets close to the ground. placing an appropriate aspect on a target. and benefits from Science present in the skill pyramid. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. However. The target rolls to defend only. and any shifts are dealt to armour first. as well as Tactics present in the skill pyramid. The following effects are applied to all valid targets along that line. If the character has 3 or more ranks in science. the character must not use their free move this turn. To use this Effect. unlike Lift. The character uses Slam like they would use their Biotic Lift ability. and the originating character may not use another Biotic Effect until after the end of the next turn. The character applies the effects of the Lift Effect to all unshielded targets if they have it.

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

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

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

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

or one adjacent zone. absorbed by armour as usual. and others. causing Health stress equal to the number of shifts. 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. or else immediately end their turn. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. Armour with Shields Stunt. which can only be tagged by other Tech Training skill checks. Attacks made against the character reduce the bonus by 1 for every shift. boosting the user's shields by +3 until deactivated. and unshielded targets must resist 3 shifts of Composure damage. On a success. causes a detonation that disrupts the zone the character is in. many MG Omni-tools find their way onto the black market and into the hands of criminals. This talent is unable to be used in successive turns on the same enemy. On a success. or removed by ablation. and make a Tech Talent roll against a difficulty of 2. serving member of a military organisation or affiliate. excluding the user. Illegal to have without being a current. Tactical Cloak Prerequisite Talent: Jamming. 33 . New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common. Tech talents can only be used with such an omni-tool due to their specialised nature. New Option: Tech Combos As an additional option. that zone must make a Stamina check against the number of shifts you rolled. and when neutralised through any means except voluntary deactivation. the highest capabilities come from having and training with military grade omni-tools. 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. place a ―Frozen and Immobilized‖ aspect on the zone for one turn. the user's Omni-Tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius. All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. the weapon detonates. all targets within. mercenaries. When activated. Target the zone you are in. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated.Cryo Blast Prerequisite Talent: Neural Shock. Until the aspect expires. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1. This talent is unable to be used in successive turns. Advanced Overload Prerequisite Talent: Overload. The player must decide which scope the aspect belongs to at the time they place the aspect. Tech Armour Prerequisites: Hacking Talent. or passing through. 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. Your base Jamming duration is extended by one additional turn. Incinerate Prerequisite Talent: Energy Drain. 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: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt. The character must not do anything for that turn except shoot. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. and regain their balance and protection. the weapon immediately activates the free ―Overheated‖ tag. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. Once the shot is taken. although there are limitations on what is required to take it. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. many hours of experience under heavy fire. Tactics skill present in the pyramid. 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. Military Grade Immunity (CombatExcellence) Representing many. Once per scene. The character must meet all requirements to use this stunt. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. With one round of focus. that is without doing any other action. Primary Combat Excellence Abilities Military Grade Assassination (Combat Excellence) Long term training with Sniper Rifle Energy Weapons has enabled the character to replicate the effects of the Weapon Modification ―Double Tap‖. but must meet all other prerequisites and possess an appropriate weapon to use them. 34 . Military Grade Carnage (Combat Excellence) Extensive training with Energy Weapons has given the character the ability to duplicate the effects of the Weapon Modification ―Double Tap‖. the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. this stunt allows the player to double the Harm rating of one of their weapons for one turn. Once per scene. the player doubles the Harm rating of the weapon for their next turn. and no ranks in either Biotic Training or Tech Training skills. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. It then immediately activates the free ―Overheated‖ tag on the weapon.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Frictionless Materials 4.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. the awkwardness of his modified rifle should never become a deciding factor. unstoppable warrior. and knows that with correct field placement. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. Combat Exoskeleton 4. No movement required to activate.) • Thermal Clip (weapon has the Aspect "Overheated" which may be compelled to prevent firing) • Advanced Optics (allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. • Cost of this mod is 4. • This armour costs 4 to purchase. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. and cannot be applied to weapons with the "Civilian" aspect. negating the benefits of the "Lightweight" aspect. and counts as two Armour mods. Rail Extension 3. Assisting this was his access to some of the best mods available. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. may be compelled for all sorts of scene effects.1 to Agility checks. 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. Frictionless Materials: • +2 to Penetration. He appreciates the ability to take down highly armoured foes from great distances. Wrex becomes a battlefield juggernaught. Rail Extension: • +1 to Harm.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. a Krogan Battlemaster running in at a charge is terrifying beyond belief. like the defense against Biotic Effects and Tech Talents. • . Costs: Rifle 4. • +4 bonus to Defense rating of armour. Little tricks. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. 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. +2 bonus on armour defense the turn after "Taking Cover!". and clears"Shields are Down!" tag automatically. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . ―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. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". 60 . With enough protection to allow him to get up close and personal in a fight. Costs: Armour 4. AP Rounds 3.

