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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
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
That‘s where VSCA Publishing’s Diaspora comes in. Travellingdave. and are used in this document with Fair Use intent. zircher. Special thanks goes out to my playtesters. What you see here is the culmination of my efforts to blend the two. the player trekked across the game setting exploring uncharted worlds. PolkaNinja.Introduction Welcome to the updated version of my first attempt at system hacking. HumAnoydd. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void. EonTrinity. Silent Wayfarer.ea. the process of taking an established setting and creating. battling synthetic intelligences. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom. Please see the Licence section for further details. Their home page can be found here: http://www. and Stacie_gmrgrl.html. James the Dark.com/. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License.com/.net members Stevenls. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version.ca/Diaspora/diaspora-srd. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds. Some text has been taken from the Diaspora System Reference Document. were fantastic games that begged to be explored. Bioware’s Mass Effect and its sequels. and Propagandor for their comments and encouragement. Introduced to Diaspora by friends on RPG. which can be found here: http://www. I hope you find this document useful. Assembling a group of champions. Darth Illithid. rescuing colonists.0a (see page 90). Barbacobra. I realised I had found a game system that would suit my needs. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. gear or mods don‘t quite suit your game. Also. Some things were hinted at. it‘s a freeware font called Slider. ChopSockey. and are not meant to challenge ownership of such ideas. As you can imagine. fellow RPG. prototype00. despite the available scope of the setting. Bioware could only put so much into the game. For those looking for the font I used for the titles and headings. 4 .TTF. Mass Effect 2 and 3. Mass Effect told the story of a group of civilisations about to meet their doom. others left as blank slates. Yook. stunts. I acknowledge that Mass EffectTM and all related races.vsca. Matthew Gooding (Reaganstorme) May 2012 ACKNOWLEGDEMENTS I would like to thank the creators of Diaspora. I first had to find a system that could do it justice.wikia.net. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1. and more. and that you undertake and enjoy the adventures that are waiting for you. but if some of the sample aspects. don‘t be afraid to make up your own versions. and can be found in their fantastic completeness here: http://masseffect. chiefly Brad J. Murray (Halfjack).
Our Ladder here is slightly different from the Spirit of the Century Ladder. Aspects. results of 7 against 5 represent a decent success. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. yielding a range from -4 to +4. Refer to the provided links if you wish further clarification of any rules based information. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. through the invocation of Aspects. If one is looking for appropriate adjectives to describe an action. and other elements from the FATE system but they each have other distinctions.95 1/81 1. when all things are considered. and you have a total. which might be someone else's roll or might be a level imposed by the referee. it is often the difference between two rolls that might determine the quality of success. The words are only applicable directly when a single character acts.95 -2 10/81 12. Without special dice. So.35 4/81 4. in an opposed roll. most numbers in the game. You roll your set of four fudge dice.35 -1 16/81 19. Since an apex Skill is at level 5. 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. and 5-6 as +. subtract the -s.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. with better chances for extreme results. this is functionally the same as rolling 4d3-8. and two faces blank. around which the game is built. successes and difficulties are rated by numbers or by the terms on the Ladder. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. which yields a result between -4 and +4. A Fudge die is a d6. 3-4 as blank.The DIASPORA Mini-Games Diaspora is a set of mini-games. This yields a particular curve.24 -3 4/81 4. are single digits. Treating the -5 and 5 results as zero keeps the expected range though.75 0 1 2 3 4 19/81 23. and then you compare against some difficulty level. available on the Internet. 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. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. Each of these use fate dice. While higher numbers are possible. 5 . with two faces marked -. two faces marked +. in which a player roll is compared against a referee roll.75 10/81 12. in that the term Fair is replaced by Decent. you could treat 1-2 as -.46 16/81 19. You add up the +s. you add an appropriate skill.
Starships still require conventional thrusters (chemical rockets. In fact. but the latest in a long line of intelligent races to unlock the secrets of their use and discover their purpose. The last such galactic extinction event happened approximately 50. It is most prominently used to enable faster-than-light space travel. In the Mass Effect setting. a ship has no motive power. all currently discovered uses for element zero based effects generate a heat debt that must be managed. FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. and the heat debt acquired by interstellar travel.The MASS EFFECT Premise SETTING BACKGROUND Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect. allowing higher rates of acceleration. and that the time to feed has come again. By leaving the mass relays. or military antiproton drive) in addition to the FTL drive core. skilled navigators are able to propel the ships light-years in only a few hours. In anticipation of intelligent life reaching for the stars. commercial fusion torch. the last great technological society. the Reapers wait for the coded signal from their keepers that technology is progressing. and the usages of their Element Zero based technologies.000 years ago. were the Reapers. Using the energy field created by the mass relays. slumbering in hibernation. or "eezo". The amount of element zero and power required for a drive increases exponentially to the mass being moved and the degree it is being lightened. This "mass effect" is used in countless ways. These routes are only able to be navigated using space ships with special Element Zero power cores. The Citadel. the Reapers provide the building blocks for their next harvest. They discovered that in the dark spaces between galaxies. In particular. and their focus. dubbed the Protheans. the idea of technological advancement to the point of collapse is here. allowing them to tap into dark energies to reduce their mass. economy ion engine. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. with a few catches. as are limited FTL routes. emits a dark energy field that raises or lowers the mass of all objects within it. Navigation is only possible between relays. This effectively raises the speed of light within the mass effect field. An advanced hybrid race of sentient synthetic/organic warships. With only a core. allowing high speed travel with negligible relativistic time dilation effects. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. from generating artificial gravity to manufacturing highstrength construction materials. Very massive ships or very high speeds are prohibitively expensive. 6 . ELEMENT ZERO AND THE MASS EFFECT Element Zero ("Eezo") When subjected to an electrical current. behind them when they again leave for millennia. are not in-fact the creators of the mass relays scattered through the galaxy. the rare material dubbed element zero.
This requires intensive training. we see the presence of technology everywhere. and protect starships in planetary orbit or during space battles. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. 7 . Some Biotics' talents are not strong enough to be offensively viable. low-mass fields permit the creation of evenlyblended alloys. the greater the magnitude of the dark energy mass effect. Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. mass is increased. the world of Mass Effect is on the brink of imminent collapse.If the field collapses while the ship is moving at faster-than-light speeds. to prevent the electricity discharging into the hull and causing catastrophic damage. but can produce impressive offensive or defensive effects. and we never see any nontechnical races competing for resources. The Geth are a prime example of the doom that is pending with the development of AIs. The ship is snapped back to sublight velocity. while high mass compaction creates dense. and both are susceptible to combat hacking. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. as with regular Diaspora T4 societies. In space. In starship drive cores. and cybernetic implants. many Biotics can also create and manipulate their own mass effect fields. The military makes extensive use of mobility enhancing technologies. the enormous excess energy shed in the form of lethal Cherenkov radiation. High-mass fields create artificial gravity and push space debris away from vessels. this charge must be grounded at regular intervals. This reflects back to the Cluster generation mini-game quite easily. this manifests as an occasional static shock when they touch metal or other people. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. 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. For Biotics. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. The least developed of the races is humanity. This still gives us plenty of conflict to game. Whilst there are still advances to be made. personal networks are everywhere. With a negative current. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. It also means that most weaponry will be energy weapons. amongst a variety of other effects. With a positive current. sturdy construction materials. Even colonists have access to advanced tech. The stronger the current. but all Biotics are sensitive to the presence of mass effect fields. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. Ubiquitous Technology In the games. the slipstreams become the links between the mass relays. who have jump started their technological creations and exploit Element Zero and mass effects themselves. either by touching a planet surface or interacting with a planet's geomagnetic field. it's much more efficient to use the mass relays to navigate the galaxy. and plenty of scientific secrets still to be discovered. So. driving the Quarians from their homeworld and taking over. the effects are catastrophic. In manufacturing. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. and each system can have several planetary systems reachable by ships. mass is decreased. whilst limited FTL is possible. When the table sits down to create the cluster.
there are multiple layers of bureaucracy.Cluster Creation Mini-Game Changes NEW SYSTEM STAT: ORDER Due to the universally high level of access to technology. systems and societies. controlled or illegal narcotics. Any sufficiently charismatic or forceful individual can set whatever rules they like. so whilst today's criminal ganglords might provide some measure of stability. validation. period. especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. verification. the rules and restrictions are beginning to pile up. O+2: Licensed At this level of order. revocation and enforcement of many activities. O+1: Progress Typically touted as a fair system for all. At this level of order. There is a substantial administration system geared towards the issue. Example – The Citadel 8 . 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. Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. tomorrow's gang leaders may die in a hail of blaster fire. weapons. representing a very minimal structure of a handful of people at most. I've picked ORDER. Example – Any homeworld of the Council races. and those who commit crime and are caught generally face the appropriate penalties. those in charge are more concerned with their own power than in serving the public interest. There's plenty of variance in the levels of Order in societies during the missions in the game. Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station. all exploited by those wanting to work around them. although there are still those willing and able to rort the system without bringing too much attention to themselves. or other associate species of the Council. What started as measures to protect the public good are beginning to become quite restrictive. where slaves. from the relatively lawless Omega. O-1: Corruption Whilst relatively stable. licensing and policing of those granted licences are the primary methods of keeping order. to the totally controlled centre of galactic politics. Life is strictly survival-of-the-fittest. Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. Example – The world of Illium. we need a new stat to represent variances between worlds. Example – The completely corporate and privatised world of Noveria. the Citadel. and all manner of other restricted goods are available for sale. O+0: Stability Those employed to look after the public generally do. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything.
I‘ve incorporated two of them: new races and special powers.Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. and of those ideas. and Stunts that would be more common in the race than in humans. They may suggest some Skills should be higher than others. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid. Mass Effect also has quite a few variations from the base outlines. and Stunts”. (Diaspora. Aspects. These differences form the mechanical description of the race. “anything should be able to be modelled with an appropriate balance of Skills. There are some suggestions on how to model variances to the Diaspora setting in the SRD. they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type. as the SRD states. 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. Chapter 9 . After all. 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. including baseline humans. 9 . Page 221) There are fifteen racial backgrounds in Mass Effect.Making it Work. but are included in this section for completeness. 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. or that some should be lower.
diplomats and warriors. As such. possessing profound tactical insight. Huntresses fight individually or in pairs. and as such often have the resolve skill. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. but often have good charm or intimidation ranks. Their millennia-long lifespan and unique physiology—allowing them to reproduce with a partner of any gender or species—give them a conservative but convivial attitude toward other races. One-on-one. develop their stealth and close combat skills as huntresses. Whilst they are natural Biotics. and usually have at least one space skill. there are not many of them. lack of Biotic talent excludes a young Asari from military service. depending on the tactics preferred in their town. and when focused on building their martial abilites are fearsome huntresses. When they retire. not all develop their skills. A very long lived race. and Biotic talent. Asari have been bartenders and dancers. The Asari were instrumental in proposing and founding the Citadel Council. but taking ranks in Biotic training is optional. a hunter's eye. they possess an alarming proficiency for killing. mercenaries. Fortunately. a huntress is practically unbeatable. Politically minded Asari will have good arts. Asari can be found in all walks of life.Asari from that point is dedicated to sharpening their mind and body for that sole purpose. bureaucracy. and their education 10 . and have been at the heart of galactic society ever since. and to discover and inhabit the Citadel. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. Asari choose to be warriors at a young age. and some all of them at somepoint in their life. Biotics are common enough that some capability is a requirement to be trained as a huntress. Asari characters must take the Natural Biotic stunt. Asari characters favour a few skills over others. traders. and some kind of profession. native to the planet Thessia." The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. Out of physical combat. diplomacy. Asari typically have the Agility skill quite high. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight. are often considered the most powerful and respected sentient species in the known galaxy. Asari have had a long time to develop many other skills. and a dancer's grace and alacrity. The Asari. Reflecting their physical attributes. culture/tech.
is still hostile to the Systems Alliance. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves. When humans began to colonise the Skyllian Verge. they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest". Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. and overstepping one's place is frowned upon. Given the Batarian government's oppressive nature. and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations. Rogue Batarian slave rings are feared throughout the galaxy. Almost universally despised. 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. They have a reputation for being shrewd businessmen and merchants. as well as the threat of slavery by their own kind. it is speculated their supreme leadership is autocratic or totalitarian in nature. and related skills such as demolitions and tactics. negotiations with a Batarian are likely to be conducted at gunpoint. and have high combat and intimidation. The Council refused. preferencing vanguard and sentinel packages. Batarians strongly believe that species with less than four eyes are less intelligent. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. known as the Batarian Hegemony. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. despite being illegal according to Council law. 11 .Batarians Slavery is an integral part of the Batarian caste system. fuelling the stereotype of the Batarian thug. The rest of the galaxy views the Batarians as an ignorable problem. despite the fact that their exile is largely self-imposed. make Batarian counter-culture rebels almost impossible to find. who are forbidden to leave Batarian space by their omnipresent and paranoid government. Most Batarians at large in the galaxy will therefore be mercenaries or pirates. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised. especially among colonists. It is not known what the average Batarian thinks about their enforced isolation. The indoctrination by their govenment and caste systems. becoming an inward-looking rogue state. though in more lawless regions of the galaxy like Omega. Batarians place an extremely high value on social caste and appearance. but beneath the notice of the powerful Council races. Their government. Their shock troopers are known to be Biotically talented. It should be noted that these criminals do not represent average citizens. a region the Batarians were already actively settling. Casting aspersions on the monetary worth of a social better is considered a serious insult.
an evolved response to an environment where a fall can be lethal. as well as all space and combat skills. These recalls are so vivid and detailed that some Drell may mistake it for reality. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact. making them deliberate and conservative. The Elcor were just making their first forays into space travel when the Asari made contact with them. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. so many have high ranks in agility. the Elcor discovered the closest mass relay and. The memories are so strong that an external stimulus can trigger a powerful memory recall. Any Drell may refuse to serve. which the Drell fulfill by taking on tasks that the Hanar find difficult. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. resolve. but primarily ones that involve physical tasks. such as combat. Since then. few turn down the offer. The Elcor follow the recommendations of their Elders. and survival. Elcor speech is heard by most species as a flat. EVA and repair. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. Amongst themselves. These are filed away in huge libraries of data discs 12 . The Drell possess eidetic memory. extremely slight body movements. With their help. The Elcor quickly became one of the more prominent species in Citadel space. within a single lifetime. had established a regular trade route to the Citadel. such as demolitions. alertness. but as being requested to serve is a great honour. This process can be involuntary. standing on four muscular legs for increased stability. They are massive creatures. The Elcor are native to the high-gravity world Dekuuna. Elcor move slowly. who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. Their Compact with the Hanar allows them to develop many other skills. scent. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. ponderous monotone. Drell have quite a few physical skills due to their harsh development. drinkable water and prey migration paths) across vast distances. This has coloured their psychology. an adaptation to a world where they must remember the location of every necessary resource (vegetation. stamina. though they still have to share an embassy with the Volus. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone.Drell Elcor The Drell are a reptile-like race that were rescued from their dying homeworld by the Hanar following first contact between the two. Since their subtlety can lead to misunderstandings with other species.
