HACKING DIASPORA TO

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

Document Version 2.0.2 MAY 2012

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

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

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

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

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

in that the term Fair is replaced by Decent. The words are only applicable directly when a single character acts. Refer to the provided links if you wish further clarification of any rules based information.35 4/81 4. through the invocation of Aspects. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. most numbers in the game. subtract the -s. 3-4 as blank. available on the Internet. Since an apex Skill is at level 5.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice.46 16/81 19. in which a player roll is compared against a referee roll. 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. it is often the difference between two rolls that might determine the quality of success. this is functionally the same as rolling 4d3-8. and you have a total. Our Ladder here is slightly different from the Spirit of the Century Ladder. when all things are considered.75 0 1 2 3 4 19/81 23. A Fudge die is a d6. This yields a particular curve. you add an appropriate skill. While higher numbers are possible. two faces marked +.35 -1 16/81 19. results of 7 against 5 represent a decent success. Aspects.95 1/81 1. You add up the +s. successes and difficulties are rated by numbers or by the terms on the Ladder. You roll your set of four fudge dice. with better chances for extreme results. 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. you could treat 1-2 as -. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. Treating the -5 and 5 results as zero keeps the expected range though. which might be someone else's roll or might be a level imposed by the referee.The DIASPORA Mini-Games Diaspora is a set of mini-games. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. Each of these use fate dice. with two faces marked -. and then you compare against some difficulty level.75 10/81 12. and 5-6 as +.24 -3 4/81 4. in an opposed roll.95 -2 10/81 12. So. Without special dice. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. yielding a range from -4 to +4. and two faces blank. and other elements from the FATE system but they each have other distinctions. around which the game is built. If one is looking for appropriate adjectives to describe an action. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. which yields a result between -4 and +4. 5 . are single digits.

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

Whilst there are still advances to be made. and protect starships in planetary orbit or during space battles. Some Biotics' talents are not strong enough to be offensively viable. the enormous excess energy shed in the form of lethal Cherenkov radiation. the greater the magnitude of the dark energy mass effect. it's much more efficient to use the mass relays to navigate the galaxy. mass is decreased. With a negative current. this manifests as an occasional static shock when they touch metal or other people. This requires intensive training. 7 . Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. but can produce impressive offensive or defensive effects. This still gives us plenty of conflict to game. The human Systems Alliance M35 Mako Infantry Fighting Vehicle's small element zero core can reduce the vehicle's mass enough to allow a safe drop from an orbiting spacecraft such as the SSV Normandy. In space. When the table sits down to create the cluster. the world of Mass Effect is on the brink of imminent collapse. the slipstreams become the links between the mass relays. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. this charge must be grounded at regular intervals. we see the presence of technology everywhere. personal networks are everywhere. It also means that most weaponry will be energy weapons. amongst a variety of other effects. but all Biotics are sensitive to the presence of mass effect fields. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit.If the field collapses while the ship is moving at faster-than-light speeds. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. So. Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. The ship is snapped back to sublight velocity. In starship drive cores. With a positive current. driving the Quarians from their homeworld and taking over. High-mass fields create artificial gravity and push space debris away from vessels. either by touching a planet surface or interacting with a planet's geomagnetic field. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. In manufacturing. For Biotics. who have jump started their technological creations and exploit Element Zero and mass effects themselves. and each system can have several planetary systems reachable by ships. The least developed of the races is humanity. whilst limited FTL is possible. low-mass fields permit the creation of evenlyblended alloys. The stronger the current. the effects are catastrophic. This reflects back to the Cluster generation mini-game quite easily. Ubiquitous Technology In the games. sturdy construction materials. to prevent the electricity discharging into the hull and causing catastrophic damage. The Geth are a prime example of the doom that is pending with the development of AIs. and both are susceptible to combat hacking. as with regular Diaspora T4 societies. while high mass compaction creates dense. The military makes extensive use of mobility enhancing technologies. mass is increased. many Biotics can also create and manipulate their own mass effect fields. Even colonists have access to advanced tech. and cybernetic implants. and we never see any nontechnical races competing for resources. and plenty of scientific secrets still to be discovered.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Liara has honed her natural Biotic abilities to protect herself from pirates.Moment of Crisis Spending much of her time alone on strange and often dangerous planets. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. slavers and other dregs of the galaxy. by the first human Spectre. 41 .Growing Up Daughter of prominent politician Matriarch Benezia. • "Think. Liara began studying what little was known about the last great space-faring race before the Asari. Science Choosing Aspects Phase One . Using the Racial Background and Class Package options as guides. Liara suspects that "he" was another Asari.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.Sidetracked She is discovered. They frown upon intra-species conception. one Commander Shepard. Liara. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. and then rescued from the newly rampant Geth. an ancient Prothean defence that she triggered by accident. Liara earned her Doctorate and has become the foremost authority on Prothean ruins. due to the almost entire lack of actual ruins to investigate. she has very little practical knowledge about them to go on. so it's considered wasteful for Asari to reproduce together.On Your Own Peeling back the mystery. and joins the squad to help in the upcoming battles. The results of such unions are occasionally referred to as "purebloods". Liara also has exceptional Biotic abilities and other technical skills. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. • "Escape the present" • "Obsessive about Protheans" Phase Three . I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training. Think!" • "What does this button do?" Phase Four . Raised alone by her mother. are the only way to help Shepard to interpret the vision. which in the current cultural times is considered taboo. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure. a great insult among contemporary Asari. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. • "My Mother the politician" • "Feared Pureblood shame" Phase Two . Liara begins to feel the pull of attraction towards her new commander. and relishes the time spent getting to know each other. but look at that over there!" Choosing Skills A pre-eminent Archaeologist. With all this unexpected time spent with the team. and her ability to meld using Biotics. she is initially jealous that her decades of research seem to have been for nothing. the Protheans. She begins to calm down when she realises that her expertise. since genetic traits and cultural insight is gained from mating outside their species. however. 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. Deciding to avoid the issue altogether. but evidence is anecdotal. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . Asari believe that their offspring acquire the best qualities of the "father" from the melded genes.

