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

as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4.46 16/81 19.75 0 1 2 3 4 19/81 23.35 4/81 4. This yields a particular curve.75 10/81 12. around which the game is built. 5 . and 5-6 as +.95 1/81 1. Our Ladder here is slightly different from the Spirit of the Century Ladder. A Fudge die is a d6. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. Each of these use fate dice. you could treat 1-2 as -. results of 7 against 5 represent a decent success. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. subtract the -s. Aspects. The words are only applicable directly when a single character acts. which yields a result between -4 and +4. If one is looking for appropriate adjectives to describe an action. with better chances for extreme results. Since an apex Skill is at level 5. it is often the difference between two rolls that might determine the quality of success. 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. through the invocation of Aspects. While higher numbers are possible. when all things are considered. are single digits. in which a player roll is compared against a referee roll. yielding a range from -4 to +4. You roll your set of four fudge dice. 3-4 as blank. You add up the +s. 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. So. this is functionally the same as rolling 4d3-8. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter.95 -2 10/81 12. in that the term Fair is replaced by Decent. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. available on the Internet. and other elements from the FATE system but they each have other distinctions. and you have a total.24 -3 4/81 4. most numbers in the game.35 -1 16/81 19.The DIASPORA Mini-Games Diaspora is a set of mini-games. which might be someone else's roll or might be a level imposed by the referee. with two faces marked -. you add an appropriate skill. and two faces blank. two faces marked +. successes and difficulties are rated by numbers or by the terms on the Ladder. Refer to the provided links if you wish further clarification of any rules based information.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. Without special dice. and then you compare against some difficulty level. in an opposed roll. Treating the -5 and 5 results as zero keeps the expected range though.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle. but must meet all other prerequisites and possess an appropriate weapon to use them. this stunt allows the player to double the Harm rating of one of their weapons for one turn. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. Once per scene. Primary Combat Excellence Abilities Military Grade Assassination (Combat Excellence) Long term training with Sniper Rifle Energy Weapons has enabled the character to replicate the effects of the Weapon Modification ―Double Tap‖. Military Grade Carnage (Combat Excellence) Extensive training with Energy Weapons has given the character the ability to duplicate the effects of the Weapon Modification ―Double Tap‖. Once the shot is taken. the weapon immediately activates the free ―Overheated‖ tag. Military Grade Immunity (CombatExcellence) Representing many.New Stunt: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt. With one round of focus. 34 . Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. a character with this stunt whose ―Shields are Down!‖ aspect has been compelled gains a +4 bonus to armour defense if they activate their Recharge Booster aspect "Taking Cover!" in addition to the bonus granted by that aspect. Once per scene. The character must not do anything for that turn except shoot. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. Tactics skill present in the pyramid. and no ranks in either Biotic Training or Tech Training skills. although there are limitations on what is required to take it. It then immediately activates the free ―Overheated‖ tag on the weapon. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. many hours of experience under heavy fire. the player doubles the Harm rating of the weapon for their next turn. and regain their balance and protection. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. The character must meet all requirements to use this stunt. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. that is without doing any other action.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

knocking them all prone in the process. 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. and apply that to every target in an area. applying its offensive roll to each target in a zone). knocks targets over and confers "Knocked Prone" free tag. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. Frictionless Materials 4. Frictionless Materials: • +2 to Penetration. • Both Barrels • Limited Range • On a hit. Costs: Rifle 4. Sledgehammer Rounds 3. • Cost of this mod is 4. Improved Heat Sink 3.Cerberus Defender Modified Shotgun Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Base Stats: • Range: 0/2 • Harm: 4 (8 when using Both Barrels) • Penetration: 0 Aspects: • Low Recoil • Thermal Clip • Dispersed Fire • Both Barrels (doubles Harm for next shot and tags ―Overheated‖ aspect until end of next round) • Limited Range Sledgehammer Rounds: • On a successful hit. 61 . clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. and cannot be applied to weapons with the "Civilian" aspect. This shotgun is able to double its Harm rating every turn. • -1 to Harm. Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

assassination. and sabotage. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. performing dangerous missions such as counterterrorism. Armour 3. STG operators are brutally practical. Hand-to-Hand 2 Armour 1. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. Movement 1. Morale OO Command Range: 1 Scout: able to continue move when entering a zone containing an enemy Special Forces: not automatically spotted when it shares a zone with an enemy unit. 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. +1 to Observation. These include a recon drone controller. Salarian Special Tasks Group Platoons • 1x STG Cell Leader • Choose 4 units from the following: STG Recon Unit STG Combat Engineers STG Infiltrators • Platoon Fate: 6 FP The Special Tasks Group (STG) is a Salarian espionage organization. Movement 1. Direct Fire 3. Signals 1. usually deployed by the Citadel Council. additional aspect ―Power Drained‖ to remove these bonuses. STG Recon Unit (T3 Infantry) Camoflage 3. infiltration. STG operators work in independent cells. Observation 2.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. Hand-to-Hand 2. reconnaissance. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. Observation 3. Alliance M35 Mako Infantry Fighting Vehicle (T3 Armour) Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Movement 4. Armour 1. Direct Fire 1. devoted to accomplishing their mission regardless of the cost involved to others or themselves.

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

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

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

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

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

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

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

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

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

+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. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. sometimes used by Krogan Blood Pack mercenaries. "Government Owned and Operated" aspect. 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). Adaptable dangerous pests that hunt in packs. +2 bonus to repair checks to remove consequences. Stealth system gives +2 bonus to Nav check in detection phase. Mostly Turians. Intelligent arachnid race with hive mind. Crew must adhere to SOPs. +1 to V-Shift. Batarians or Krogan. +2 to Heat Track. or T3 (23BP) plus dump stunts Cruisers T3 (23 BP) Carriers T3 (23 BP) plus Fighters Fighters 8 BP Dreadnaughts T4 (29 BP) Reapers T5 (35 BP). Cost 1bp. except when aspect was tagged.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. Synthetic AI race. Must also have one other high energy usage system (IES). and all travel times reduced by factor of 10. Cost 2bp. or T6 (41 BP) Allows access to mass relay network. Humans. Violent primitive race usually found in forgotten corners of dark places. 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. Huge solitary burrowing monsters with acid spit. 91 . Additional aspect from list below (or similar). Cybernetic zombies created by Geth from captured Biological races. Mechanical robots used as supplementary guards. Cost 4bp.

+1 to Armour and ―Power Drained‖ aspect. +1 bonus to one of Direct Fire or Anti-Air. 92 . +1 to one of Armour or Observation.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. Gain +1 spot marker after attacking with either of the two chosen skills. Geth repair their morale with Signals instead of Command. which causes a -1 penalty to Camouflage the following turn. +1 to Signals. Tech Defender (Infantry) Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network +1 to Command and ―Power Drained‖ aspect. Ability to try to use a manuover to remove a free tag on an ally that is within command range. and ―Power Drained‖ aspect. +1 to Hand-to-Hand. +1 to one of Camouflage or Signals. and get a -1 penalty to Camouflage next turn.

Note 2: See the Spectre Gear Options section on pages 49 or 89. 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. 93 . Note 3: The Krogan armour manufactured by the Geth are not available to player characters. but rarely differs substantially from other weapons of the same type. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. but may be retrieved from defeated Geth.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. Elcor. This weaponry is always in demand for research purposes. and is here purely for reference and inspiration for aspects or plots. and Hanar all produce their own armour.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. and are not available to other races.

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