Any attempt to embargo their space would be fruitless. recon and repair drones. Elcor occupy all sorts of positions. provided one has done a great deal of research. to bouncers. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest. The Geth were created sometime around 1900 CE by the Quarians. pirates. the Quarians attempted to exterminate them. The Geth won the resulting war. separating their technology base from the rest of the galaxy. High brokerage.to create a Dyson Sphere. 13 .and are consulted when needed. to the gigantic. bureaucracy. but extremely well developed. The slow speed and immense size of the Elcor makes them easy targets. The Geth did not repopulate the now barren Quarian worlds. which could house every single Geth program. and trade only in finished goods. colonists. While they prevented any contact by other races with themselves. assault. Over time. and are fond of making thorough. instead relying on equipment stunts if in military roles. Elcor warriors don't carry small arms. When the Geth became sentient and began to question their masters. the Geth monitored communications and the Extranet. 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. dubbed the ―Morning War‖ by the Geth. The Geth continued development of new technology and variations of mobile platforms. only slightly larger than the Alliance's. consequently having fewer space related skills. They don't need to trade for any resource—they have all they require to supply their own needs. specifically). Due to their conservative nature. and stamina. instead choosing to exist in the computer hubs aboard massive space stations. This makes Elcor policies very predictable. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. Little is known about the Geth in the time between the Morning War and the present. their durable hide allows them to shrug off most incoming fire. the Elcor rely on sophisticated VI combat systems. from traders and business operators. Because their slow. the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers.any ships that ventured into Geth space were immediately attacked and destroyed. century-long development plans. The Geth also utilise turrets and drones (rocket. These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists. They see no point to rushing things. The Elcor economy is small. Fortunately. They obtained an ultimate goal in this time period. lumbering Geth Armatures. they should not have combat skills. Geth The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. Elcor make better colonists than sailors. and reduced the Quarians to a race of nomads. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. serial killers and actors. They adopted an extremely isolationist attitude. as labourers and tools of war.
The majority of the Geth dismissed the offer. in exchange for their assistance. However the invertebrate. the reality is very different. It should be stressed that practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers. although most of their height is in their long tentacles which have three fingers at the base. Now the Drell serve as a client race of the Hanar. A small percentage of Geth. The Hanar 'stand' slightly taller than a human. Several hundred years ago. Geth encountered beyond the Veil will have programs developed equivalent to skills. Hanar are known for their intense politeness when speaking. Their limbs can grip tightly. and although to outside observers the relationship can be construed as a form of slavery. and their strong religious beliefs regarding the Protheans.Approximately three centuries after the Morning War. the Hanar made contact with the Drell on their nearby homeworld of Rakhana. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. water-native Hanar cannot support their own weight in normal gravity. but are not strong enough to lift more than a few hundred grams each. 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. Hanar The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. whom they refer to as "the Enkindlers". have access to Tech Talents. so the Hanar rescued several hundred thousand Drell and brought them to Kahje. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. and vary according to role. Drell have integrated with every level of Hanar society. where they integrated into Hanar society with the remaining Drell dying out. Many Drell become unofficial members of the 14 . however. When interacting with mainstream galactic society. accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. they rely on contra-gravitic levitation packs that use mass effect fields.
almost to a fault. their economy is small and isolated from the rest of the galaxy. a "face name" and a "soul name. The soul name is kept for use among close friends and relations. Hanar characters will be exceptional by choosing to associate with non-Hanar races. The Hanar communicate using sophisticated patterns of bioluminescence -. though they are still capable of strangling someone in favourable conditions. As such. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. Even when flustered or angry. and tend to be poetic. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. One industry that Hanar seem well suited to is the Entertainment Industry." or the impersonal "it. Drell servants usually carry out Hanar assassinations. Hanar are extremely polite. games and movies such as Blasto: The Jellyfish. a movie about a Hanar Spectre who has "a gun in every tentacle. a Hanar will still maintain exquisite poise." It is only around those who know their soul name that they would ever consider using the first person. Instead they refer to themselves as "this one. Due to this self-imposed isolation and the unique physiology of the race. Most Hanar take offense at improper language. and they produce very few goods that are usable by others." The face name is used as a general label for use by strangers and acquaintances. "This one wonders if the criminal scum considers itself fortunate". Few standard technologies (designed for bipedal and fingered species) are available in their space. which occasionally causes clashes with other Citadel races. For example. a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers.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) -. and some even earn the privilege to learn their masters' soul names. as the Hanar are too cumbersome out of the water to participate in a physical fight. 15 . so should have some driving Aspects to explain why. and will remain formal even with those it wishes dead. The Hanar have two names.family. Economic contacts are limited to a handful of trade stations on their borders." Famous for it's tagline "Enkindle this" followed by a gunshot. Hanar characters should have no combat skills at all." That said. frequently appearing in magazines. the trailer also shows another key scene where the Hanar says. possibly as a homage to the Human detective that the Hanar character is based on. Few Hanar are willing to deal with other species. and must take special courses to unlearn this tendency if they expect to deal with other species.and speak with scrupulous precision and extreme politeness.
from the planet Earth. which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. the Second Fleet then launched a massive counter-attack. This makes human genetic material useful in biological experiments. Once humanity does get a seat. humans have had to follow the edicts of the Council without having much influence on their decisions. Discovering information on a mass relay orbiting Pluto. Without alliances or key political positions. Led by Admiral Kastanie Drescher. begun in 2157. 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. explorers managed to open the Charon Relay and discovered it led to Arcturus. although the repercussions from the First Contact War are still being felt. The conflict caught the attention of the Citadel Council.Humans pelled them from Shanxi. though they are trade partners with the Turians and Asari. It has been noted that humans are unusual in the galactic community. Since then. opening any mass relays they could find. They independently discovered a Prothean data cache on Mars in 2148. they will be able to influence the Council's rulings. Human explorers on Mars uncovered a longruined Prothean observation post. Humans. as a control. While religions tried to assimilate this discovery into their doctrine. The Council forced the Turians to pay heavy reparations. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. as the first step to getting a seat. the Alliance became the representative and supranational governing body of humanity. known by humans as the First Contact War. because they have far greater genetic diversity compared to other species with more peaks and valleys. thus introducing humans to the galactic community. which caught the Turians by surprise and ex- 16 . and the mass relay networks shortly thereafter. a global rush began to decipher the petabytes of data from the outpost. Human ambassadors have been pushing to induct a human into the Spectres. humans have rapidly risen in prominence. protect their own interests and have a say in the governing of Citadel space. the Council's elite operatives. As a consequence of the Alliance's swift and decisive action during the First Contact War. humans have no close allies among the other races. humans expanded to other systems. with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. Unlike many species in Citadel space.
and governments alike. This genetic 'infection' dramatically reduced fertility in Krogan females. after the Rachni were eradicated. the rapidly-expanding Krogan became a threat to the galaxy in turn. but actually thrived in the extreme conditions. Many who have left Tuchanka have found employment as professional mercenaries. eliminating the Krogan numerical advantage. With the help of the Salarians. "looking out for number one" is simply a matter of course. perhaps excluding intimidation. Ironically. Biotic individuals are rare. and should also invest in brawling. Krogan characters should have the stamina skill in one of the top three tiers. private armies. 17 . unsympathetic. though those who do possess the talent typically have strong abilities. and they are highly resistant to environmental hazards. They respect strength and self-reliance and are neither surprised nor offended by treachery. Krogan typically have few social graces. causing a severe drop in births and. The Krogan managed to not only survive on their unforgiving homeworld. radiation. the Krogan were 'uplifted' into galactic society. a world known for its harsh environments. bodyguards. As such. Their thick hides are virtually impervious to cuts. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). and extreme heat and cold. In their culture. close combat and resolve. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. ultimately. but due to the overabundance of predators on their home planet. and overabundance of vicious predators. The weak and selfless do not live long. scrapes or contusions. including toxins. and blunt. and security enforcers for gangsters.Krogan Krogan have always had a tendency to be selfish. scarce resources. population. starting the Krogan Rebellions and forcing the Turians to unleash the genophage. as Krogan society became more technologically advanced so did their weaponry. Unfortunately. the animal handler and survival skills nicely complement the Krogan love of combat skills in general The Krogan are a species of large reptilian bipeds native to the planet Tuchanka.
Since their homeworld Rannoch was conquered. but they also take ranks in repair. Soon after. resolve. when the Geth gradually became sentient. The most important fact of Quarian biology is their weak immune system. Approximately three hundred years ago the Quarians created the Geth. Ever since. the Quarians became terrified of possible consequences and tried to destroy their creations. The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. However. the Quarians live aboard the Migrant Fleet. the Council stripped the Quarians of their embassy. 18 . Most Quarians focus on two space skills. If they travel on a sterile ship of the Migrant Fleet. some take all six. this aspect changes to "No substitute for home cooking" or something similar. All Quarian characters should take the Aspect "Life seen through a window". As a result. effectively cutting the Quarians out of Citadel politics as a punishment for their actions. After being refused aid from the Citadel Council. a species of rudimentary artificial intelligences. a huge collection of starships that travel as a single fleet. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems. all Quarians habitually dress in highly sophisticated enviro-suits. and favour MicroG combat or energy weapons. 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).Quarians Quarians are trained extensively before they leave on their pilgrimge. to serve as an efficient source of manual labor. the Quarians fled in the Migrant Fleet while the Geth took over their systems. and quickly develop high EVA and medical skills to protect themselves. science and survival. to protect them from disease or infection if they are injured.
Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. as they did before contact with the Salarians. and it is generally accepted that they always know more than they are letting on. numbers and energy to spread through Citadel space. aggressively claiming formerly allied planets as their own. but some races. Salarians think fast. To Salarians. As such they are well respected. especially the Elcor. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. The Salarians see information gathering and even spying as a matter of course when dealing with other races. and tactics.Salarians The second species to join the Citadel. Salarians over the age of 40 are a rarity. The peaceful home planet and better technology put less strain on the Krogan as a species. tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). With this in mind. combined with their exceedingly high birth rate. This comparatively easy life. see the Salarians as manipulators. talk fast. They are constantly experimenting and inventing. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth. Salarians are known for their observational capability and non-linear thinking. using their brokerage. Salarians often have ranks in intellectual skills such as archaeology. their metabolic speed leaves them with a relatively short lifespan. Though their military is nothing special. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. bureaucracy. other species seem sluggish and dull-witted. The Salarians provided the Krogan with advanced technology and a new. repair. This manifests as an aptitude for research and espionage. Unfortunately. and as such are well suited as traders and mercenaries. spearheaded in the field by Special Tasks Groups (STG). and EVA skills to augment their chosen professions. Many Salarians have high alertness informing their decisions. preferring to use cutting-edge technology rather than settle for anything less. and move fast. 19 . medical. science. The Salarians also played a significant role in the evolution of the Krogan species. Salarian Characters excel at invention. including a few humans. demolitions. Also valued are all space based skills. the Salarians are warm-blooded amphibians with a hyperactive metabolism. allowed the Krogans the time.
The fire brigades serve the civilian population as well as military facilities. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. To compensate. The Turian military is the center of their society. Turians are noted for their strong sense of public service. water purification plants.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. Every citizen from age 15 to 30 serves the state in some capacity. offering protection in exchange for their fiscal expertise. repair. schools. and eventually gained a Council seat in recognition of their efforts. they accepted the mercantile Volus as a client race. The Turians then filled the peacekeeping niche left by the oncecooperative Krogan. and power stations. oratory. Known for their militaristic and disciplined culture. it is an allencompassing public works organisation. All Turians characters should have at least five skills from the combat and space skill sets reflecting time spent in public service. which virtually sterilised the Krogan and sent them into a decline. It is not just an armed force. intimidation. Aspects should also be chosen to reflect their loyalty to the team. Also prominent are bureaucracy. The military police are also the civic police. so they tend to be poor entrepreneurs. from a construction engineer to a sanitation worker. The corps of engineers builds and maintains spaceports. The Turians deployed a Salarian-created biological weapon called the genophage. demolitions. 20 . stamina and survival. It is rare to find one who puts his needs ahead of the group. Turians have a strong inclination toward public service and self-sacrifice. the Turians are the most recent of the Citadel races invited to join the Council. The merchant marine ensures that all worlds get needed resources. as anything from a soldier to an administrator.
just made with clever programming. and in Citadel space they are technically illegal. 21 . An Artificial Intelligence (AI). the L4 iteration. Without its blue box. Advocacy groups argue. The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent. To gain some measure of control over the creation and study of AI. The newest biotic implants. although it is illegal to make VIs based on currently living people. This is what gives Rogue VI its definition—had the VI simply not worked. only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. The Geth serve as a cautionary tale against the dangers of rogue AI. so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user.I. the term "synthetic" is considered the politically correct alternative. Though they appear to be intelligent. however. however. and a specialized quantum computer called a "blue box".Virtual Intelligence and A. A lot of armour upgrades use VI enhancements. use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential. They are not to be confused with artificial intelligences like the Geth. An AI cannot be transmitted across a communication channel or computer network. when the Geth rebellion put an end to most of their research into synthetic intelligence. with their behaviour parameters. A VI is Rogue when it no longer does what it is intended or instructed to do. they aren't actually self aware. expensive education. Loading these files into a new blue box will create a new personality. A virtual intelligence (VI) is a sophisticated program designed to make modern computer systems easier to use.s A VI going ―rogue‖ is akin to software not working correctly—that is in fact the cause. They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life. to create a kind of virtual immortality. Creation of a conscious AI requires adaptive code. a slow. is a selfaware computing system capable of learning and independent decision making. conscious entity deserving the same rights as organics. as variations in the quantum hardware and runtime results create unpredictable variations. Some VIs have 'personality imprints'. like AIs. it would be more broken than rogue. react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation. as VIs are only utilised to assist the user and process data (although. that an AI is a living. but not the definition. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports. Manufacturers of the blue box hardware required for the creation of AIs are also similarly restricted. they can still get out of hand). an AI is no more than data files. speech pattern and appearance based on specific individuals.
they tend not to be very violent. Known for their unique biology and aggressive behavior. 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. Because they are not physically adept compared to most species. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. trader or accountant. "know your customer's need better than they do". Culture/tech skills are part of the business ethos. They are extremely aggressive. and most have extensive assets to draw upon. and they have a long history on the Citadel. both against rivals of their own species and against any alien who stands in their way. Because the Volus are not physically adept. or even other tribe members. the Volus must wear pressure suits and breathers when dealing with other species. resources. 22 . Vorcha society is built around combat. if at all. which is a sore point for many Volus individuals. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations. whether it be of land. but are also a client race of the Turians. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. Volus culture is dominated by trade. as their default form of communication resulting in their communications being primarily non-verbal. When a clan population grows too large. as do oratory and tactics. the Vorcha use combat. Volus mostly make their influence felt through trade and commerce. such as Omega. work as some of the best financial advisers in Citadel space. although many have found their way off-world as stowaways on ships visiting their homeworld. Volus characters should not have any combat skills above tier four. In fact. Volus must develop EVA skills to keep themselves safe. The Volus have a reputation as traders and merchants. and their presence is generally seen as a blight. but are unlikely to have much in the way of space skills. The rest of galactic civilization regards them as pests and scavengers. 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. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. They hail from Irune. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. However.Volus Vorcha The Volus are an associate race on the Citadel with their own embassy. younger members will depart to start a new clan elsewhere. As a result. The Vorcha are not themselves a space-faring race. and can even seem overly-pacifistic and cowardly to other. they have never been invited to join the Council. Like the Quarians. both singly and in groups. They are comfortable with bureaucracy. as should some profession such as banking. Brokerage should be in the top three tiers. and many. and only two at most. more militant species.