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

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

This shotgun has been rigged to take an extra shot for massive damage at the expense of immediately requiring cool down time. Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork. 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.Sample Weapons Manufacturer: Hahne-Kedar Equipment: Kessler class Pistol Stats: Range: 0/2 Harm: 3 Penetration: 1 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Civilian (Makes the weapon available to those without the Military-grade Stunt for energy weapons) Cost: 3 This is your basic mass effect driven pistol. and is available extensively. applying its offensive roll to each target in a zone. 47 .) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. Manufacturer: Haliat Armoury Equipment: Equalizer class Sniper Rifle Stats: Range: 3/5 Harm: 4 Penetration: 3 Aspects: High Recoil (can only be fired every other round unless the firer is prone. Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Stats: Range: 0/2 Harm: 4 (8 when using Both Barrels) Penetration: 0 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Dispersed Fire (weapon can fire as an Area of Effect weapon. this is a basic assault rifle.

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

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

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

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

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

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

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

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

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

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

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

and causes a -2 penalty to Agility checks. gases. • Chemical rounds are unable to confer the "Toxic Shock" aspect. Tali needs a weapon that she can rely upon if the battle gets too close. Toxic Seals Sample Advanced Gear Specially-sealed body armour provides increased protection against radiation. +2 Penetration to targets with an uncompelled Shields stunt.Stimulant Pack Advanced Gear All weapon and armour gear starts at T3 across the board. Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. • +1 to Biotic Training and Tech Training skill checks. and a host of other toxins. Tali knows that the Geth nearly always have shielded systems. Costs: Pistol 4. though they count as two mods instead of just one. Here's a look at some of the possibilities. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes. • 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.) • Harm: 3 (2 against shielded armour) • Penetration: 1 (3 against shielded armour) • Low Recoil (weapon can be fired without penalty in low gravity) Purchased from one of the citadel markets. and become unreliable when dramatically necessary. The prototype armour mods provide some of the better bonuses. removes the Thermal Clip stunt. She also added the ammunition mod at the same time so that the weapon will never overheat. • If installed on a weapon with a maximum range not exceeding 2. Cryo Rounds 3. Although it has reduced stopping power. Tali'Zorah's Pistol Manufacturer: Devlon Industries Equipment: Stinger class Pistol Base Stats: • Range: 0/2 • Harm: 4 • Penetration: 1 Aspects: • Low Recoil • Thermal Clip Cryo Rounds: • -1 Harm. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. and that penetrating those shields is paramount. Relying primarily on her Tech Training. 59 . May not be compelled two turns in a row. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. • -1 to Harm. 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.

