HACKING DIASPORA TO

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

Document Version 2.0.2 MAY 2012

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

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

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

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

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

Each of these use fate dice.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. and you have a total.35 -1 16/81 19. are single digits. You roll your set of four fudge dice. Since an apex Skill is at level 5. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1.95 1/81 1. and other elements from the FATE system but they each have other distinctions. most numbers in the game. which might be someone else's roll or might be a level imposed by the referee. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. 3-4 as blank. Without special dice. it is often the difference between two rolls that might determine the quality of success. Refer to the provided links if you wish further clarification of any rules based information. around which the game is built. If one is looking for appropriate adjectives to describe an action. you add an appropriate skill. with two faces marked -. in which a player roll is compared against a referee roll. results of 7 against 5 represent a decent success. The words are only applicable directly when a single character acts. subtract the -s. available on the Internet.46 16/81 19. successes and difficulties are rated by numbers or by the terms on the Ladder.75 0 1 2 3 4 19/81 23. in an opposed roll. when all things are considered. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. 5 . with better chances for extreme results.75 10/81 12. this is functionally the same as rolling 4d3-8. two faces marked +. which yields a result between -4 and +4. So. and 5-6 as +.The DIASPORA Mini-Games Diaspora is a set of mini-games. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. you could treat 1-2 as -. and two faces blank. A Fudge die is a d6. 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 then you compare against some difficulty level. Treating the -5 and 5 results as zero keeps the expected range though. through the invocation of Aspects.95 -2 10/81 12. While higher numbers are possible. Aspects.35 4/81 4. Our Ladder here is slightly different from the Spirit of the Century Ladder. You add up the +s. in that the term Fair is replaced by Decent. 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. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. yielding a range from -4 to +4.24 -3 4/81 4. This yields a particular curve.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. 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. 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.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. This shotgun has been rigged to take an extra shot for massive damage at the expense of immediately requiring cool down time. 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. 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.

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

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

Use the lists below to inspire aspects. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. and all lead to potentially interesting stories of obligation and debt.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. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets. theft. 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. Alternatively. and corruption are all viable tactics for underhanded characters to use. 50 . blackmail. and the place of law and order in the galaxy. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. and cannot be changed afterward. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased. there are plenty of corporations out there to choose from. or to assist in narration. Bribery. 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. infiltrating manufacturers warehouses. character histories. 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. 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 other ways of obtaining these items. and not augment any other known Talent. The character must now wait two turns after using this Talent before being able to use it again. being hunted. instead of the standard +1 bonus.

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

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

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

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

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

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

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

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

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

have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. a Krogan Battlemaster running in at a charge is terrifying beyond belief. the awkwardness of his modified rifle should never become a deciding factor. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. 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. With enough protection to allow him to get up close and personal in a fight. He appreciates the ability to take down highly armoured foes from great distances. • +4 bonus to Defense rating of armour. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. 60 . No movement required to activate. 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. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. and knows that with correct field placement. Combat Exoskeleton 4. and cannot be applied to weapons with the "Civilian" aspect. unstoppable warrior. Costs: Armour 4. Assisting this was his access to some of the best mods available. may be compelled for all sorts of scene effects. and clears"Shields are Down!" tag automatically. Frictionless Materials 4. Wrex becomes a battlefield juggernaught. like the defense against Biotic Effects and Tech Talents. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". ―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.1 to Agility checks. Little tricks. Frictionless Materials: • +2 to Penetration. +2 bonus on armour defense the turn after "Taking Cover!". AP Rounds 3.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. Rail Extension 3. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. • Cost of this mod is 4. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . • . negating the benefits of the "Lightweight" aspect. • This armour costs 4 to purchase. Costs: Rifle 4.) • 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. 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. and counts as two Armour mods.