The Yahg also possess a muscular. known for their violent and aggressive nature. large body standing over a Krogan which provides considerable physical strength and agility. Yahg society is built around a pack mentality. the Yahg possess unrivalled perceptiveness and mental adaptability. Discovered by the Citadel Council in 2125 CE. 23 . The Yahg are a sentient race of towering humanoids native to the world of Parnack. making it almost impossible to lie to a Yahg.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. They have scaly skin ranging from red to brown. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species. Once the leader is established. Their hands each have three fingers which include a thumb. as well as three toes on each foot. a triangular mouth adorned with sharp teeth. and two other fingers. each pair designed to track and predict the movements of prey. Yahg have four pairs of eyes. the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally. Consummate predators. A group of Yahg will not cooperate until a single leader has attained dominance through either social maneuvering or brute force. two large horns and facial markings on their heads.
They should have no ranks in Biotic Training or Tech Training. Engineers should have the Tech Training skill in the first or second tier. Also. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. The Biotic specialist. Adepts should have the Biotic Training skill in the first or second tier. should have only one combat skill at tier five. I came to the realisation that classes are not all that different from non-human races. Whilst still prevented from taking Biotic Training. They should also consider taking advantage of the Combat Excellence stunt. Possessing an unusual combination of skills. Sentinels are Biotics with Tech training. stealth and tactics. The weapon and combat specialist. Receiving more combat training than Engineers. Whilst still prevented from taking Tech Training. Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three. they should not have more than three combat skills in total and the highest at a tier one lower than their Tech Training skill. stamina. whilst there are only six basic classes in the game. and should have no ranks in the Tech Training skill. Soldiers should have at least three or four combat skills. such as charm. and tactics. and should have no ranks in the Biotic Training skill. but should have ranks in demolitions. they should not have more than three combat skills in total and the highest at a tier one lower than their Biotic Training skill. with resolve and stamina also valuable. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. 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. Receiving more combat training than the Adepts. The Tech specialist. They should also take ranks in agility. and as such. They should also take ranks in stamina and resolve. They lack advanced combat training. Such specialised fields leave little time to develop combat skills. with one of them at tier two and the other at tier three. with the highest combat skill at tier four. if at all. They lack advanced combat training. in that to play as a certain class type some skills should be valued over others. The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. 24 . they are by no means the only character concepts allowed.CLASS PACKAGES After a bit of tinkering. or oratory. with the highest combat skill at tier four. and their attendant specialisations. intimidation. all ranked relatively highly with one in tier one or two.
to use their talents to any useful degree. are individuals who were exposed to dust-form element zero in utero and. Usually. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. Weapons are an important aesthetic from the games. yet 25 . They were also probably raised away from their parents. could also have been influenced by their Biotic Powers. The first one we can do with an appropriate Aspect. Two new skills are introduced to allow characters to access these abilities. In the core rules. which is a long. humans who were exposed in utero. if a weapon does not have the ―civilian‖ aspect. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. Most. developed eezo nodules throughout their nervous system. All Biotics are sensitive to mass effect fields. the quality of their implant. Biotics were typically discovered at a very young age. the second with a stunt. then outfitted with a surgically implanted amplifier in the brain . they aren't always permanent. However. there is a risk the eezo will cause medical complications instead. or after being Sidetracked. and so on.NEW SKILLS AND STUNTS Another of Mass Effect's differences is the presence of Biotic and Tech related powers. but not all. and even if Biotic talents manifest themselves. With Mass Effect being Space Opera in theme. Once trained. but each Biotic must first be trained. The medical risk to their body. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. as it suits the genre and play style from the games. and the last with a new skill. though some left. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. Finally. then the character needs a Military Grade weapon stunt to utilize it. there is no real issue with ignoring that particular rule. This effectively inverts the function of the "Civilian" weapon stunt. or who had defective implants. such as terminal cancer. stable Biotic talents that are worth training. generate protective barriers or restrain enemies. and the extent of their training are the core concepts we want to integrate. In humans. or escaped and became mercenaries.usually at puberty . however if they don't there are still stories that can be told about characters who didn't receive training. about one in ten exposures will result in a person with moderate. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. such as humans. entered military service when they reached their Starting Out phase. or otherwise went rogue. a Biotic can generate and control dark energy to move objects. did not manifest Biotic talents. A Biotic has to essentially develop conscious control of their nervous system. can develop them in puberty through further exposure to element zero. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. though not all choose to develop their abilities. the expensive procedure is performed by the military. slow process. In extremely rare cases. beating the odds. The natural electrical impulses in the body can create mass effect fields from these nodules. This is done using a technique called 'physical mnemonics'. producing the effects seen as Biotic abilities. Biotics of other species. and as a result many Biotics develop their powers with military application in mind. and are handled a little more freely here than in the original version of the Diaspora rules. The events leading to their Moment of Crisis. or gainfully employed? Biotics All Asari are natural Biotics from birth. and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format.
making them more vulnerable to attack. or until another Biotic effect is used. this effect is mostly used to keep opponents at a distance. 26 . increasing the damage the enemy takes. and so on. Some examples are listed below. Thus. These effects all require a successful Biotic Training skill roll to activate. or until another Biotic effect is used. Place an appropriate Aspect on the target zone as you would for a maneuver. Barrier Using this effect creates a barrier against the skin to protect against energy weapon attacks. modified by their BioAmp Implant stunt. and place an appropriate Aspect lasting till the characters next turn. When activated. such as crates or pieces of furniture. Advanced powers usually combine effects and require much more skill and fine control to manifest. and so on. Lift Using Lift will cause enemies to float helplessly in the air. When activated. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. rendering them helpless when they land. freezing the target in place and making them unable to attack. Powers are available at two levels. In game terms. by either launching them away or knocking them over. an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects. Place an appropriate Aspect on the target as you would for a maneuver. Singularity This gravitational power sucks multiple enemies within a radius to a single area.New Skill: Biotic Training Mass effect fields are difficult to generate and control without training. as well as dealing damage over time. Warp This effect lowers the armour on a target. During character creation. Place an appropriate Aspect on the target as you would for a maneuver. This effect conserves the momentum of its target. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. This effect lasts 2 turns. Shift an enemy one zone on a successful activation. Enemies in Stasis also become impervious to damage. Primary Biotic Effects Stasis This effect causes an enemy to be temporarily locked in a mass effect field. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field. the Biotic Training skill allows the character to create various effects. Primary and Advanced. Throw / Pull In combat. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect. If the same target is Warped for two consecutive turns. and last until the next turn only unless otherwise specified. a player may choose a number of effects equal to their Biotic Training skill level. leaving them floating helplessly and vulnerable to attack. This effect lasts 3 turns. so a charging enemy will rush over the characters heads. It can also attract objects from the environment.
place an "Immobilised and Helpless" aspect on the target. Next turn. This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1. attuning themselves to their declared target. the character loses all benefits and must start again. rank 3. rank 5 = +3 to defense). There must be multiple enemies present to activate this talent. and the benefits of the Barrier Effect to themselves if they have it. whilst also giving a temporary defensive bonus when the power is used against unprotected organics.4 = +2 to defense. which does not count toward the next use of this Effect. Higher pass costs must be eroded with shifts as normal. Place a "Dominated" free tag on the target until the player's next turn. The following round. After the attack. place manouvers. If the target is no longer valid. That target is unable to act next turn and loses the applied aspect at the end of that turn. place manouvers. with a bonus of +4 against unarmoured biological targets. but on an organic target instead. 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. as well as Medicine present in the skill pyramid. with the exception that they may ignore any border pass costs equal to 1. the character must not attack. as well as Resolve present in the skill pyramid. Reave Prerequisites: Warp Effect. move or reduce any barrier ratings for their current turn in preparation for their attack. as well as Close Combat present in the skill pyramid. Charge Prerequisites: one of either Barrier or Throw Effects. the character may make a Close Combat check. the character is unable to act for one turn. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. Dominate Prerequisites: Stasis Effect. less one from this Effect. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception. and applied to each separate border/barrier. At the end of the move. 27 . the character must not attack. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. and if the target is still alive. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. To use this Effect. When the character attacks an unprotected organic. To use this Effect. After the attack.2 = +1 to defense.Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers. move or reduce any barrier ratings for their current turn in preparation for their attack. the player makes an attack against the target. The character applies the effects of the Throw Effect to the target if they have it. but only on a successful result against their defense. or +2 against armoured or synthetic targets. Next turn. they take a full turn move as per the standard rules (Diaspora page 102).
To use this Effect. However. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. which can only be tagged by other Biotic skill checks. If the character has 3 or more ranks in the Science skill. 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. Targets with the Shielding armour stunt that are hit are unable to move next turn. The following effects are applied to all valid targets along that line. and benefits from Science present in the skill pyramid. etc). The character uses Slam like they would use their Biotic Lift ability. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects. the character must not use their free move this turn. they may pay 1 FP to immediately resolve the following effect. the target loses all momentum becoming stationary as the ability takes effect. This ability is unable to be used in consecutive turns. they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. placing an appropriate aspect on a target. and the originating character may not use another Biotic Effect until after the end of the next turn. and any shifts are dealt to armour first. unlike Lift. leaving it on the table for the remainder of the turn.Shockwave Prerequisites: one of either Lift or Singularity Effects. equal to the number of shifts generated. which otherwise resolves after all other characters have acted. equal to (Tactics Rank -1) zones in length from their position. as well as Tactics present in the skill pyramid. All targets take damage if the check exceeded their defense rating. The target rolls to defend only. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. The player must decide which scope the aspect belongs to at the time they place the aspect. instead of the ground. unsecured objects (explosive barrels. 28 . The character draws a straight line across the map. The Shockwave is present until the start of the next turn. When Slam resolves. the character must not use their free move this turn. and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. If the character has 3 or more ranks in science. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2. The character applies the effects of the Lift Effect to all unshielded targets if they have it. 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. New Option: Biotic Combos As an additional option. NPC's. including airborne targets close to the ground.
this is the effective rating of the skill for the remainder of the scene. and can reduce this damage by taking Consequences like normal. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. Asari are only restricted by training to the number of Biotic Effects they can produce. Natural Biotic (Asari only) As the only known species that are all natural Biotics. The effective rating of the Biotic Training skill varies each time the character begins combat. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts. because the L1s were implanted after puberty. but without the associated drawback aspect. Geth are unable to be Biotics. If reduced to zero or below. the character begins to take one composure or health track damage for every successful activation. L2 Implant The results of this implant vary wildly. but assume any drawbacks associated as well if implanted. Krogan characters with Bio-Amps are called Battlemasters. this is the effective rating of the skill for the remainder of the scene. the character is unable to manifest any Biotic Effects this scene. also determining 29 .New Stunt: Bio-Amp Implant Unless your character is an Asari. If reduced to zero or below. some L2s are hardly stronger than an L1. New Bio-Amp Implant Stunts the number of Biotic effects the character can manifest. being a Biotic is an acquired ability. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. If raised above 5. also determining the number of Biotic effects the character can manifest. The purpose of this implant was not to develop combat powers. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. while a few are powerful and stable. cumulatively. the character is unable to manifest any Biotic Effects this scene. L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. but suffer discomfort from their implants. Players choose which track they will apply the damage to each time. but to save the life of the character. others are strong but unstable. Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3. 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. Asari have no need to augment their innate abilities with a Bio-amp. 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. Their implants are almost universally equivalent to current L4 Bio-Amps. but must still invest in the Natural Biotic stunt below. The character may not take the Biotic Training skill at any level.
before eventually going insane with the agony. if they could ever be convinced to do so. this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. stable implant. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities. They spend those years in increasing levels of pain. Also restricted to a maximum rating of the Biotic Training skill to 3.L3 Implant A good. implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago. with many Battlemasters still alive today. Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI". There are no officially acknowledged side effects. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years. and force police or military personnel to kill them to stop the devastating rampage. They would make good candidates for L1 implants. 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. There is no restriction to the maximum rating of the Biotic Training skill. Krogan Battlemaster Implants Whilst the implant surgery to create Battlemasters is currently deemed too risky due to the fragile nature of the current Krogan population levels. L3-R Implant Short for 'L3-retrofit'. 30 .
reusable industrial plastics. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. They are handheld devices that combine a computer microframe. most common energy weapons. an omni-tool can be used to analyse and adjust the functionality of most standard equipment. 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. Decryption Used to unlock sealed doors. from a distance. bypass security alarms. including weapons and armour. This allows for field repairs and modifications to most standard items. and minifacturing fabricator. Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill. Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy. the target's weapon is too hot from the sudden draining to be used immediately. as well as the reuse of salvaged equipment. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. Primary Tech Talents Damping This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. 31 . and even starship systems. It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. They're either elite military. Due to the highly technical nature of most devices. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. decryption. ceramics. Apex: a character who has invested this much time and effort to raise their skill to this level has almost limitless options when they use them. and even enemy weapons malfunction on command. preventing them from firing for one turn. and can be used to disrupt Biotics. as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). Systems crash at the blink of their eye. it can also be used to augment another character's Computer (space) check. Electronics New Skill: Tech Training Anyone can play games or watch news clips on their omni-tool.Omni-tools Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character. 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. sensor analysis pack. or repair. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. and light alloys. no codes are safe from their access. Energy Drain Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. and access secure systems. or the target of elite Special Forces themselves. Versatile and reliable. such as hacking. and must cool down until the end of their next turn. unless otherwise stated below. After a successful attack in this manner. The fabrication module can rapidly assemble small three-dimensional objects from common.
