HACKING DIASPORA TO

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

Document Version 2.0.2 MAY 2012

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

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

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

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

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

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

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

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

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

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

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

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

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

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

15 . Hanar characters should have no combat skills at all. For example. Hanar characters will be exceptional by choosing to associate with non-Hanar races. and must take special courses to unlearn this tendency if they expect to deal with other species. a movie about a Hanar Spectre who has "a gun in every tentacle. games and movies such as Blasto: The Jellyfish. 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. almost to a fault.family. a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers." It is only around those who know their soul name that they would ever consider using the first person. As such. Few standard technologies (designed for bipedal and fingered species) are available in their space. Hanar are extremely polite. The soul name is kept for use among close friends and relations. One industry that Hanar seem well suited to is the Entertainment Industry. which occasionally causes clashes with other Citadel races. possibly as a homage to the Human detective that the Hanar character is based on." or the impersonal "it. The Hanar communicate using sophisticated patterns of bioluminescence -.which other species need machine assistance to translate (though many Drell apply genetic modification to their eyes in order to perceive higher frequency flashes which allows them to understand the Hanar) -. The Hanar have two names. "This one wonders if the criminal scum considers itself fortunate". and they produce very few goods that are usable by others. frequently appearing in magazines." The face name is used as a general label for use by strangers and acquaintances. the trailer also shows another key scene where the Hanar says. Most Hanar take offense at improper language. a "face name" and a "soul name." That said. their economy is small and isolated from the rest of the galaxy. and will remain formal even with those it wishes dead. Drell servants usually carry out Hanar assassinations. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. and some even earn the privilege to learn their masters' soul names. Due to this self-imposed isolation and the unique physiology of the race. though they are still capable of strangling someone in favourable conditions. as the Hanar are too cumbersome out of the water to participate in a physical fight. Even when flustered or angry.and speak with scrupulous precision and extreme politeness. a Hanar will still maintain exquisite poise. Economic contacts are limited to a handful of trade stations on their borders." Famous for it's tagline "Enkindle this" followed by a gunshot. and tend to be poetic. Few Hanar are willing to deal with other species. so should have some driving Aspects to explain why.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. but rarely differs substantially from other weapons of the same type. Instead. but 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 . Sample Weapon Manufacturers Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. but may be retrieved from defeated Geth. This weaponry is always in demand for research purposes. use them to provide inspiration for colourful aspects such as ―Never been let down by an Armax‖ or ―As cool as Devlon Industries gear‖ and so on. Note 2: See the Spectre Gear Options section on page 49.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

72 . she is optimised for solo reconnaissance missions deep within unstable regions. 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. nimble. is a prototype "deep scout" frigate. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. it is expected that a follow-up class incorporating "lessons learned" will be produced. 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. Should the Normandy‘s design prove useful in field tests.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. 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. using state-ofthe-art stealth technology powered by an experimental drive core. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. +2 to Nav check) • Kinetic Barriers • Interface Vehicle Cost: 8 Final Spacecraft Stats: • V-Shift: 5 • Beam: 3 • Torpedo: 2 • EW: 3 • Trade: 0 • Frame Track: OOO • Data Track: OOO O • Heat Track: OOO OOO • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal.

these fighter craft work as a unit to jam the comms of any intruding vessels. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. 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. and +2 to to V-Shift for 4bp.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. Designed with killing much larger ships in mind. explosive style. Cerberus Fighter/Bombers Manufacturer: Cord-Hislop Aerospace Ship Class: Fighter Spacecraft Stats: • V-Shift: 5 • Beam: 1 • Torpedo: 3 • EW: 3 • Trade: 0 • Frame Track: O • Data Track: O • Heat Track: OO Stunts: • Vector Randomiser: Base defense 2 against Beams • Kinetic Barriers Cost: 7 Aspects • Missileer Formation Tactics • Out of Ammo (Torpedos) • Shields Down! Manufactured in secrecy. The Oversize Drive Core stunt provides a +1 bonus to the Heat track. 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. 73 . Cerberus fields its own defense ships around their secret research stations.