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

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

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

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

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

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

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

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

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

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

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

but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. +2 to Nav check) • Kinetic Barriers • Interface Vehicle Cost: 8 Final Spacecraft Stats: • V-Shift: 5 • Beam: 3 • Torpedo: 2 • EW: 3 • Trade: 0 • Frame Track: OOO • Data Track: OOO O • Heat Track: OOO OOO • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal. 72 . using state-ofthe-art stealth technology powered by an experimental drive core. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. is a prototype "deep scout" frigate.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. except when "Experimental Design" was tagged) • Tantalus Drive Core • Internal Emissions Sink (+2 bonus to Nav check in detection phase) • Kinetic Barriers • Interface Vehicle (M35 Mako Infantry Fighting Vehicle) Aspects • Government Owned and Operated (Systems Alliance) • Experimental Design • Tough Little Spacecraft • Fast. she is optimised for solo reconnaissance missions deep within unstable regions. and with the sponsorship of the Citadel Council Ship Class: Prototype "Deep Scout" Frigate Base Stats: • V-Shift: 4 • Beam: 3 • Torpedo: 1 • EW: 3 • Trade: 0 • Frame Track: 3 • Data Track: 4 • Heat Track: 4 Stunts: • Mass Effect Drive • Government Subsidy (Experimental Design) • Tantalus Drive Core (+1 to V-Shift) • Internal Emissions Sink (+2 Heat Track. nimble. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. codeveloped with the Turian Hierarchy. it is expected that a follow-up class incorporating "lessons learned" will be produced. Should the Normandy‘s design prove useful in field tests.

explosive style. and then cause them to catastrophically vent their atmosphere. 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. 73 . except when "NonStandard Design" was tagged) • Oversize Drive Core • Kinetic Barriers Cost: 8 Aspects • Government Owned and Operated (Asari Republics) • Non-standard Design • Shields Down! • Oversize Drive Core • As Graceful as she is Deadly • Shields as tough as a Dreadnaught’s The Cybaen is an Asari cruiser-class warship. bring down their kinetic barriers. The Oversize Drive Core stunt provides a +1 bonus to the Heat track. Designed with killing much larger ships in mind. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. and +2 to to V-Shift for 4bp. 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. these fighter craft work as a unit to jam the comms of any intruding vessels.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. Cerberus fields its own defense ships around their secret research stations.

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

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

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

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

Direct Fire 2. It is equipped with microthrusters and a small element zero core. 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 Troopers (T3 Infantry) Hand-to-Hand 3. fell short of accomplishing. Armour 3. which varies depending on which Leader is assigned to a Platoon. Observation 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. 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 . Movement 2. Signals 2. Armour 2. Observation 1. Anti. 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. 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. and that they are extensively reliant on digital communication for interaction. Armour 1. Observation 1. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. Though the interior is cramped. the M29 Grizzly.Air2. or reduce its mass for limited evasive or positioning manouvers. Observation 1. It is designed to fulfill the role of rapid deployment that its predecessor. which can be used to increase mass and provide greater traction. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. Anti-Air 2. Direct Fire 2. Geth repair their morale using Signals instead of Command. Movement 2. Movement 1. Movement 1. Signals 2. Signals 1 Morale OOO O Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1 Geth Network: able to use Signals in place of Command. Armour 2.Geth Network: able to use Signals in place of Command Battlefield Genius: platoon units gain Command Range +1 Rocket Salvo Ready Out of Ammo Intimidating Bipedal Walker Geth Destroyer (T3 Infantry Leader) Hand-to-Hand 3.

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

Tech Infiltrator: +1 to Armour. 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. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. Armour 1. Indirect Fire 1. Hand-to-Hand 1. able to use manouver to remove free tag on ally in command. +1 to Camouflage. 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. Signals 1. I encourage you to create your own versions of these units.STG Infiltrators (T3 Infantry) Camouflage 3. Direct Fire 2. Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Always Has a Plan Overheated Weapons Command of the Airwaves Power Drained 80 . or perhaps some of the ones on the list below: • • • • • • • • • • • • • • • • • • • Batarian Slavers Blood Pack Mercenaries Blue Suns Mercenaries Cerberus Mobile Infantry Council Spectres Drell Assassination Squad Eclipse Mercenaries Elcor Heavy Weapons Geth Armatures Husk Zombies Krogan Beserkers Krogan Biotic Battlemasters Mass Driver Orbital Artillery Quarian Commandos Quarian Engineers Rachni Swarms Thresher Maws Vorcha Irregulars Wild Varren Pack STG Cell Leader (T3 Infantry Leader) Command 4. Hand-to-Hand 2. Movement 2. Armour 2. additional aspect ―Power Drained‖ to remove these bonuses. Tech Defender: +1 to Command. Movement 3.

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

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

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

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

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

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

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

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

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

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

VARIANT RULES QUICK SHEETS Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Shunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Weapon Manufacturers (Page 48) Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase.2 Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes Note 1: Volus. Elcor. Armour Manufacturers (Page 52) Manufacturer Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation 1. This weaponry is always in demand for research purposes. Note 2: See the Spectre Gear Options section on pages 49 or 89. and Hanar all produce their own armour. and are not available to other races. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. and is here purely for reference and inspiration for aspects or plots. 93 . but rarely differs substantially from other weapons of the same type. but may be retrieved from defeated Geth. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races.

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