The following round. Penetration 2. There must be multiple enemies present to activate this talent. the MG Omni-tool lets you disable a free tag gained from the Health stress track of any ally in the same zone as you. 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. Jamming Broadcasting a signal that mimics the properties of solar interference. as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvantage).Have-aThing (Combat Drone) Stunt. 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. during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. the target becomes immune to further overload attempts. Place a "targeting malfunction" free tag on the target until the player's next turn. By investing in this talent and the linked Stunt. causing a -2 penalty to alertness checks. Advanced Tech Talents All advanced Tech Talents require the Computer (space) skill to be present in the pyramid. Place a "disoriented and confused" free tag on the target until the player's next turn. The character must have at least one rank in the medicine skill to use this talent. Overload Artificial or synthetic lifeforms attacked with this talent can be shut down for one round by overloading their power systems. and also can also be attempted against lone targets. The character must have at least one rank in the medicine skill to use this talent. as well as their linked Primary talent. granting a cumulative penalty to alertness checks. This effect lasts 2 turns when activated. The character must have at least one rank in the repair skill to use this talent. Combat Drone Prerequisites: Hacking Talent. Once destroyed. the Combat Drone is unavailable until the next refresh phase. The following round. the target becomes immune to further hacking attempts. or other appropriate point in play. 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. Have-a-Thing: Combat Drone Range: 0/1. 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. NonLethal. Through superior technique or inspired creativity. Advanced Hacking Prerequisite Talent: Hacking. Harm 2. 32 . Place a "system rebooting" free tag on the target until the player's next turn.First Aid Used in this way. this talent allows the user to reduce the effectiveness of enemy scanners. This talent may be taken multiple times. your Hacks to disrupt an artificial or synthetic life form‘s targeting systems are able to be repeated against the same target.
and make a Tech Talent roll against a difficulty of 2. Target the zone you are in. On a success. the highest capabilities come from having and training with military grade omni-tools. or passing through. the weapon detonates. serving member of a military organisation or affiliate. or else immediately end their turn. and others. Tech Armour Prerequisites: Hacking Talent. causing Health stress equal to the number of shifts. Until the aspect expires. or one adjacent zone. When activated. the user's Omni-Tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius. All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. place a ―Frozen and Immobilized‖ aspect on the zone for one turn. 33 . Tech talents can only be used with such an omni-tool due to their specialised nature. 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. This talent is unable to be used in successive turns. which can only be tagged by other Tech Training skill checks. or removed by ablation. mercenaries. and unshielded targets must resist 3 shifts of Composure damage. 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. boosting the user's shields by +3 until deactivated. Attacks made against the character reduce the bonus by 1 for every shift. The player must decide which scope the aspect belongs to at the time they place the aspect. many MG Omni-tools find their way onto the black market and into the hands of criminals. excluding the user. On a success. all targets within. 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. Illegal to have without being a current. New Option: Tech Combos As an additional option. New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common. absorbed by armour as usual.Cryo Blast Prerequisite Talent: Neural Shock. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1. Tactical Cloak Prerequisite Talent: Jamming. causes a detonation that disrupts the zone the character is in. This talent is unable to be used in successive turns on the same enemy. that zone must make a Stamina check against the number of shifts you rolled. Incinerate Prerequisite Talent: Energy Drain. Your expert understanding of artificial and synthetic life form program structures and firewalls allows you to repeatedly attempt to shut down targets you have previously Overloaded. Armour with Shields Stunt. You may also chose to pay a Fate Point to impair all attempts to attack or target you by -1 per level of the Jamming Talent you possess whilst Jamming is active. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. Advanced Overload Prerequisite Talent: Overload. Your base Jamming duration is extended by one additional turn.
Once per scene. and regain their balance and protection. The character must meet all requirements to use this stunt. the player doubles the Harm rating of the weapon for their next turn. It then immediately activates the free ―Overheated‖ tag on the weapon. Military Grade Immunity (CombatExcellence) Representing many. many hours of experience under heavy fire. Military Grade Carnage (Combat Excellence) Extensive training with Energy Weapons has given the character the ability to duplicate the effects of the Weapon Modification ―Double Tap‖. With one round of focus. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. that is without doing any other action. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. Tactics skill present in the pyramid. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. but must meet all other prerequisites and possess an appropriate weapon to use them. a character with this stunt whose ―Shields are Down!‖ aspect has been compelled gains a +4 bonus to armour defense if they activate their Recharge Booster aspect "Taking Cover!" in addition to the bonus granted by that aspect.New Stunt: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt. this stunt allows the player to double the Harm rating of one of their weapons for one turn. Primary Combat Excellence Abilities Military Grade Assassination (Combat Excellence) Long term training with Sniper Rifle Energy Weapons has enabled the character to replicate the effects of the Weapon Modification ―Double Tap‖. Once the shot is taken. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. The character must not do anything for that turn except shoot. 34 . Once per scene. the weapon immediately activates the free ―Overheated‖ tag. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. and no ranks in either Biotic Training or Tech Training skills. although there are limitations on what is required to take it. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle.
you may pay a Fate Point to activate this ability and gain a +3 to your next roll. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. As a combat action. granting them more time to refine their actions. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. or replace normal rounds for a variant ammunition type. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. you may change out the ammunition used by your weapon. Until the ―Overheated‖ aspect is tagged.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. Assign an aspect to the temporary consequence as usual. armour with the Shields stunt. allowing them to rejoin the scene. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. You may continue to pay a FP each round until the end of the scene to continue this effect. the character takes enough stress to be Taken Out again. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. Once per scene. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. 35 . The finely tuned senses of the user seem to slow down time around them. You may remove any current variant ammunition for normal rounds. 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. This consequence is additional to any that the character already possesses. 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. when it then activates the ―Shields are Down!‖ tag on the armour. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. huge bonus through overcharging. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. As a full round action. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. You may not use this ability in consecutive turns. You may spend a Fate Point to confer a +4 bonus to the armour rating granted by your shields until the end of your next turn. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. and may be at any rating. Fortification reinforces armour when struck. or the end of the scene occurs. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. providing a brief.
36 . he must start counting again. John's Turian has been accepted into the ranks of Spectre agents. and Arts 1. John now has the option to promote the Charm skill up the pyramid. then in the refresh phase. If he wants to promote the skill further. the Turian manages destroy the smuggler's base whilst saving the informant in the process. and they must be used more than the other. Charm 2. Now. before successfully charming the information out of her. the same number of times as the number of ranks his character has in the skill. once he promoted it.PARAGON AND RENEGADE EMULATION In the Mass Effect games. He intimidates his way into the club where he is to meet her. Mass Effect keeps track of the Paragon and Renegade points on separate scales. John's Turian Spectre now has Intimidate 3. If they used either skill the number of times that they have ranks in it. Here are some examples: John is playing a Turian Spectre candidate character with rank 2 Intimidation and rank 1 Charm. In this option. as he used it more times than he used Intimidate and more times than he currently has ranks in it. John's character has the opportunity to sway his superior's actions when he discovers that they are planning to renege on the deal he brokered with the hostage takers. the one they should move is the one they used the most out of charm and intimidate. To promote either skill further. Swapping with his Arts skill again. being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. During play. His first assignment is to find the location of a smuggler base from an inside source in the cartel. Charm is linked with Paragon actions. they must count their usages for both skills from this point. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice. Sent to recover an important member of the finance ministry. he must use intimidate at least three times or charm twice. the player should record the number of times they use them. Even though he used charm twice last session. Option 1: Skill Progression To emulate the progression of the character's path towards Paragon and Renegade. Swapping with his rank 3 Arts skill. Arts 2 and Charm 1. Later in the same session. After an exciting session of combat. John's character forces them to keep the deal. and Intimidate with Renegade choices. By threatening to follow through himself if they break the deal with another successful intimidation check. John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. characters should take both the charm and intimidation skills at tier five at character creation. the new rank of the intimidation skill. During the next refresh. the character now has Intimidation 3. therefore. players are tracked with respect to how they treat other characters in social situations. A good action will not make up for an evil one. If they do so. then he'd have to successfully use it three times. when the player has the option to promote a skill up the skill pyramid. A few sessions later.
and do not count against the maximum number of consequences allowed for stress taken on the original Health. one Minor (+1). the other for Renegade status. It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. You may reduce one Status track to 5 boxes instead of the normal 6. Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. 37 . Cult of Personality Others spread words of your deeds and misdeeds far and wide. Whenever a character would generate spin outside of a direct combat situation. and one Severe (+4). Both tracks start empty at character creation. and the Renegade track for conduct that is selfish or callous. the player can begin to generate Status Consequences for that track. Additionally. self-interest or gossip. When a track is full. that Spin cannot be used to raise a Status Track. In the event that the roll generates Spin when a Status Consequence was tagged. Increase the Paragon track for good or positive actions that benefit others. the effect on you is that you can leverage your status more effectively than others. Status consequences are removed from the character once tagged by the player. players may take one of the following stunts during character creation. beating your opponent in an opposed roll by three or more shifts generates Spin. Composure and Wealth stress tracks. and are 6 boxes in length. The track must be raised to full again before more Consequences can be generated. When a character that has a full Status track gets more Spin. The Consequence may be tagged by the player for the rated bonus outside of combat. one Moderate (+2). for good or ill. one for tracking Paragon status. Whether it‘s due to admiration or fear. allowing you to generate Status Consequences sooner than others. 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.Option 2: Status Stress Tracks This style of play adds two new Status Stress tracks to each PC character. an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. Status Consequences are rated 2/3/4 instead of 1/2/4. In Diaspora. You are able to bank an extra Minor (+1) consequence in addition to the existing three you can bank. 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. but may still be spent as normal instead. or the way your gaze seems to have a particular intensity. the player can choose to generate one Status Consequence. representing the preceding reputation of the character. Perhaps it is something in your voice. Status Consequences are recorded separately from consequences generated on normal stress tracks. You may only take this stunt once. they may choose to spend that +1 Spin bonus to add one to an appropriate Status track. Lasting Reputation Events that you are a part of are particularly memorable for those involved. This option uses the generation of Spin to increase your Status tracks. NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect.
SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. and is at home on starships having useful gunnery skills.On Your Own Released from his obligations to others. shown to be able to headshot an enemy under difficult conditions. aka CSec. Garrus' father intervened to prevent him going. as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing. Denied. and being a former C-Sec Investigator. Garrus later left the military and followed in his father's footsteps by joining C-Sec himself. He attends the ship's landing craft as an engineer. • "Military Training" • "Father knows best" Phase Three . However. also becoming an Investigator. This fresh perspective frequently contrasts against things his father demanded of him. Due to his military training. before being recruited by Commander Shepard after deciding that he needed to quit C-Sec to continue without all the restrictions and regulations the official position forced on him. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs. as being hot. He does refer to the world of his birth.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. He displays exceptional weapon skills. and that he had a very by-the-book father. Garrus meets the humans assigned to the case. Commander Shepard and the crew of the SSV Normandy. • "Palaven was hot" • "Do it right or don't do it at all" Phase Two . despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. Garrus is forced to admit that he has no proof. Garrus frequently got into heated arguments with his superiors over his methods. have more respect for the law. described as a hot head who still thinks he can change the world and should 38 .Growing Up Not a lot is known of Garrus' past from the game. Under extreme time pressure. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman. Garrus is told to drop the investigation. and new Spectre. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. Palaven. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce. One of a thousand potential candidates for the Citadel's elite Spectre training." We'll take these for our aspects. including his decision to accept his father's wishes in not taking Spectre training. and were already as good as dead. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. he has strong Tech Training skills.Moment of Crisis Passionate about his job. Garrus is now free to do things his way. Using the Choosing Aspects Phase One . • "Idealistic and Hot Headed" • "The one that got away" Phase Four .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. discussions with his new friend. but does have a lead he needs more time to follow. and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. culminating in a disasterous situation. • "More to life than C-Sec" • "Finish the job once started" Phase Five .
• Resilient: The player may use four Consequences instead of three. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. This represents Garrus' commitment to finish a job once started. with Damping. Conatix hired an ex-military Turian. Resolve(track). Brawling(combat).Racial Background and Class Package options as guides. 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. scarred from his childhood training. and Kaidan's retorts singled him out for punishing lessons. Electronics. no matter the cost. The Turian used aggressive and provocative tactics. I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space). The Citadel). a veteran of the First Contact war between humans and Turians. • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . Decryption. so I stuck close to them. and First Aid Tech Talents. other skills as befit a military background. Tech Training • Rank 3: Agility. Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. and the guts to do things his way. Stealth • Rank 1: Culture/Tech(Turian Hierarchy. The fourth is another mild Consequence. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. unleashing a full Biotic charge. Vehicle Garrus has a combination of five combat and space skills like most Turians. Intimidation. Choosing Aspects Phase One . Overload.Moment of Crisis Realising their mistakes. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. Conatix quietly shut down the program and had the records sealed.Starting Out Attempting to accelerate the training. and head of the SSV Normandy's Marine detail.Growing Up The son of a serving Alliance military man. Medicine. Kaidan and his friend drifted apart. Engineering(space). He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. breaking the trainer's neck. Kaidan immediately jumped to the rescue of his closest friend and lost it. Eventually the Turian went too far and broke a young girl's arm for reaching for a glass of water instead of using her Biotic talents to do it. he aghast 39 . By taking the Tech Training skill. Tactics • Rank 2: Gunnery(space). we now have to choose some Tech Talents as part of the stunts. Repair.
Dropping off the radar awhile. and First Aid.Sidetracked Serving in the human Systems Alliance military. Lift. Demolitions. Keeping his squads alive through alternatives to open firefights. and give him an edge if he is to pay back the Geth for his friend's death. By having both Biotic Training and Tech Training skills. be in control" • "There's got to be another way" Phase Four .at what he was capable of. • MG Tech Training: Always searching for ways to keep his squad alive. as his father did before him. Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up. as he is familiar with Decryption. He knows Barrier. EVA. Receiving several commendations for his actions. he attempted to figure out what to do with his life. and Throw.Ooh Rah!" • "Implant Migraines" Phase Five . and she fearful that he would lose control again. Tactics • Rank 1: Culture/Tech(Systems Alliance. Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. Kaiden focused on other ways of being useful without necessarily using his Biotic powers. from a Geth attack that killed his best friend. Kaidan has extraordinary staying power for a human. Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. Medicine Forced to his limits and beyond. Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's Spectres. and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level. Refusing the risky surgery to upgrade his L2 implant. Using the Racial Background and Class Package options as guides. Computer(space).On Your Own After being saved by his new First officer. Stasis. • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects. and has trained to use a military grade Omnitool to keep his squad alive. Stealth • Rank 3: Alertness. before deciding to return to the Alliance and join the military. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further. Communications(space). Commander Shepard. sought ways of completing missions without raising alarm. He trained extensively with Omni-tools. Stamina(track). Kaidan explored alternatives to using his Biotic powers. Turian Hierarchy). • "Be cautious. I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training. and learnt how to keep his squad alive through the tough missions. Tech Training • Rank 2: Agility. Energy Weaons(combat). • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks. Kaiden has added the Medicine Talent to his Tech Training options. Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO 40 . we now need to pick his Biotic Effects and Tech Talents. • "Alliance Marines . he also has the skills to function on the ship he serves on. Electronics.
• "I miss working alone" • "Time to grow up and be part of the team" Phase Five .Growing Up Daughter of prominent politician Matriarch Benezia.On Your Own Peeling back the mystery. Science Choosing Aspects Phase One . Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. Raised alone by her mother. a great insult among contemporary Asari. since genetic traits and cultural insight is gained from mating outside their species. Deciding to avoid the issue altogether. Liara also has exceptional Biotic abilities and other technical skills. She begins to calm down when she realises that her expertise. • "My Mother the politician" • "Feared Pureblood shame" Phase Two . and relishes the time spent getting to know each other. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. and joins the squad to help in the upcoming battles. • "Escape the present" • "Obsessive about Protheans" Phase Three . she has very little practical knowledge about them to go on. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers. I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training. so it's considered wasteful for Asari to reproduce together. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure. With all this unexpected time spent with the team. the Protheans. Liara begins to feel the pull of attraction towards her new commander. by the first human Spectre. Using the Racial Background and Class Package options as guides. 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. but look at that over there!" Choosing Skills A pre-eminent Archaeologist. which in the current cultural times is considered taboo. Liara earned her Doctorate and has become the foremost authority on Prothean ruins. she is initially jealous that her decades of research seem to have been for nothing. Liara has honed her natural Biotic abilities to protect herself from pirates. Liara. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. They frown upon intra-species conception.Sidetracked She is discovered. however. 41 . She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble.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. slavers and other dregs of the galaxy. Liara began studying what little was known about the last great space-faring race before the Asari. Liara suspects that "he" was another Asari. one Commander Shepard. • "Think.Moment of Crisis Spending much of her time alone on strange and often dangerous planets. and then rescued from the newly rampant Geth. but evidence is anecdotal. Think!" • "What does this button do?" Phase Four . are the only way to help Shepard to interpret the vision. Liara has no idea who her father is. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. due to the almost entire lack of actual ruins to investigate. and her ability to meld using Biotics. The results of such unions are occasionally referred to as "purebloods".