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

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

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

there is never only one husk around. LOKI. often fielded by the Alliance. The Geth used a ship full of Husks. No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. skin and water content are converted into cybernetic materials. They count as both biological and synthetic creatures for the purposes of Tech Talents. and YMIR classes of mechanical infantry units. LOKI Mechs are incapable of any complex tactics. 64 . once close enough. give off a powerful electrical blast which disables shields and causes massive damage. as an individual husk can only generate one electrical blast. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. 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. • 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. The husks will charge at their enemies and. They possess a basic personality suite and are easily programmed for various security tasks. allowing their programs to be easily overridden and turned upon their owners. blood is changed to a sickly green fluid. and the body generates an electrical charge. Many mercenary groups make extensive use of them. they have also seen use in groups on the shiftier side of the law when raw manpower is needed. 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. and is also the manufacturer of the FENRIS. and so on. huge spikes that Alliance marines have nicknamed "dragon's teeth". husks attack with a brawling skill level of rank 2. the MSV Cornucopia. Unfortunately for those that encounter them. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. or where the use of organics for "around the clock" shifts is unfeasible. Husks that reach the same zone as any character attack first with an electrical blast. though it is effective psychological warfare to make soldiers fight their own dead.Husks Husks are synthetic "zombies" created by the Geth. variant weapon ammunition. Originally used by the Alliance for colony guard duty. never seek cover during a firefight. and their civiliangrade firewalls are insufficient to deal with modern hacking. with an equivalent skill level of 3 ranks. Over time the body's organs. When a human is captured they are placed on impaling devices. prior to determining whether the effects of the blast generate composure track shifts. if marines try to recover their dead comrades – the Husks are released and attack. Thereafter. When the spikes are approached – say. commonly called MECHs. typically as expendable assault units. the dual "eye" on the unit turns from white to red.

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

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

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

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

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

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

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

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

and +2 to to V-Shift for 4bp. these fighter craft work as a unit to jam the comms of any intruding vessels. and then cause them to catastrophically vent their atmosphere. 73 . 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. bring down their kinetic barriers. 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. Designed with killing much larger ships in mind.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. A mix-up during the cruiser's construction left it with an unusually large drive core and engineers redesigned the ship around the excessive power source. except when "NonStandard Design" was tagged) • Oversize Drive Core • Kinetic Barriers Cost: 8 Aspects • Government Owned and Operated (Asari Republics) • Non-standard Design • Shields Down! • Oversize Drive Core • As Graceful as she is Deadly • Shields as tough as a Dreadnaught’s The Cybaen is an Asari cruiser-class warship. explosive style. Cerberus fields its own defense ships around their secret research stations.

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

advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. Hand-to-Hand 2.Example Platoons All platoons are created at tech level T3. taking out support units and delivering marines to weak points in the enemy formations. First rolled off the assembly lines in 2170. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. disrupting communications. the Grizzly has had a long career protecting its troops well. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. and was a bane against the Turians during the First Contact War. Max Move +1 Scout: able to continue move when entering a zone containing an enemy Wireless: Command Range +1 Reach Out with Precision Fire Overheated Weapons Alliance M29 Grizzly Infantry Fighting Vehicle (T3 Armour) Armour 5. Whilst slower and bulkier than its successor. Armour 1. Command 1. Direct Fire 3. Movement 1. Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Proven Battle Taxi Overheated Weapons Alliance M29C Grizzly Command IFV (T3 Armour Leader) Armour 4. a high-altitude bomber. 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. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . the Mantis remains in service in dozens of armies across the galaxy. the M35 Mako. “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. Observation 2. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. Movement 1. Direct Fire 3. a fighter. Movement 1. Alliance Marines (T3 Infantry) Direct Fire 3. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. The Mantis houses an element zero core which lightens the engines with a mass effect field. allowing it to take off vertically and hover in place using minimum fuel. The only role the Mantis cannot perform is that of a true deep-space fighter. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. Anti-Air 2. Signals 2. as it has no FTL drive.

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

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

Armour 2. Movement 1. Signals 2. Geth repair their morale using Signals instead of Command. It is designed to fulfill the role of rapid deployment that its predecessor. Geth Anti-Armour Platoon • 4x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP Be sure when assembling Geth Platoons to adjust them for the Leadership Stunt bonus. Observation 1. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. Observation 1. Direct Fire 2. 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 .Air2. 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. the M29 Grizzly. 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 1. or reduce its mass for limited evasive or positioning manouvers. and that they are extensively reliant on digital communication for interaction. fell short of accomplishing. Movement 2. Though the interior is cramped. which varies depending on which Leader is assigned to a Platoon. Observation 1. Signals 2. Anti-Air 2. Direct Fire 2. Armour 3. It is equipped with microthrusters and a small element zero core. Geth Troopers (T3 Infantry) Hand-to-Hand 3. Armour 1. 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. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. Movement 2. Anti. 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.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. Observation 1. Armour 2. which can be used to increase mass and provide greater traction.