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

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

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

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

which varies depending on which Leader is assigned to a Platoon. It is designed to fulfill the role of rapid deployment that its predecessor. It is equipped with microthrusters and a small element zero core. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. Anti-Air 2. Observation 1. Signals 1 Morale OOO O Long Range: ignore 1 extra zone of range when attacking Long Range: ignore 1 extra zone of range when attacking 78 . Observation 1. Movement 2. which can be used to increase mass and provide greater traction. 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. Direct Fire 2. the M29 Grizzly. 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.Air2. Anti. Movement 1. Signals 2. Observation 1. Armour 2. Armour 2. fell short of accomplishing. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. and that they are extensively reliant on digital communication for interaction. Observation 1. 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. Geth repair their morale using Signals instead of Command. Movement 1. 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. Armour 1. Direct Fire 2. Though the interior is cramped. or reduce its mass for limited evasive or positioning manouvers.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. Geth Troopers (T3 Infantry) Hand-to-Hand 3. Movement 2. Armour 3. Signals 2. Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1 Geth Network: able to use Signals in place of Command Tactical Genius: Units in platoon ignore 1 extra zone of range when attacking Close Range Nightmare Overheated Weapons Relentless Killing Machine New Stunt: Geth Network (Geth only) Due to their synthetic nature.

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

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

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

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

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 .

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

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

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

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

VARIANT RULES QUICK SHEETS
Advanced Combat Excellence Abilities: Adrenaline Requires: Alertness and Rush Agility skills. Spend a FP to gain a +3 to your next roll. You also gain +2 shifts to damage for any attacks you make until the beginning of your next turn. Unable to use this ability in consecutive turns. Concussive Requires: Science skill. Shot Spend a FP to replicate the effects of Sledgehammer rounds (page 54, 89) until the weapon‘s ―Overheated‖ aspect is tagged. Disruptive Requires: Repair skill. Shot Add +1 Harm to weapons with ammunition that impose penalties to the Harm rating of the weapon. Fortification Requires: Repair skill; Armour with Shields stunt. Spend a FP to gain a +4 shield bonus to Armour until the end of next turn, when it then activates the ―Shields are Down!‖ tag. Hot-Swap Requires: Agility skill. Ammunition As a full round action, change from normal rounds to a variant ammunition type, or from a variant back to normal. You may not switch one variant ammo for another variant without switching to normal rounds first. Unity Requires: Resolve and Oratory skills. Once per scene, you may spend a FP to grant a consequence (1/2/4) to an ally that has been Taken Out. This is in addition to any consequences they already possess. You take a penalty to all rolls equal to the consequence rating for the next round only. Assign an aspect to the consequence as usual. You may spend another FP next round to keep the character active in the scene, but you no longer incur the consequence penalty. The character resumes their Taken Out status and the consequence is removed when no FP are spent, they take enough stress to be taken out again, or the end of scene occurs. Haliat Armoury A smaller Turian weapons manufacturer that specializes in a line of basic level weapons that are actually of high quality.

Paragons and Renegades

(Page 36)

Option 1: Skill Progression Take both the charm and intimidation skills at tier five at character creation. During refresh phase, to promote either skill further, character must have used charm or intimidation skill at least the same number of times that they have ranks in it, and they must promote the one they have used more than the other. Option 2: Status Stress Tracks Characters gain two new stress tracks, one for tracking Paragon Status, the other for tracking Renegade Status. Both tracks start 6 boxes long, but may be modified by stunts. When Spin is obtained outside of a combat situation, you can spend the +1 Spin bonus on increasing one of your Status stress track levels. You should increase the Paragon track for good or positive actions that benefit others, and the Renegade track for conduct that is selfish or callous. When a track is full, you may generate a Status consequence (1/2/4) on that track, which doesn‘t count towards your maximum number of consequences. You can have only 3 Status consequences in total, one each of Minor (+1), Moderate (+2), and Severe (+4). Give the consequence an Aspect when created, and reduce the Status track by the rating. These consequences are only able to be tagged outside of combat (by anyone), and are removed once tagged by the player. Spin generated when Status aspects are tagged by the player do not count towards further Status stress.