• 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"
• "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
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.
I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training. Resolve(track). Stasis. or incite one. but better Biotic skills. Using the Racial Background and Class Package options as guides. • Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. He has the words to diffuse a situation. Close Combat.Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. Throw. Energy Weapons • Rank 2 Skills: Intimidation. Profession (Mercenary) • Rank 3 Skills: Brawling. Alertness. and +1 to Brawling rolls in defense. Survival. This emulates the Krogan biological redundancy. The blood of a thousand battles runs through his two hearts and four lungs. and Warp effects. Mercenary Groups). Oratory Wrex has excellent combat skills. adding +2 penetration to Brawling attacks. Equivilent to a current L4 generation BioAmp without the VI interface. Animal Handling. it grants Wrex the Barrier. This applies to Consequences mitigating hits to any track. Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. • Military Grade Brawling: used to represent a lifetime of mercenary work. Tactics • Rank 1 Skills: Agility. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO 45 . and the four quads to see it through. Culture/Tech (Krogans.
doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical. this weapon is unable to be used for ranges other than those specified. Both Barrels/Double Tap Transfer Aspect. "Overheated" tag must be free to use this stunt. we have a pretty good idea of the expected differences between different types of weapons. Double Tap and High Recoil stunts are all appropriate. SMGs often have similar ranges to pistols (0/2). Limited Range2 Transfer Aspect. naming conventions should be considered. Advanced Optics2 Transfer Aspect. which then clears at the end of the players next turn. Sniper Rifles The ultimate long range weapon. and Advanced Optics stunts. Sub-Machine Guns Designed for rapid fire. and a low penetration of 1 or 2. Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. They should not have much penetration power. sniper rifles should not have a minimum range below 3. and keep some consistency as the table creates their own weapons. Cost 1bp. 46 . Cost 1bp. generally have low accuracy and damage per shot. it is not recommended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts. shotguns should have a range of 0/2 and take the Limited Range stunt. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. After all. offset by their clip size and rate of fire. They benefit from both the Double Tap and Advanced Optics stunts. Pistols Designed for use over short to middle distances. Penalty reduced from -2 to -1. and that all weapons should take the Thermal Clip stunt. pistols should have a range of 0/2. They should have the Dispersed Fire and High Capacity stunts. assault rifles should have a range of 1/3.Personal Combat Mini-Game Changes WEAPON TYPES To aid narration. but the Both Barrels and Dispersed Fire stunts should be considered. and cannot both be placed on the same weapon. and the Advanced Optics. I began by deciding at what level to set for the purposes of equipment design. A high penetration is valuable. EQUIPMENT In creating the gear below. Time for some fun with equipment. They benefit from the Dispersed Fire. Double Tap. Shotguns The ultimate close range weapon. Cost -1bp. Cost -1bp. Here‘s a brief set of guidelines to help you design your own. New T3+ Energy Weapon Stunts The following stunts may be taken on any energy weapon unless noted below. Assault Rifles Awkward at close range. I decided to have all weapon and armour gear at T3 across the board.
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 typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. Manufacturer: Haliat Armoury Equipment: Equalizer class Sniper Rifle Stats: Range: 3/5 Harm: 4 Penetration: 3 Aspects: High Recoil (can only be fired every other round unless the firer is prone. and is available extensively. applying its offensive roll to each target in a zone. 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. Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. this is a basic assault rifle. 47 . 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.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.
but rarely differs substantially from other weapons of the same type. but may be retrieved from defeated Geth. 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. 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. This weaponry is always in demand for research purposes. but for gaming purposes there is little need to differentiate one manufacturer from another due to the variability of weapons able to be created with the Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Skunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 energy weapon creation rules on page 233 of the Diaspora rulebook.Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. Instead. 48 . Note 2: See the Spectre Gear Options section on page 49.
lasting 4 turns or until another Biotic effect is used. This may be a further +1 bonus to the effective armour defense rating of the character. an additional -1 penalty to the armour defense rating of an enemy.Spectre Gear Options High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. but any nonauthorised users will be tracked down by other Spectre agents for item retrieval. and Master Spectre weapons are built with a +2bp bonus. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased. 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. and Master Spectre Bio-Amps augment three Effect variables. They can choose to add 3 Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents. Spectres may authorise squadmates to purchase and use such gear. There are no Spectre armour manufacturers. Advanced Spectre Bio-Amps augment two Effect variables. Basic Spectre Bio-Amps augment one Effect numerical value. For example: A character that knows the BarrierBiotic Effect with a HMBA Basic Bio-Amp has two choices. and cannot be changed afterward. Duration based effects must cool down between uses by one turn per increase. 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. to the effective armour of the character for the purposes of the defense roll against energy weapons. an additional -1 penalty to enemy skill checks. and Master Spectre gear costs 7. Advanced Spectre Omni-tools augment two Talent variables. or an extension by one additional turn of an effect. and Master Spectre Omni-tools augment three Talent variables. for use solely by the Citadel Council‘s elite Spectre units. Advanced Spectre gear costs 6. Advanced Spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free. lasting 3 turns or until another Biotic effect is used. one additional zone able to be reached by a talent. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects. Creation Basic Spectre weapons should be created with a +1bp bonus. Some examples are below: 49 . so there is no Spectre rated armour available for purchase. Alternatively. or extending the effect by one additional turn. Basic Spectre Omni-tools augment one Talent numerical value. This may be a further +1 increase to a skill bonus.
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. being hunted. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. and corruption are all viable tactics for underhanded characters to use. Bribery. instead of the standard +1 bonus.A character that knows the Decryption Tech Talent with a HMOT Basic Omnitool can provide a +2 on computer skill checks during the damage control phase of space combat. there are plenty of corporations out there to choose from. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets. Both of these Talents now require one turn of cool-down between uses of the same Talent. 50 . Sample Omni-tool Manufacturers Manufacturer Aldrin Labs Ariake Technologies Armali Council Kassa Fabrication Serrice Council Sirta Foundation Elkoss Combine Spectre Gear1 Spectre Gear1 Spectre Gear1 Manufacturer Bluewire Tool Logic Arrest Tool Nexus Polaris Savant Chameleon Tool Cipher Tool HMOT Basic HMOT Adv HMOT Master Note 1: See the Spectre Gear Options section above. and all lead to potentially interesting stories of obligation and debt. infiltrating manufacturers warehouses. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. and the place of law and order in the galaxy. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased. and cannot be changed afterward. Characters that knows both the Hacking and Overload Tech Talents with a HMOT Advanced Omni-tool can place a "targeting malfunction" free tag on a target for its next two turns instead of the usual one turn. Alternatively. blackmail. or to assist in narration. and not augment any other known Talent. there are other ways of obtaining these items. theft. Whilst such advanced gear would seem to favour characters with a high assets skill rank. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. The character must now wait two turns after using this Talent before being able to use it again. character histories.
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. If available. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged. Requires the "Shields" stunt also. Shields require spending a fate point to recharge. ―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. Cost 1bp. this stunt provides more energy to run any systems that draw their power from the armour. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. Booster Power Pack Transfer Aspect. but until they do. armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. confers the taggable aspect "Taking Cover!". Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn. using a mass effect field to protect the wearer. 51 .New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite. Cost 1bp. but cannot be spent on the same turn that "Shields are Down!" has been tagged. Transfer Aspect. Provides a +2 bonus to agility checks. Recharge Booster Transfer Aspect. the benefit of this stunt is also negated.
Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. Some. Manufacturer1. like Devlon Industries. whereas others like the Serrice Council produce solely for one race. and is here purely for reference and inspiration for aspects or plots. 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. Instead. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. 52 . Elcor.Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖. and Hanar all produce their own armour.2 Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation Sample Armour Manufacturers Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes Note 1: Volus. use this table as inspiration to describe or inspire character aspects. will manufacture for all races. and are not available to other races.
They are similar in construction to hollow point rounds. criminals and mercenaries. +2 Pen to targets with an uncompelled Shields stunt.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. and provide +2 shifts if tagged by another player who successfully hits. places a free taggable aspect "Massive Fireball!" around the target. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn.a mass of super-cooled subatomic particles . Ammunition must be purchased separately from weapons. removes the Thermal Clip stunt. Armour Piercing Rounds Specifically designed to puncture metal. • -1 Harm. • Harm of the weapon is reduced to 0. Cryo Rounds New Variant Ammunition: Anti-Personnel Rounds Cooling lasers collapse ammunition into small Bose-Einstein condensate . • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. there's plenty of opportunity for customisation. Successful hits confer the free taggable aspect "Toxic Shock" to the target. Popular with pirates. • If installed on a weapon with a maximum range not exceeding 2. these rounds are particularly effective against living targets. • -1 Penetration to targets with an armour defense rating greater than or equal to 2. these rounds are particularly effective against synthetic targets. Chemical Rounds Designed to detonate on impact. With nine different ammo types. high explosive rounds have one major drawback: a massive increase in weapon overheating. and can only be installed or removed from the weapon during the refresh phase of the game. • causes 2 additional shifts on a successful hit. 1dF zones away (yes. High Explosive Rounds Designed to shred flesh and other organic matter. All variant ammunition costs 3 to purchase.) • if used in two successive rounds. 53 . • +1 Harm and +1 Penetration to synthetic targets such as the Geth. • +1 Harm to targets with a 0 armour defense rating. these rounds are coated with a highly toxic compound.capable of snap-freezing impacted objects. this could mean back in the attacking character's zone. activates the weapon's "Overheated" tag and extends it for one additional round. • on an unsuccessful attack.
Harm 4. For situations not discussed in the details of the Ammunition stunts. Thermal Clip). usually one that occurs between scenes. • +1 Harm to targets with one or both Biotic Training and Tech Training skills. • on a successful hit. upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. as due to their Dispersed Fire stunt. inducing low levels of radiation sickness in targets. knocking opponents completely off their feet. 54 . • extends the "Overheated" tag for one additional turn after being compelled. This sickness makes it more difficult for Biotic or Tech abilities to be deployed. if Cryo Rounds were installed into the sample Assault rifle listed on page 31 (Range 1/3. Penetration 2. or disappears after a short rest. which is greater than maximum of 2 zones required for the ability to take effect.Incendiary Rounds Radioactive Rounds Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance. or with a tagged Shield aspect "Shields are Down!" These rounds are stamped with a minuscule amount of radioactive material. the actual damage done to the target is typically less than what's done by a standard round. This consequence can be removed by a character with the First Aid Tech Talent. +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". • on a successful hit. a hit will place the tag on all targeted enemies. This makes them perfect for shotguns. then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour. However. For example. Low Recoil. It would have its base stats against any other target. Sledgehammer Rounds These rounds hit with incredible force. a weapon's Harm and Penetration are as per listed normally for the weapon. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. • -2 Harm. knocks the target over and confers the free taggable aspect "Knocked prone". causes +1 shift to all subsequent successful attacks against target until player's next turn. Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. Phasic Rounds Instead of projectiles.
New T3+ Energy Weapon Modifications Sometimes. Weapon Mods must be purchased separately from weapons. • -1 to Agility checks. the player rolls 1dF. • +2 to Penetration. Combat Scanners increase the chance of detecting enemies. that's when you need to go and upgrade your guns. This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. and cannot be applied to weapons with the "Civilian" aspect. • +1 to Alertness when operated by an individual in powered armour. • -1 to Harm. Frictionless Materials Increases the damage of the weapon at a cost of increased recoil. • After every turn in which the weapon is fired. • Cost of this mod is 4. variant ammunition isn't enough to give you an edge over your enemies. When you want to get that edge back. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. All weapon mods cost 3 to purchase. • Replaces "Low Recoil" aspect with "High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). it instead clears at the end of the players current turn. this mod cannot be applied. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. Stacks with Alertness bonus from Powered Armour "Sensors" aspect. Kinetic Coil Frictionless Materials give rounds more power at impact. and can be installed or removed from the weapon during the refresh phase of the game. For example. If "High Recoil" is already present. this mod ceases to provide its bonuses and penalties. if it would normally clear at the beginning of their next turn. Users already prone still receive the free taggable aspect. If weapon and armour are separated. High Caliber Barrel New Weapon Mods Combat Scanner Designed to interface with the Sensor packages installed on powered armour. They are more expensive to obtain than other weapon mods. • +2 to Harm. Weapons can only accept two Weapon Mods at any time. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". • +4 to Penetration. This allows it to be compelled again before the player's next turn. 55 . and must be installed on higher quality weapons. This comes at a cost of decreasing the agility bonus as the Combat Sensor draws off some of the power intended to run the armour servos. Agility checks now at -3 if no "Servo" stunt on armour.
• Any shifts generated against the armour reduces the bonus by 1 for every two shifts. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect. Advanced VI functionality reduces weapon kickback to improve accuracy. Comes at a cost of reduced power. • After every turn in which the weapon is fired. Rail Extension New Armour Mods Modifies the length of the barrel to increase damage. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat. • . • +4 bonus to Defense rating of armour. it now becomes more difficult to move due to its awkwardness. • +1 to Harm. • Armour gains the "Very Heavy" aspect. • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. If "Low Recoil" is already present. • +3 to Harm. 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. such as Cryo Rounds or the Improved Heat Sink weapon mod. All Armour Mods cost 3 to purchase unless otherwise stated. the player rolls 1dF. Scram Rail Ablative coating is designed to chip away when impacted. negating the benefits of the "Lightweight" aspect. Hardened ceramic plates can be applied to body armour suits. Armour Plating This prototype upgrade greatly increases damage. 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. • -1 to Harm. resistance to weapons force and resistance to Biotic and tech attacks.1 to Agility checks. this mod cannot be applied. increasing their effectiveness. These mods may only be installed or removed from the armour during the refresh phase of the game. 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. and each armour can be modified to take a maximum of two Armour Mods. • -1 to Harm. • +2 bonus to Defense rating of Armour. 56 . element zero microcores and firewall technology to give the wearer brute strength. but causes a greater chance of weapon overheating. redirecting the energy of incoming projectiles away from the body. • Replaces "High Recoil" aspect with "Low Recoil" aspect.Kinetic Stabiliser New T3+ Powered Armour Modifications With all those lethal variant ammunition and weapon mods out there. All mods require the aspect "Powered Armour" to be installed. Combat Exoskeleton This prototype armour upgrade combines mechanical augmentation.
• Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. • 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). • 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. • Grants a +2 bonus to Close Combat checks. Energized Weave Microprocessors wired into a combat suit can monitor vital functions and release small.Biotic Effects and Tech Talents. • This armour costs 4 to purchase. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the Defense bonus and remove the agility penalty. 57 . • -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. • +6 bonus to Defense rating of armour. it provides maximum protection for the user. • -2 to Agility checks as the mod draws power from the system intended for the servos. First Aid Interface A prototype upgrade designed specifically for heavy combat use. and counts as two Armour mods. Energised Plating Mechanical augmentation increases the brute strength of the wearer. • This armour costs 4 to purchase. Exoskeleton • +4 bonus to Defense rating of armour. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2. and counts as two Armour mods. • -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. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. and counts as two Armour mods. localised doses of medi-gel to accelerate the healing process. and also remove the Defense and agility penalties. this armour provides maximum protection for the user. Designed for heavy combat use. 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.
• Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. • This very bulky armour mod decreases the power available to run other systems. • 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. 58 . the shield bonus from this mod is also negated. • This bulky armour mod decreases the power available to run other systems. • +1 to agility checks. • Any time the "Shields are Down!" tag is activated. causing a -2 to Agility checks. and counts as two Armour mods. the shield bonus from this mod is also negated. • +1 to Agility checks. • Any time the "Shields are Down!" tag is activated. the more potent the barrier. Shield Battery A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. localised doses of medigel to accelerate the healing process. causing a -1 to Agility checks. The greater the capacitor storage. This interface also provides resistance to toxic attacks.Kinetic Buffer (this prevents an opponent using the Consequence to your disadvantage). • Chemical rounds are unable to confer the "Toxic Shock" aspect. • +2 Shield bonus to the Defense rating of the armour. Medical Exoskeleton Specialised microprocessors wired into a combat suit monitor vital functions and release small. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions To generate kinetic barriers. • This armour costs 4 to purchase. Kinetic Exoskeleton This prototype armour upgrade combines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. • +3 to Defense rating of armour. • -1 to Stamina checks (this does not confer any changes to the Health stress track). Requires the Shield aspect on the armour to be installed. combat suits rely on capacitors to store energy from a generator. and counts as two Armour mods. Medical Interface This mod draws on the user's stamina to boost their agility. maximising healing and minimising recovery times for the user. • This armour costs 4 to purchase. • The armour disables the first free tag gained from the Health stress track of the wearer as a combat action (this prevents an opponent using the Consequence to your disadvantage). Requires the Shield aspect on the armour to be installed. • +2 Shield bonus to Defense rating of armour. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour.
) • 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. • If installed on a weapon with a maximum range not exceeding 2. removes the Thermal Clip stunt. and causes a -2 penalty to Agility checks. gases. and that penetrating those shields is paramount. +2 Penetration to targets with an uncompelled Shields 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. Toxic Seals Sample Advanced Gear Specially-sealed body armour provides increased protection against radiation. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes. She also added the ammunition mod at the same time so that the weapon will never overheat. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. The prototype armour mods provide some of the better bonuses. and a host of other toxins.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. Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. Although it has reduced stopping power. • Chemical rounds are unable to confer the "Toxic Shock" aspect. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. Relying primarily on her Tech Training. Costs: Pistol 4. • +1 to Biotic Training and Tech Training skill checks. Tali needs a weapon that she can rely upon if the battle gets too close. Here's a look at some of the possibilities. 59 . Cryo Rounds 3. 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. though they count as two mods instead of just one. and become unreliable when dramatically necessary. • 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. May not be compelled two turns in a row. • -1 to Harm.
• . Little tricks. negating the benefits of the "Lightweight" aspect. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. No movement required to activate. 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. Rail Extension: • +1 to Harm. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 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. 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. Combat Exoskeleton 4. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . and counts as two Armour mods. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". like the defense against Biotic Effects and Tech Talents. and cannot be applied to weapons with the "Civilian" aspect. unstoppable warrior. and knows that with correct field placement.1 to Agility checks. the awkwardness of his modified rifle should never become a deciding factor. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. ―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. • This armour costs 4 to purchase. • Cost of this mod is 4. With enough protection to allow him to get up close and personal in a fight. Assisting this was his access to some of the best mods available. Frictionless Materials 4. +2 bonus on armour defense the turn after "Taking Cover!". • +4 bonus to Defense rating of armour. 60 . Frictionless Materials: • +2 to Penetration.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. and clears"Shields are Down!" tag automatically. a Krogan Battlemaster running in at a charge is terrifying beyond belief. Costs: Rifle 4. Wrex becomes a battlefield juggernaught. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. may be compelled for all sorts of scene effects. Costs: Armour 4. AP Rounds 3. He appreciates the ability to take down highly armoured foes from great distances. Rail Extension 3.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.
knocks targets over and confers "Knocked Prone" free tag. 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 cannot be applied to weapons with the "Civilian" aspect. This shotgun is able to double its Harm rating every turn. • -1 to Harm. • Cost of this mod is 4. • Both Barrels • Limited Range • On a hit. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. applying its offensive roll to each target in a zone). clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra. knocks the target over and confers the free taggable aspect "Knocked prone". Improved Heat Sink 3. Sledgehammer Rounds 3. Frictionless Materials 4. 61 . and apply that to every target in an area.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. Costs: Rifle 4. knocking them all prone in the process. Frictionless Materials: • +2 to Penetration.
which they don‘t just use against vehicles such as the M35 Mako. terrorist activities. They have also been described as a pro-humanity terrorist or paramilitary group. Led by a mysterious figure known only as the Illusive Man. highly armoured. However." and may have been edited by Cerberus agents to discourage casual explorers. and colony in the galaxy. reporting regularly. major trade stop. but believe history will vindicate them. Cerberus operates many other kinds of cells than purely para-military focused ones. or other dangerous nasties. there are other races. • Cerberus Defenders: Found protecting research technicians. though unarmoured. Cerberus has operatives all over Citadel space and the Terminus Systems. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on. Cerberus is very well-funded. these snipers find cover and hit with Assassination. collecting bounties on escaped Tech criminals. or hunting rogue psychotic Asari purebred Biotics. which includes Rachni (soldiers and workers). Husks. and use modified shotguns (page 61). Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. ranging from political to scientific but all united under the common goal of advancing humanity. Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse. Their core belief is that humans deserve a greater role in the galactic community. 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. Cerberus Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. creatures and organisations out there for the characters to encounter. thus rendering the Illusive Man blind in those areas. they are rapidly deployed. • Cerberus Snipers: Often found indoors. 62 . due to their activities. the others would not be captured. Each cell is led by an operative who reports directly to the Illusive Man. Any methods of advancing humanity's ascension are justified. Cerberus effectively has access to almost every settled system. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. Cerberus also runs several front corporations meant to fund and support their operations. Due to their widespread network.ADVERSARIES Apart from chasing after rogue Spectre agents. including illegal or dangerous experimentation. • Research Technicians: The technicians are normally Biotics. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts. they use powerful Throw attacks. and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. but which has now gone rogue. Cerberus operatives accept that these methods are brutal. sabotage and assassination. This ensures that should one cell be compromised. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers.
Geth As described in the Racial Backgrounds section. • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. • Geth Sniper: Armed with Geth sniper rifles and shielding. barriers. Utilize both disruptor and scram rockets heavy weapons platforms. Geth barriers and capable of recharging shields. The Geth are entirely synthetic creatures. • Geth Rocket Trooper: Equipped with Geth pulse rifles. • Geth Hopper: Cyberwarfare and ambush platform. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. 63 . Capable of Radar Jamming but no shield recharging. Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. has the ability to charge. Equipped with Geth pulse rifles and rocket launchers. and thus immune to effects that target only organics. Resilient to gunfire. have access to Tech Talents. Overload. Has shielding but no rechargers. Capable of using Assassination (see page 20). and Toxic rounds. with the number of Talents equal to the skill rating. and Jamming. Geth encountered beyond the Veil will have programs developed equivalent to skills. Extremely resilient to small arms and ground vehicle fire. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. Has the Geth Shield Boost ability (treat as Ablative Armour). shielding and rocket launchers. and can utilise Carnage. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. Very strong shields and extremely resilient with shield recharger. such as the Neural Shock Tech Talent. Some have a stunt that grants them the equivalent abilities of an Omni-tool. Attacks using the Geth sniper beam. Also possesses shields. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. Heavily shielded and very resilient with shield rechargers. and vary according to role. specialised for long-range combat. practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers. • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. Specialised for close quarters combat. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). Extremely strong armour and shields with recharger. Carnage (see page 20) and the ability to recharge shields. • Geth Juggernaut: Similar to Geth Destroyers. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping).
typically as expendable assault units. Originally used by the Alliance for colony guard duty. Thereafter. commonly called MECHs. the dual "eye" on the unit turns from white to red. Unfortunately for those that encounter them. • 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. They have an inbuilt level of equivalent armour with a defense rating of 2. prior to determining whether the effects of the blast generate composure track shifts. The Geth used a ship full of Husks. give off a powerful electrical blast which disables shields and causes massive damage. if marines try to recover their dead comrades – the Husks are released and attack. with an equivalent skill level of 3 ranks. partly as a trap and partly as a warning to other organic races not to enter their space. or where the use of organics for "around the clock" shifts is unfeasible. MECHs Earth based weapons manufacturer HahneKedar has become a major supplier to the Systems Alliance military. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. Many mercenary groups make extensive use of them. LOKI Mechs are incapable of any complex tactics. they have also seen use in groups on the shiftier side of the law when raw manpower is needed. and is also the manufacturer of the FENRIS. variant weapon ammunition. LOKI. A LOKI Mech that switches to its security protocols is easily identified. as an individual husk can only generate one electrical blast. skin and water content are converted into cybernetic materials. No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. They count as both biological and synthetic creatures for the purposes of Tech Talents. the MSV Cornucopia. Over time the body's organs. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. never seek cover during a firefight.Husks Husks are synthetic "zombies" created by the Geth. blood is changed to a sickly green fluid. The husks will charge at their enemies and. and the body generates an electrical charge. husks attack with a brawling skill level of rank 2. there is never only one husk around. often fielded by the Alliance. and YMIR classes of mechanical infantry units. 64 . They possess a basic personality suite and are easily programmed for various security tasks. once close enough. Husks that reach the same zone as any character attack first with an electrical blast. and so on. and their civiliangrade firewalls are insufficient to deal with modern hacking. though it is effective psychological warfare to make soldiers fight their own dead. When the spikes are approached – say. When a human is captured they are placed on impaling devices. huge spikes that Alliance marines have nicknamed "dragon's teeth". allowing their programs to be easily overridden and turned upon their owners.
altered. For many humans. the mech will explode. or Model 34-A. they are fitted with protective actuated shield covers.• FENRIS Mech: Like other mechs produced by Hahne-Kedar. In order to fire either weapon. Kinaesthetic programming is limited due to the complexity of the design. bringing the target down with its front legs in an animalistic pounce-like motion. After the target is struck. is a massive killing machine designed for anti-infantry purposes. Despite its fearsome weaponry. Whilst it can fire its twin Cannons on the move however. and indeed to all mechs. and have been seen deployed alongside LOKI Mechs. A major disadvantage to FENRIS Mechs. giving warning to those able to see the mech. As a military model. Heavily armoured and shielded. If shot while in this deactivated state. they are identifiable by their white armor and red lights. • YMIR Mech: The Battle YMIR Mech. the mech will deactivate and remain stationary. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions. and FENRIS Mechs can be turned against those they are tasked with serving. the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. these covers must open. They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. as they tend to constantly advance on enemies to engage at point-blank range. When attacking. When a FENRIS Mech is severely damaged. a FENRIS Mech will accelerate to a set speed and jump with its rear legs. FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. used in the same manner bomb.and drugsniffing dogs would. walk and cannot attempt to climb steps. or overridden by an experienced hacker. it must pause to fire rockets to ensure a stable launching platform. the YMIR does have a few limitations. noisy. but is still vulnerable to hacking by dedicated hackers. the YMIR Mech has better firewalls than other models. 65 . To protect the workings of the weapon arms from small arms fire. they are stunned by a taser device embedded in the 'head' of the FENRIS. is that their software programming can be hacked. YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. limiting its movements to a slow.
• The Grim Skulls. though are most commonly Turians. and focus on vehicles such as the M35 Mako.a minor mercenary band. smuggling tainted element zero.a Turian group based on Omega. They often have the ability to use Immunity.a 'private security' firm and one of the most powerful groups in the Terminus Systems. Able to field a variety of personnel to fulfil their contract. • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders. Notable Mercenary organisations • Blood Pack. or protecting their employer's investments or operations. consisting exclusively of Krogan and Vorcha. • Mercenary Adept: Very occasionally. • Eclipse. Their use of Throw and Warp makes them dangerous. Mercenaries are usually found at their bases on remote worlds.a pirate group that acts as the"muscle" of Omega. • Blue Suns. or by individuals who want protection or assassination services. They are usually hired by criminal organisations that require "heavy muscle". a biotic can be found amongst mercenary bands. Krogan mercenaries regenerate their shields particularly quickly in a fight. most fill one of the following roles: • Mercenary: The standard mercenary. mostly wiped out by Council Spectre agent Saren Arterius.Mercenary Organisations Mercenary bands operate throughout the Attican Traverse and the Terminus Systems. usually equipped with an assault rifle or a shotgun. Sometimes euphemistically referring to themselves as 'private security organisations'. Mercenaries hail from all races and backgrounds. meaning their equipment is usually produced by a variety of manufacturers (unlike military forces. and line up for an Assassination shot. mercenaries tend to use superior weapons and armour. They control 20% of Omega. but they are lightly armed and armoured.a major mercenary corporation active in the Terminus systems. they are usually lightly armoured. • The Talons. Humans. 66 . Given that their occupation requires them to be efficient and capable. which prefer to select equipment from a single company). • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher. • Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers. Batarians or Krogan. mercenaries will commonly raid remote outposts or unprotected starships when unemployed.
and rarely. The Rachni aren't as extinct as the galaxy had been led to believe. The Brood Warrior has abilities comparable to a standard Rachni Soldier. determined to remain isolated from the rest of the galaxy. It is said that they only attack when the hive is particularly strained for warriors. although its attacks inflict more damage. It is also unique among Rachni in that it possesses some Biotic ability. and other hidden locations. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). the humans. have encountered them. they likely fill the niche occupied by drones in other hive species. on difficult to terraform worlds. Given their name. seen. in fear of being plunged into another galactic war. Rachni soldiers are cunning and like to ambush their enemies. They normally inhabit extremely hazardous worlds. The Rachni are territorial. tending to the needs of the queen. who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. Intelligent but highly aggressive. but much larger creatures than Rachni Workers. they respond with brutal force. using them as proxies to translate and communicate when necessary. then its highly likely that other governments have as well. causing heavy toxic damage which ignores shields. able to survive environments that kill most sentient species. Rachni Soldiers are slower. They were eventually defeated and completely eradicated by the Krogan. Rachni Queens are the largest and most intelligent of the species. they rush up to the squad and explode in suicide attacks. they are effectively giant sized locusts intent on death and destruction of all sentient life around them. the spacefaring Rachni were driven to expand and defend their territory. Bred in captivity away from a brood queen. They are the 'elder males' of the hive that usually mate with the queen. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. 67 . Best handled at a distance. it will occasionally place a squad member in Stasis and appears to use a form of Barrier. Acting in swarms. It stands to reason that if the galaxy‘s newest spacefaring race. Should their territory be invaded on purpose or even by accident. they are quite fragile. They can also spit acid. They are most at home in vents and tunnels.Rachni The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. Defended by Brood Warriors who will die to protect them. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. Rachni Queens are capable of possessing the minds of other Biotics. Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. with thin tentacles ending in little pods. if ever. causing heavy toxic damage. These tentacles are used to impale enemies .the Rachni can use weapons but prefer to use these tentacles to impale their victims.