Combat Exoskeleton 4. ―Out of Juice‖ taggable aspect) • Servos (removes agility penalty) • Shields (taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. AP Rounds 3. He appreciates the ability to take down highly armoured foes from great distances. may be compelled for all sorts of scene effects.1 to Agility checks. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". and knows that with correct field placement.) • Thermal Clip (weapon has the Aspect "Overheated" which may be compelled to prevent firing) • Advanced Optics (allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. • Cost of this mod is 4. Assisting this was his access to some of the best mods available. Frictionless Materials 4. 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. unstoppable warrior. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. and counts as two Armour mods. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. Costs: Armour 4. Rail Extension 3. • This armour costs 4 to purchase. No movement required to activate. a Krogan Battlemaster running in at a charge is terrifying beyond belief. Little tricks. and clears"Shields are Down!" tag automatically. Frictionless Materials: • +2 to Penetration. like the defense against Biotic Effects and Tech Talents. • . Wrex becomes a battlefield juggernaught. Costs: Rifle 4. 60 .Garrus Vakarian's Sniper Rifle Manufacturer: Elanus Risk Control Equipment: Hammer class Sniper Rifle Base Stats: • Range: 3/5 • Harm: 4 • Penetration: 3 Aspects: • High Recoil • Thermal Clip • Advanced Optics Armour Piercing Rounds: • +1 Harm and +1 Penetration to synthetic targets such as the Geth. 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. • +4 bonus to Defense rating of armour. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . and cannot be applied to weapons with the "Civilian" aspect. negating the benefits of the "Lightweight" aspect. the awkwardness of his modified rifle should never become a deciding factor. +2 bonus on armour defense the turn after "Taking Cover!". have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. Rail Extension: • +1 to Harm. With enough protection to allow him to get up close and personal in a fight. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone.

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

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

Capable of using Assassination (see page 20). Has the Geth Shield Boost ability (treat as Ablative Armour). • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. such as the Neural Shock Tech Talent. Equipped with Geth pulse rifles and rocket launchers. Utilize both disruptor and scram rockets heavy weapons platforms. barriers. have access to Tech Talents. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping). Geth barriers and capable of recharging shields. with the number of Talents equal to the skill rating. and thus immune to effects that target only organics. and Jamming. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. Very strong shields and extremely resilient with shield recharger. specialised for long-range combat. • Geth Rocket Trooper: Equipped with Geth pulse rifles. Has shielding but no rechargers. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone).Geth As described in the Racial Backgrounds section. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. Specialised for close quarters combat. Geth encountered beyond the Veil will have programs developed equivalent to skills. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. Heavily shielded and very resilient with shield rechargers. shielding and rocket launchers. Overload. Extremely strong armour and shields with recharger. The Geth are entirely synthetic creatures. Capable of Radar Jamming but no shield recharging. Attacks using the Geth sniper beam. Carnage (see page 20) and the ability to recharge shields. Extremely resilient to small arms and ground vehicle fire. and vary according to role. Also possesses shields. 63 . and can utilise Carnage. practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers. • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. • Geth Sniper: Armed with Geth sniper rifles and shielding. • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. • Geth Juggernaut: Similar to Geth Destroyers. Resilient to gunfire. Some have a stunt that grants them the equivalent abilities of an Omni-tool. Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. and Toxic rounds. has the ability to charge. • Geth Hopper: Cyberwarfare and ambush platform.