Observation 2. Hand-to-Hand 2. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. assassination. Hand-to-Hand 2 Armour 1. Salarian Special Tasks Group Platoons • 1x STG Cell Leader • Choose 4 units from the following: STG Recon Unit STG Combat Engineers STG Infiltrators • Platoon Fate: 6 FP The Special Tasks Group (STG) is a Salarian espionage organization. usually deployed by the Citadel Council. These include a recon drone controller. STG operators work in independent cells. infiltration. performing dangerous missions such as counterterrorism.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. Movement 1. STG operators are brutally practical. 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. 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. additional aspect ―Power Drained‖ to remove these bonuses. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. Direct Fire 3. Armour 1. STG Recon Unit (T3 Infantry) Camoflage 3. +1 to Observation. Signals 1. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . Direct Fire 1. Morale OO Command Range: 1 Scout: able to continue move when entering a zone containing an enemy Special Forces: not automatically spotted when it shares a zone with an enemy unit. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. Movement 1. a mobile air defense platform. and sabotage. reconnaissance. Observation 3. Armour 3. devoted to accomplishing their mission regardless of the cost involved to others or themselves.

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

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

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

0 83 .HACKING DIASPORA TO Name Race Homeworld Class/Concept Rank 5 Skill Rank 4 Skills Rank 3 Skills Cluster Known Biotic Effects Tech Talents Or Combat Excellence Abilities Health Rank 1 Skills Composure Wealth Aspects Mild Consequence Medium Consequence Severe Consequence Weapon Range Stunts Rank 2 Skills / Harm Pen Stunt Stunt Stunt Gear Armour Stunts Defense Rating Ammunition Effects HD2ME Character Sheet Ver 2.

other combat skills not higher than rank 3. Biotic and Combat skills not higher than rank 4. adaptive predators loyal only to the strongest Engineer Vanguard Sentinel Infiltrator Biotic specialist. the Quarians Reptilian mercs and enforcers. clannish primitives used as cannon fodder by mercs Towering. Non-technical apex skill. Effects last until the next turn only unless otherwise specified. Place aspect on target. Lasts two turns. Place aspect on target. Singularity Gravity sink. Class Packages (Page 24) Adept (Page 9) Racial Backgrounds Asari Batarians Drell Elcor Hanar Humans Geth Krogan Quarians Salarians Turians VI / AI Volus Vorcha Yahg Soldier Powerful Biotics. Minimal combat training. Warp -2 to enemy armour defense.VARIANT RULES QUICK SHEETS New System Stat: ORDER O-4 O-3 O-2 O-1 O+0 O+1 O+2 O+3 O+4 Virtual chaos Ad-hoc Rule Establishment Corruption Stability Progress Licensed Institutionalisation Total Control (Page 8) Aldrin Labs A Human manufacturer providing basic. and overthrew. Broken by the genophage Evicted by own AI creations. Biotic and Tech Training skills not higher than rank 4. If used two turns in a row. Combat Excellence stunt available with ranks in Tactics. Tech specialist. emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. Zone aspect. Number of effects equal to skill training level. no Biotic Training. Hate humans Rescued from their dying world. no Biotic or Tech Training. mono-gendered race of female appearance Pirates. Place aspect on target. Amphibious information seekers. Lift Target floats helplessly. home is where the flotilla is. Primary Biotic Effects: Barrier +2 to own armour defense rating. admired and distrusted equally Synthetic AI race created by. modified by Bio-Amp Implant stunt. no Biotic Training. adept at sneaky and subtle Public service peacekeepers. slavers. 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. no combat skills. reliable and affordable equipment such as armour. no Tech Training. Lasts three turns. Stasis Target unable to move and takes no damage. Throw Shift enemy one zone. 84 . omnitools and bio-amps. Tech and Combat skills not higher than rank 4. Minimal combat training. now militantly serve the Hanar Ponderous giants. Combat specialist. target takes one additional damage shift from any successful attacks. combat skills not higher than rank 3. Conserves momentum. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. no Tech Training. Three or four combat skills.

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

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

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

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

Violent primitive race usually found in forgotten corners of dark places. Additional aspect from list below (or similar). New T1+ Spacecraft Stunts (Page 71) Mass Effect Drive Tantalus Drive Core Internal Emissions Sink (IES) Civilian Spacecraft Frigates Spacecraft Tech Levels T1 (11 BP) (Page 70) T2 (17 BP). Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. Humans. Mostly Turians. Must also have one other high energy usage system (IES). Cybernetic zombies created by Geth from captured Biological races. Crew must adhere to SOPs. 91 . Mechanical robots used as supplementary guards. except when aspect was tagged. 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. Synthetic AI race. Adaptable dangerous pests that hunt in packs. +2 to Heat Track. Cost 1bp. sometimes used by Krogan Blood Pack mercenaries. +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. +1 to V-Shift.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. Huge solitary burrowing monsters with acid spit. +2 bonus to repair checks to remove consequences. Stealth system gives +2 bonus to Nav check in detection phase. Intelligent arachnid race with hive mind. or T6 (41 BP) Allows access to mass relay network. and all travel times reduced by factor of 10. Batarians or Krogan. Cost 2bp. "Government Owned and Operated" aspect. 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 4bp.

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

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

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