New Status Stress Track Stunts
Heightened Reputation Cult of Personality Lasting Reputation
(Page 37)

Reduce one Status Stress Track to 5 boxes. You may only take this Stunt once. Status Consequences are rated 2/3/4 instead of 1/2/4. You are able to bank one additional Minor (+1) Status consequence.

88

VARIANT RULES QUICK SHEETS
Jormangund Technology A rising Human corp that pursues aggressive integration of alien technologies. Makes advanced optical computers and AI "blueboxes", as well as superior environmental hazard armour

New T3+ Energy Weapon Ammo
(Page 53)

New T3+ Energy Weapon Stunts
Thermal Clip
(Page 46)

Weapon gains ―Overheated‖ taggable aspect; Cost -1bp. Both Barrels/ Doubles Harm and activates Double Tap ―Overheated‖ tag; Cost 1bp. Advanced Reduced penalty of -1 for firOptics ing outside min/max range; Cost 1bp. Limited Weapon unable to be used Range outside min/max ranges; Cost -1bp.

Spectre Gear Options
Costs Weapon Creation Bio-Amps and Omnitools

(Page 49)

Basic Spectre gear costs 5; Adv Spectre gear costs 6; Master Spectre gear costs 7. Basic: +1bp bonus; Adv: +1bp bonus and Advanced Optics stunt; Master: +2bp bonus. Spectre rated gear increases the numerical values of stunts; Basic: one Effect variable; Adv: two Effect variables; Master: three Effect variables.

New T3+ Powered Armour Stunts
(Page 51)

Shields

Recharge Booster

Booster Power Pack

"Shields are Down!" compellable aspect causes -2 to armour defense. Fate point to recharge. Cost -1bp. "Taking Cover!" taggable aspect removes tagged Shields aspect if character doesn‘t move; Further +2 bonus to defense next turn if they stay stationary. Cost 1bp. Provides a +2 bonus to agility checks. When ―Out of Juice‖ tagged, negates this bonus. Cost 1bp.

All variant ammunition costs 3 to purchase. Anti+1 Harm to armour rating 0; Personnel -1 Penetration when armour rating greater/equal to 2 Armour Pierc- +1 Harm and +1 Pen to ing synth; +1 Pen to non-synth targets with armour gr/eq 4 Incendiary On hit causes +1 shift to all successful attacks; Extends "Overheated" tag for one extra turn after compelled. Cryo -1 Harm, +2 Pen to targets with uncompelled Shields; Removes Thermal Clip stunt if max range eq/less 2. High Explosive Free taggable aspect "Massive Fireball!" on target and 2 extra shifts on hit; Free taggable aspect "Massive Fireball!" 1dF zones away from intended target on a miss; If used for two consecutive turns, activates and extends "Overheated" tag for one extra turn Sledgehammer Free taggable aspect "Knocked prone" on hit. Phasic -2 Harm, +3 Pen to targets with uncompelled Shields; -2 Harm to targets with tagged shield aspect or without any shields on armour Chemical Harm reduced to 0; Free taggable aspect "Toxic Shock" on hit; +2 shifts if tag is used by another player who hits. Radioactive +1 Harm to Biotic Training and/or Tech Training skills; Mild consequence "Radiation Poisoning" on damage; Biotic and Tech Training skill +2 to target difficulty level if character has "Radiation Poisoning". Kassa Fabrication No expense is spared by this Human corp, as the exorbitant cost of their products show, which include weapons, armour and omni-tools.