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

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

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

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

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

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

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

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

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

73 . explosive style.Asari Cruiser “Cybaen” (T3) Manufacturer: Asari Republics Ship Class: Frontline War Cruiser Spacecraft Stats: • V-Shift: 4 • Beam: 4 • Torpedo: 2 • EW: 0 • Trade: 0 • Frame Track: OOO OOO • Data Track: OOO O • Heat Track: OOO OOO Stunts: • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. Designed with killing much larger ships in mind. 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. The Oversize Drive Core stunt provides a +1 bonus to the Heat track. 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. 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. bring down their kinetic barriers. Cerberus fields its own defense ships around their secret research stations. and then cause them to catastrophically vent their atmosphere. and +2 to to V-Shift for 4bp. these fighter craft work as a unit to jam the comms of any intruding vessels.

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

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

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

they may communicate their exact thoughts and ideas at the speed of light. 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. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively. This makes them extremely efficient in battlefield conditions. they don't make noise. Movement 2. shutting down their power sources to stay undetected. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. Command 1. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. Direct Fire 2. +1 to Anti-Air. Movement 1. +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. Direct Fire 1. The key element of Geth warfare is surprise." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. Movement 3. +1 to Direct Fire. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand.Biotic Specialist: +1 to Hand-to-Hand. Geth can even be packed tightly into crates and left in storage. Morale OOO OOO O Geth Platoons All Geth are networked to each other. Armour 1. +1 to Direct Fire. Veteran 1. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. Hand-to-Hand 3. Geth Infantry Platoon • 4x Geth Troopers • 1x Geth Juggernaught • Platoon Fate: 6 FP Geth Heavy Weapons Platoon • 2x Geth Troopers • 2x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP 77 . Camouflage 1. Camouflage 1. Veteran 1. Veteran 1. Armour 2. Movement 2. Observation 2. Direct Fire 3. Anti-Air 2. The Geth make perfect ambushers—"they don't move. they don't even breathe. Direct Fire 2. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. 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. +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 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3.

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

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

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

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

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

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 .

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

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

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

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

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

except when aspect was tagged. Intelligent arachnid race with hive mind. Batarians or Krogan. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. Cybernetic zombies created by Geth from captured Biological races. "Government Owned and Operated" aspect. Must also have one other high energy usage system (IES). Mostly Turians. Humans. Violent primitive race usually found in forgotten corners of dark places. Crew must adhere to SOPs. or T6 (41 BP) Allows access to mass relay network. +2 bonus to repair checks to remove consequences. 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 1bp. +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. Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics.VARIANT RULES QUICK SHEETS Serrice Council An Asari consortium that manufactures the highest quality omni-tools and bioamps which are considered incredibly rare – and highly prized – items on the galactic market. Cost 4bp. +2 to Heat Track. 91 . +1 to V-Shift. or T3 (23BP) plus dump stunts Cruisers T3 (23 BP) Carriers T3 (23 BP) plus Fighters Fighters 8 BP Dreadnaughts T4 (29 BP) Reapers T5 (35 BP). Huge solitary burrowing monsters with acid spit. New T0+ Spacecraft Stunts Government Subsidy (Page 70) Adversaries Cerberus Geth Husks Mercenaries MECHs Rachni Thresher Maws Varren Vorcha (Page 62) Official part of government navy. Synthetic AI race. Adaptable dangerous pests that hunt in packs. Additional aspect from list below (or similar). Mechanical robots used as supplementary guards. and all travel times reduced by factor of 10. Stealth system gives +2 bonus to Nav check in detection phase. Cost 2bp. sometimes used by Krogan Blood Pack mercenaries.

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

Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. 93 . but may be retrieved from defeated Geth. Note 3: The Krogan armour manufactured by the Geth are not available to player characters.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. but rarely differs substantially from other weapons of the same type. and is here purely for reference and inspiration for aspects or plots.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. This weaponry is always in demand for research purposes. Note 2: See the Spectre Gear Options section on pages 49 or 89. and are not available to other races. Elcor. Armour Manufacturers (Page 52) Manufacturer Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation 1. and Hanar all produce their own armour.

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