89

VARIANT RULES QUICK SHEETS
New T3+ Energy Weapon Mods
(Page 55)

All weapon mods cost 3 to purchase unless otherwise stated. Combat +1 to alertness when wearing Scanner powered armour; stacks with sensors aspect; -1 to Agility checks. Frictionless +2 Penetration; Materials Cost 4; must not be Civilian. High Caliber +2 to Harm; "Low Recoil" Barrel swapped for "High Recoil"; Improved "Overheated" clears half a turn Heat Sink faster than normal; -1 Harm. Kinetic Coil +4 Penetration; After every use, user gets free taggable aspect "Knocked prone" unless rolls +1 on 1dF. Kinetic Reduced penalty of -1 for firing Stabiliser outside min/max range; -1 Harm. Rail +1 Harm; Extension - 1 to Agility checks. Recoil "High Recoil" swapped for Damper "Low Recoil"; -1 to Harm Scram Rail +3 Harm; after every use, auto activates "Overheated" unless rolls +1 on 1dF; Overrides any other improved Thermal effect.

Exoskeleton First Aid Interface Hardened Weave Kinetic Buffer Kinetic Exoskeleton

+2 to Close Combat checks. Combat action disables the first free tag on the Health stress track +2 protection against Biotic/Tech; -1 penalty to Defense +1 to Agility checks; -1 to Stamina checks only +2 Shield bonus to Defense; +1 to agility checks. "Shields are Down!" tag also disables shield bonus; "Servo Lockup" tag prevents the user from applying any manouver aspects to scene; Costs 4 and counts as 2 mods. +3 bonus to Defense; Combat actions disable the first 2 free tags on Health stress track; -2 to Agility checks; "Software Crash" tag prevents movement this turn; Costs 4 and counts as 2 mods. Combat action disables the first free tag on the Health stress track. "Toxic Shock" aspect from Chem Rounds can‘t be applied, Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills; -1 to Agility checks. +2 Shield bonus to Defense "Shields are Down!" tag also disables shield bonus; +1 to Biotic/Tech skill checks; "Overstimulated and Distracted" tag negates Biotic/ Tech bonus and causes -2 to Agility checks; Tag cannot be compelled 2 turns in a row. "Toxic Shock" aspect from Chem Rounds cannot be applied; Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills; Environmental based aspects are unable to be used against the user of this mod. Rosenkov Materials A Human corp that has forged a reputation as one of the premier armour manufacturers in Citadel space.

Medical Exoskeleton

Medical Interface

New T3+ Powered Armour Mods
(Page 56)

All armour mods cost 3 to purchase unless otherwise stated. Ablative +4 bonus to Defense; Coating Shifts against armour reduces bonus by 1 for every two shifts. Armour +4 bonus to Defense; Plating "Cracked Plates" tag only free after first turn of combat Combat "Very Heavy" negating any Exo"Lightweight" aspect; skeleton +4 bonus to Defense; +1 protection from Biotic/ Tech; Costs 4 and counts as 2 mods. Energised +6 bonus to Defense; -2 to AgilPlating ity checks; "Power Glitches" tag negates bonus and penalty; Costs 4 and counts as 2 mods. Energised +4 defense vs Biotic/Tech; Weave -2 penalty to Defense; -2 to agility checks; "Power Glitches" tag negates bonus and penalties; Costs 4 and counts as 2 mods.

Shield Battery Stimulant Pack

Toxic Seals

90

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

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

and is here purely for reference and inspiration for aspects or plots. Elcor. but may be retrieved from defeated Geth. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. and Hanar all produce their own armour. Note 2: See the Spectre Gear Options section on pages 49 or 89. This weaponry is always in demand for research purposes.2 Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes Note 1: Volus. 93 .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. Armour Manufacturers (Page 52) Manufacturer Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation 1. but rarely differs substantially from other weapons of the same type. and are not available to other races.

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