thresher maws are immobile above ground. and smashing with their claws in close range while emitting infrasound. 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. mountains. spread by previous generations of space travelers. but there are some "stray" nests. and move if shifts are successfully generated against them. They can take a lot of damage and can be very hard to kill. violent creatures that burst up from the ground without warning when disturbed. and do not inhabit rolling hills. which is a combined combat skill and weapon. • Native Burrower: Thresher Maws never fully leave the ground they live in. with a body nearly twice that size beneath the surface. Fortunately. but can move incredibly quickly below. They can grow to be in excess of 30 metres tall above the ground. and instead have an extended health track of 3dF+9 Thresher maws are solitary creatures. Their attacks consist of spitting powerful viscous acid that splashes on contact. They reproduce via spores that lie dormant for millennia. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets. penetration 6. harm 8. only the head and tentacles erupt from the earth to attack. They have Natural Weapons as an apex skill. they completely ignore shields. and their acid attacks as though the shields stunts don‘t exist. such as a crashed probe to draw unwary scavengers. and are immobile when they raise up to attack. the Thresher Maw cannot be targeted. and their burrowing style of movement. Due to their size. thresher maws usually live in large flat open spaces on uninhabited planets. or they may take an additional zone of movement when they take their free move when fully underground. they can reach one additional zone with their claws when using their natural weapons. and are a menace to any structures or vehicles in their nesting area. They may use their one free move to rise up or drop back underground. Owing to the nature of their attacks. with a harm rating of 8 and must wait one round between attacks due to their size. As a result. Aggressive and highly territorial. Threshers commonly have some sort of "lure" in their nest. and must wait one round between attacks to recharge their spit. When moving underground. Treat Thresher Maws as having an armour defense rating of 6. two or three at most can be found on a single planet. They also have rank 4 skills agility. The body of an adult thresher maw never entirely leaves the ground. with a range of 2/5. and a new skill called Acid Spit. Give them the following stunts: • Extended Reach: Due to their immense size. yet are robust enough to survive prolonged periods in deep space and atmospheric reentry.Thresher Maws Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. They always attack the closest target. asteroids or moons with little or no atmosphere. identifiable only by their landscape profiles. thresher maw spores appear on many worlds. or valleys. They are enormous. They live alone in nests spanning large areas underground. • Dauntless: Thresher Maws have no composure or wealth tracks. burrowing up from beneath their prey. 68 .
and more resilient than other members of the race. Gaining even a few Vorcha gives a mercenary band a formidable advantage. smarter. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. wild varren hunt in packs and are so vicious they'll even take on the Geth. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. their continual lack of resources have kept Vorcha society extremely primitive. varren infestations have followed. A common subgenus of varren has metallic silver scales. With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw. gathering them up and literally beating them into soldiers. Seeing the potential of the Vorcha's individual adaptability. Even as their population grows. savage species. Their supreme adaptability. they are – like most life from Tuchanka – savage. Vorcha ―trained‖ by this ordeal are stronger. each additional Vorcha magnifies the gang‘s combat ferocity exponentially. To this day. Krogan Blood Pack mercenaries often sweep pockets of Vorcha. hostile. leading to the rather unusual nickname 'fishdogs'. Krogan – and some other species. Vorcha The Vorcha originate from a small. faster. wreaking havoc with the native ecology. Originally native to the Krogan homeworld of Tuchanka. The Krogan have had a love-hate relationship with varren for millennia. 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. including Batarians – raise them as beasts of war. the Vorcha constantly fight each other in fierce competition over basic necessities. and consummate survivors. 69 . This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. However.Varren Varren are omnivores with a preference for living prey. clannish. Virtually everywhere the Krogan have been. alternately fighting them for territory and embracing them as treasured companions. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds.
• Dreadnaughts are the largest vessels in Council space. • Carriers are usually the same size as Cruisers at T3. thus Technology is the difference between ships. • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" 70 . such as luxury cruisers. These terrors of the black are built at T5 (35 bp) or T6 (41 bp). All ships of this type must take the Civilian stunt. • Frigates are designed at a level of T2 (17bp). and have access to shipyard facilities that supply dedicated repair engineers. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. with severe consequences for variation from those limits so imposed. for a hard sci-fi genre. depending on the individual size and age. Crew must adhere to the standard operating procedures of the government. assigned a dedicated crew to operate all systems. usually fielded by carriers. spacecraft may not take the T4 Stunt "Dumps heat into another dimension". Cruisers. but use the optional rules for Fighters on page 228 of the main rules. The only ones who use an actual Beam weapon are the Reapers. so are well represented by the T1 (11 bp) level. cargo freighters and colony ships usually sport minimal or no weaponry. Warships in Mass Effect are classified in one of four weight classes: Frigates. larger than anything else built by the council races. is not important. Using this idea. we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships. 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. Carriers. or T2 level for the larger designs. Geth dropships are classed as Frigates. New T0+ Spacecraft Stunts Government Subsidy Spacecraft with this stunt are officially part of the navy of the government. • Reapers are sentient ships. we just say that they are limited by size. or at T3 with a few sink stunts. we have a quick and easy way to define and differentiate our ships. and Dreadnaughts. who use magneto-hydrodynamics to power them. We can adjust this for our game. All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system. • Fighters are small. and are limited in number to only a few operated by each member race. • Cruisers are firmly in the realm of T3 (23bp) ships. so that instead of limiting ships build points by technology. With this small tweak. Spacecraft and Tech Levels Diaspora made the design decision that ship size. and built with 8bp. These behemoths are built at T4 (29 bp). Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). New Spacecraft Stunts Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers.
• • • • • • • • • • • • • • • • • • "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. or drift passively through a system for days before having to vent and give away her position. Spacecraft can go to 'silent running' for around 2-3 hours. 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. whilst also powering the Internal Emissions Sink. except when such consequences were gained when the aspect chosen above was tagged. This stunt also provides a +2 bonus to maintenance checks when at government facilities. and allows ships to move ten times faster between their destinations for the same reaction mass. and thus reserved for critical operations. and a +2 bonus to repair checks to remove consequences. but the stored heat must eventually be radiated. Cost 1bp. See Diaspora page 69 for standard travel times. Cost 2bp. 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. Requires the Tantalus Core Stunt. torpedos. Cost: -1bp. then divide those by ten. This system does not operate during mass relay travel as the heat generated is too much to absorb. Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. Cost 4bp. and provides a +1 bonus to V-Shift. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks. New T1+ Spacecraft Stunts Mass Effect Drive The pinnacle of interstellar drive design. or it will build up to levels capable of cooking the crew alive. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). and mass effect accelerated projectiles. a Mass Effect Drive is required to access the mass relay system. Cost 1bp. This experimental system may only be installed on spacecraft with a 71 . Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. These shields safely deflect small objects traveling at rapid velocities. This affords protection from micro-meteorites.
using state-ofthe-art stealth technology powered by an experimental drive core.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. +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. Should the Normandy‘s design prove useful in field tests. she is optimised for solo reconnaissance missions deep within unstable regions. is a prototype "deep scout" frigate. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. nimble. codeveloped with the Turian Hierarchy. it is expected that a follow-up class incorporating "lessons learned" will be produced. 72 . 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. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-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. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1.
explosive style. Designed with killing much larger ships in mind. 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. and +2 to to V-Shift for 4bp. 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. 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.Asari Cruiser “Cybaen” (T3) Manufacturer: Asari Republics Ship Class: Frontline War Cruiser Spacecraft Stats: • V-Shift: 4 • Beam: 4 • Torpedo: 2 • EW: 0 • Trade: 0 • Frame Track: OOO OOO • Data Track: OOO O • Heat Track: OOO OOO Stunts: • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal. Cerberus fields its own defense ships around their secret research stations. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. these fighter craft work as a unit to jam the comms of any intruding vessels. 73 . The Oversize Drive Core stunt provides a +1 bonus to the Heat track. and then cause them to catastrophically vent their atmosphere. bring down their kinetic barriers.
Tech Specialist (Infantry) Seizing control of the electronic battlespace. change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. However.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. and receive a -1 penalty to Camouflage next turn. Additionally. as well as +1 to one of the Signals or Camouflage skills. Tech Infiltrator (Infantry) Using their jamming skills to great effect. Shield Projector Kinetic barriers. 74 . determined at creation. this stunt grants +1 to the Signals skill of the unit. the Defenders gain an extra aspect ―Power Drained‖. Biotic Specialist (Infantry) As fearsome as they are in direct combat. this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately. Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. Similarly. provide protection against most mass accelerator weapons. Additionally. At platoon level. New Platoon Stunts The following stunts may be taken by any unit that meets the type restriction (if any). offensive Biotic abilities are unfortunately visually flashy and distinctive. as well the ability to try to use a manouver to remove a free tag on an ally that is currently within Command range. There are no new platoon skills added in this section. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. Additionally. and +1 to one of Direct Fire or Anti Air. Platoon Creation Changes When constructing platoons. All normal rules for character association with units apply as per Diaspora page 192. Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking. This stunt provides a +1 to Hand-toHand. colloquially called "shields". the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals. Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand. Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. the infiltrators gain an extra aspect ―Power Drained‖. Anti-Air. At creation choose one of Armour or Hand-to-Hand. Whether on a starship or a soldier's suit of armour. Direct Fire. or Armour. as well as +1 to one of the Observation or Armour skills. or Direct Fire. the basic principle remains the same. The unit receives +2 to this skill when used defensively. while no less potent to their unit. there are a few ways Mass Effect characters can augment their assigned platoon. the Specialists gain an extra aspect ―Power Drained‖. though. the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour. At the gaming table. Command. there is an opportunity to explore larger scale events through multiple squads in the Platoon level combat minigame.
the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. Armour 1. the Grizzly has had a long career protecting its troops well. Alliance Marines (T3 Infantry) Direct Fire 3. allowing it to take off vertically and hover in place using minimum fuel. and was a bane against the Turians during the First Contact War. Movement 1. “Goldylocks” Platoon (Alliance) • 2x Alliance Marines • 2x Alliance M29 Grizzly Infantry Fighting Vehicles • 1x Alliance M29C Grizzly Command IFV • Platoon Fate: 6 FP An older styled platoon. no spot of enemy units required Battlefield Genius: platoon units gain Command Range +1 Command and Control of the Battlespace Overheated Weapons As Protective As a Papa Bear A61 Mantis Multirole Gunship (Citadel Races Only) The Gunship is driven by vectored-thrust engines. The Mantis houses an element zero core which lightens the engines with a mass effect field. Observation 2.Example Platoons All platoons are created at tech level T3. Signals 2. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. Command 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. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. Direct Fire 3. The only role the Mantis cannot perform is that of a true deep-space fighter. a fighter. the M35 Mako. a high-altitude bomber. Whilst slower and bulkier than its successor. the Mantis remains in service in dozens of armies across the galaxy. 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. Movement 1. First rolled off the assembly lines in 2170. disrupting communications. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. Anti-Air 2. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. Hand-to-Hand 2. Direct Fire 3. taking out support units and delivering marines to weak points in the enemy formations. Movement 1. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. as it has no FTL drive. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 .
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. 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. and their education from that point is dedicated to sharpening their mind and body for that sole purpose. Observation 2 Morale OO Scatterable Mine Payload: can deliver areadenial ordnance (mines) Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Suddenly. Movement 3. demoralizing and defeating their enemies through intense. and a dancer's grace and alacrity. Observation 2 Morale OO Infantry Carrier: able to transport Infantry Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Rapid Deployment and Close Support Overheated Weapons A61 Mantis Gunship .Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. Movement 3. depending on the tactics preferred in their town. Armour 2. Direct Fire 2 Morale OO Interceptor: able to respond and act to enemy aircraft if on LAUNCH box 76 . Huntresses fight individually or in pairs. possessing profound tactical insight. A61 Mantis Gunship . Like an army of ninja. a huntress is practically unbeatable. 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 . Movement 3. focused guerrilla strikes. a hunter's eye. Armour 2. Movement 4. they are adept at ambush. Armour 2. and assassination.Air Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Anti-Air 4. Armour 2.Ground Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. One-on-one. infiltration.
Veteran 1. +1 to Anti-Air. Movement 3. This makes them extremely efficient in battlefield conditions. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3. shutting down their power sources to stay undetected. The key element of Geth warfare is surprise. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Command 1. Movement 1. Observation 2. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. Direct Fire 3. Morale OOO OOO O Geth Platoons All Geth are networked to each other. Camouflage 1. +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender. Movement 2. Hand-to-Hand 3. +1 to Direct Fire. Geth Infantry Platoon • 4x Geth Troopers • 1x Geth Juggernaught • Platoon Fate: 6 FP Geth Heavy Weapons Platoon • 2x Geth Troopers • 2x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP 77 . Camouflage 1. Armour 1. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Anti-Air 2. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. The Geth make perfect ambushers—"they don't move. they don't even breathe. +1 to Direct Fire. Direct Fire 2." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions.Biotic Specialist: +1 to Hand-to-Hand. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. Armour 1. Direct Fire 1. they don't make noise. they may communicate their exact thoughts and ideas at the speed of light. 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. Geth can even be packed tightly into crates and left in storage. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively. Movement 2. Veteran 1. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. Direct Fire 2. Armour 2. Veteran 1. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand.
which varies depending on which Leader is assigned to a Platoon. Direct Fire 2. Anti. or reduce its mass for limited evasive or positioning manouvers. Signals 2. fell short of accomplishing. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. Movement 2. Observation 1. Movement 1. Armour 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. 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. It is equipped with microthrusters and a small element zero core. Observation 1. Signals 2. Signals 1 Morale OOO O Long Range: ignore 1 extra zone of range when attacking Long Range: ignore 1 extra zone of range when attacking 78 . Observation 1. 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. Anti-Air 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. Movement 2. the M29 Grizzly. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. Geth repair their morale using Signals instead of Command.Air2. Armour 3. Direct Fire 2. Observation 1. Though the interior is cramped. 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. It is designed to fulfill the role of rapid deployment that its predecessor. and that they are extensively reliant on digital communication for interaction. which can be used to increase mass and provide greater traction. Armour 2. Geth Troopers (T3 Infantry) Hand-to-Hand 3.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.
Direct Fire 1. +1 to Observation. Observation 3. Movement 1. Armour 1. performing dangerous missions such as counterterrorism. Hand-to-Hand 2 Armour 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. Signals 1. These include a recon drone controller. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. 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. STG operators work in independent cells. Hand-to-Hand 2. infiltration. devoted to accomplishing their mission regardless of the cost involved to others or themselves. STG Recon Unit (T3 Infantry) Camoflage 3. Observation 2.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. and sabotage. usually deployed by the Citadel Council. Movement 1. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . Direct Fire 3. Armour 3. STG operators are brutally practical. additional aspect ―Power Drained‖ to remove these bonuses. reconnaissance. 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. assassination. 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.
Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. Movement 2. able to use manouver to remove free tag on ally in command. Signals 1.STG Infiltrators (T3 Infantry) Camouflage 3. 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. I encourage you to create your own versions of these units. Armour 2. Tech Defender: +1 to Command. or perhaps some of the ones on the list below: • • • • • • • • • • • • • • • • • • • Batarian Slavers Blood Pack Mercenaries Blue Suns Mercenaries Cerberus Mobile Infantry Council Spectres Drell Assassination Squad Eclipse Mercenaries Elcor Heavy Weapons Geth Armatures Husk Zombies Krogan Beserkers Krogan Biotic Battlemasters Mass Driver Orbital Artillery Quarian Commandos Quarian Engineers Rachni Swarms Thresher Maws Vorcha Irregulars Wild Varren Pack STG Cell Leader (T3 Infantry Leader) Command 4. 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 . Direct Fire 2. Indirect Fire 1. Armour 1. Movement 3. 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. Tech Infiltrator: +1 to Armour. Hand-to-Hand 1. Hand-to-Hand 2. +1 to Camouflage. additional aspect ―Power Drained‖ to remove these bonuses.
there are many places that the reach of the council doesn‘t extend. Cluster creation is intended for each player to suggest themes they‘d like to explore. Many races have petitioned for elevation to this status for a long time. those confines. Character creation works in a similar way. individualistic and thus. encountering various alien races and establishing itself on the galactic stage. permitting instantaneous passage across thousands of light-years. Humans are new to the galaxy A little over 35 years ago. unpredictable. our options are not so limited. to join the Asari. which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry. Salarians. Whilst the Citadel is seen as the primary location of galactic rule. and Turians in the decision making process. there are hard limits on what you can do and where you can go. abnormally ambitious. This is the setting history established in the first Mass Effect game. At the time of the first game. With the technology from these ruins. and are heavily petitioning for full member status in the Citadel Council. 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. or outside. Whilst you can explore hundreds of worlds across the series.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. In this section. humanity learned the secrets of mass effect physics and element zero. as well as confronting the prevailing opinions of humans as intelligent. battling aliens and making allies (and vice versa). with steps designed to help link your characters to each other. moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space. Law and Order The Mass Effect games place strong emphasis on the theme of law and order in the galaxy. such as 81 . At the gaming table. beginning the First Contact War. creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. unlocking faster-than-light travel. by its very nature as programmed entertainment. Hoping to expand their territory and driven by immense curiosity about the galaxy. This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. as the structure of the Diaspora RPG cluster and character creation is designed to help you. you get the chance to explore the galaxy. 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. exploring ancient ruins and fabulous cities alike. no one in the wider galactic community had ever heard of humans. Taking control of a pivotal character in the events of the game. Humans are still discovering what it takes to survive on these newly discovered worlds. humans have an active role in galactic commerce and settlement. Humanity began its journey among the stars. They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. they began activating every mass relay they could find. 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. as well as how individuals choose to operate within. Humans also discovered the mass relay network that threaded the galaxy. highly adaptable.
The Citadel Council heavily controls all research into synthetic intelligences. with them making up the largest of the minorities. Whether they are the biotic powerhouse Asari Huntresses. skills or abilities your character needs. Partial Characters and Cool Stuff As you have read through this book.the iron fisted rule of the Asari crime lord Aria on Omega. An AI gives the view from the other side of the fence when it says that. You can always fill in the rest as you play. resources and attitude for the character. 82 . and an Artificial Intelligence character as allies of the player in the second and third game shows that there is much that can be learned by both sides when working towards the same goals. there are those who are sent in to do them. Conversely. aspect. exiled from their home planet by their own creations. you have probably noted things of interest you‘d like to explore. ―Hacking Diaspora: Threats. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. these potentially disastrous outcomes are neither certain. and is always happy to take new recruits. so too is the nature of how organics deal with synthetic intelligences. an ability or race. there is much appeal to playing highly competent beings breaking heads and taking names. Just choose one. when other inspiration is taking a while to surface. As one character in the game puts it: synthetic races have no use whatsoever for organics — they don't have the same needs or drives as biological creatures. take some time to decide why your character is so good at that particular skill. the law. They have successfully incorporated humans into their structure to help with policing and patrol duties. from a synthetic point of view. When you are unsure what kind of aspects. C-Sec is a volunteer organisation. Organics vs Synthetics In the large scale. many mercenary groups employ humans as hired muscle. this can be explored in the ways humans protect. the Geth. Sometimes. The companion document to this rules hack. so they have no need to trade resources or information with them. and you‘re good to go. Unfortunately for the council races. Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. or even the elite Council Spectres. However. Tying into the first theme of humans being new to the galaxy. The apex skill represents a significant investment in time. "all organics must destroy or control synthetic life forms". replacing the Technology attribute in the Cluster creation mini-game with the Order attribute allows players to decide for themselves how this theme impacts their characters. The Quarian peoples are adrift in space. lest the same mistakes get made. name them. or stunt that interested you. notably Blue Suns and Eclipse. you can always begin by using one of those characters as a starting point to developing your own. or the corporate control of Noveria. the covert and clandestine Salarian Special Tasks Group. With only one skill at the Superb (+5) level. Special Operations and Apex Skills When there are dangerous missions to perform. to provide protection to interests not necessarily desired by the Council. nor impossible to work around. The introduction of both a Geth character. Along these lines. and Elite special operations groups are one place to develop them. At the personal level. or circumvent. 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. a stunt or two. they are all you need to begin to create a character. give ‗em that race. Diaspora supports this style of play with its pyramid skill structure. banning AI research almost entirely.
HACKING DIASPORA TO Name Race Homeworld Class/Concept Rank 5 Skill Rank 4 Skills Rank 3 Skills Cluster Known Biotic Effects Tech Talents Or Combat Excellence Abilities Health Rank 1 Skills Composure Wealth Aspects Mild Consequence Medium Consequence Severe Consequence Weapon Range Stunts Rank 2 Skills / Harm Pen Stunt Stunt Stunt Gear Armour Stunts Defense Rating Ammunition Effects HD2ME Character Sheet Ver 2.0 83 .
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. Effects last until the next turn only unless otherwise specified. Three or four combat skills. no Tech Training. If used two turns in a row. Hate humans Rescued from their dying world. emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. omnitools and bio-amps. slavers. Place aspect on target. no Biotic Training. Minimal combat training. Biotic and Tech Training skills not higher than rank 4. and overthrew. Conserves momentum. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. Biotic and Combat skills not higher than rank 4. no combat skills. Broken by the genophage Evicted by own AI creations. Number of effects equal to skill training level. modified by Bio-Amp Implant stunt. Amphibious information seekers. Singularity Gravity sink. Non-technical apex skill. Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. New Skill: Biotic Training (Page 26) Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. no Biotic or Tech Training. Zone aspect. combat skills not higher than rank 3. Primary Biotic Effects: Barrier +2 to own armour defense rating. other combat skills not higher than rank 3. Place aspect on target. Place aspect on target. Combat Excellence stunt available with ranks in Tactics. the Quarians Reptilian mercs and enforcers. Lasts three turns. no Tech Training. home is where the flotilla is. Throw Shift enemy one zone. Lasts two turns. Tech and Combat skills not higher than rank 4. no Biotic Training. Minimal combat training. reliable and affordable equipment such as armour. target takes one additional damage shift from any successful attacks. adaptive predators loyal only to the strongest Engineer Vanguard Sentinel Infiltrator Biotic specialist. Warp -2 to enemy armour defense. Combat specialist. clannish primitives used as cannon fodder by mercs Towering.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. now militantly serve the Hanar Ponderous giants. admired and distrusted equally Synthetic AI race created by. mono-gendered race of female appearance Pirates. Stasis Target unable to move and takes no damage. 84 . Lift Target floats helplessly. adept at sneaky and subtle Public service peacekeepers. client race of the Turians Aggressive. Tech specialist.
Place ―Biotic Shockwave‖ aspect if have Singularity. or +4 for having both. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. May pay a FP to resolve the effect immediately. Draw line on map from character (Tactics -1) zones in length. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect. If target was unarmoured biological. Slam Requires: Lift effect and one of Throw or Pull effects. then next turn make a full turn move.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. Effects = Skill rank +1. If >5. Asari Biotic No implant required. L4 Implant Aspect: ―Occasionally Distracted by VI‖. L3-R Implant Max skill rank = 3 -1 to composure track. Their weapons and armour are high quality. then next turn gain a +2 bonus to armoured or synthetic target. or both if you possess both effects. Unstable L2 Implant Max skill rank = 3. no effects avail. otherwise resolves at the end of turn. Finally. or +4 for both. must start again. Spend one turn preparing this effect. That target becomes immune to further Domination next turn. Effects = 0 Stable L2 Implant Max skill rank = 4. or a +4 bonus to unarmed biological target. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. make a Close Combat check at +2 bonus for having one of the required effects. Next. rounding up against other biologicals. Armax Arsenal Supplier of elite Turian military units. Effects = Skill rank. Dominate Requires: Stasis effect and Resolve skill. Effects = Skill rank. Place ―Slammed‖ aspect on target. Unable to use this effect in consecutive turns. Unable to use another Biotic effect next turn. Advanced Biotic Effects (pages 27. high priced and very difficult to acquire for most non-Turians. apply Barrier to self. or Throw to target. Add 3dF to skill rank before combat to determine skill level. Must not take free move. Reave Requires: Warp effect and Medicine skill. reducing any pass costs by 1. Add 1dF to skill rank before combat to determine skill level. No max skill rank. 85 . Younger than 300: are dying. have no implant and cannot take skill. may spend a FP to gain a defense bonus equal to half Medicine ranks. Effected targets with the Shielding stunt are unable to move next round. one composure or health damage cumulative per use. you are unable to act the following turn. New Stunt: Bio-Amp Implant (Page 29) Modifies number of effects. They must then resist an attack equal to Biotic Training +2. Shockwave Requires: Lift or Singularity effect and Tactics skill. All zones affected must resist this attack. Finally. those without Shielding have the Lifted effect applied to them. L3 Implant Max skill rank = 3 Effects = Skill rank. Spend one turn focussing on a target. Make a Biotic check at +2 for one effect. you are unable to act the following turn. Then. Effects = Skill rank L1 Implant Cannot take skill. If 0. If target is invalid. Effects = Skill rank.
Decryption Unlock doors. Pen 2. 89) Repair New Skill: Tech Training Characters can have a total number of talents equal to number of ranks they have in the Tech Training skill. Target becomes immune to further Overloads next turn. Elanus Risk Control Services A private security corp that can provide event security. Place ―System Rebooting‖ taggable aspect on synthetic target. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. professional mercs. NonLethal. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action. Advanced Requires: Hacking talent. or passing through must roll their Stamina skill against the number of shifts. Substitute ranks in Tech Training for Medicine skill rolls. access secure systems. Multiple Redundancy: Use my Tech Training. etc. On a success. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. Drone Stats: Range 0/1. 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. and to hack lone targets. and lasts 2 turns when activated. Advanced Tech Talents: Must also have Computer (space) skill. starships.VARIANT RULES QUICK SHEETS Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold. including Biotics. Primary Tech Talents: Damping Use defensively to contest Biotic Effects. Harm 2. 86 . All Tech Talents last for one turn. in same or adjacent zone to the character unless otherwise noted below. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. ending their turn if they fail. place a ―Frozen and immobilised‖ aspect on the zone for one turn. bypass alarms. Hacking Restrictions removed to allow repeated Hacking attempts on same target. to weapons and armour. Place ―Disorientated and Confused‖ taggable aspect on biological target. place ―Suppressed by Tech‖ aspect on appropriate target. That target becomes immune to further Hacking next turn. Drone and Have-a-Thing: Combat Drone stunt. Combat Requires: Hacking Talent. Must have at least 1 rank in Medicine skill. Offensively. A mobile weapon platform at your command. heat or toxic exposure. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. Must have at least 1 rank in Repair skill. All targets in the zone. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect. May be taken multiple times to stack penalty. Must have at least 1 rank in Medicine skill. Jamming -2 penalty to enemy alertness checks. Substitute ranks in Tech Training for Repair skill rolls.
any level of Tactics skill. On a success. Advanced Requires: Overload talent. Tactical Cloak Requires: Jamming talent. and Armour with Shields stunt. New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. Armour bonus granted by Shields boosted by +3 when this talent is activated. Attacks reduce this bonus by 1 per shift. 89) Hahne-Kedar Earth-based major supplier to the Systems Alliance military. Their weapons are stock quality at best. New Stunt: Combat Excellence (Page 34) This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. target takes Health damage of number of shifts. Base Jamming talent duration extends by 1 turn. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged.VARIANT RULES QUICK SHEETS Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain talent. excluding the user. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. Unable to be used on successive turns against the same enemy. Combat Excellence Requires: Energy Weapon skill of at least Rank 3. 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. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. but must still meet all other prerequisites. Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. Tech Armour Requires: Hacking talent. When neutralised. including possessing an appropriate weapon. Overload Restriction removed to allow repeated Overload attempts on same target. after ―Shields are Down!‖ compelled. 87 . and unshielded targets must resist 3 shifts of Composure damage. and no ranks in either Biotic Training or Tech Training. the Tech Armour detonates. though their armour lines are generally recognized as above average. absorbed by armour. 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. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. MG Immunity Once per scene.
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
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
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.
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
New T3+ Energy Weapon Stunts
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
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
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.
VARIANT RULES QUICK SHEETS
New T3+ Energy Weapon Mods
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.
New T3+ Powered Armour Mods
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
Mechanical robots used as supplementary guards. or T6 (41 BP) Allows access to mass relay network. Violent primitive race usually found in forgotten corners of dark places. Intelligent arachnid race with hive mind. Cost 4bp. Cost 2bp. Mostly Turians. and all travel times reduced by factor of 10. Cybernetic zombies created by Geth from captured Biological races. 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). Additional aspect from list below (or similar). Huge solitary burrowing monsters with acid spit. Cost 1bp. +1 to V-Shift. +2 bonus to repair checks to remove consequences. Adaptable dangerous pests that hunt in packs. Crew must adhere to SOPs. Humans. Synthetic AI race. +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. Batarians or Krogan. except when aspect was tagged. "Government Owned and Operated" aspect. or T3 (23BP) plus dump stunts Cruisers T3 (23 BP) Carriers T3 (23 BP) plus Fighters Fighters 8 BP Dreadnaughts T4 (29 BP) Reapers T5 (35 BP). 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. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. +2 to Heat Track. 91 . Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. Must also have one other high energy usage system (IES). Stealth system gives +2 bonus to Nav check in detection phase.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. sometimes used by Krogan Blood Pack mercenaries.
Tech Defender (Infantry) Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network +1 to Command and ―Power Drained‖ aspect. Gain +1 spot marker after attacking with either of the two chosen skills. 92 . and ―Power Drained‖ aspect. +1 bonus to one of Direct Fire or Anti-Air. +1 to Signals. Ability to try to use a manuover to remove a free tag on an ally that is within command range. Geth repair their morale with Signals instead of Command. +1 to Hand-to-Hand.VARIANT RULES QUICK SHEETS New Platoon Stunts Shield Projector Biotic Defender (Infantry) (Page 74) Biotic Specialist (Infantry) +1 Tech Enhancement to Armour Choose one of Armour or Hand-to-Hand: +2 bonus when chosen skill is used defensively. +1 to one of Camouflage or Signals. +1 to Armour and ―Power Drained‖ aspect. and get a -1 penalty to Camouflage next turn. which causes a -1 penalty to Camouflage the following turn. +1 to one of Armour or Observation.
and is here purely for reference and inspiration for aspects or plots. Armour Manufacturers (Page 52) Manufacturer Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation 1. This weaponry is always in demand for research purposes. and Hanar all produce their own armour. and are not available to other races.VARIANT RULES QUICK SHEETS Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Shunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Weapon Manufacturers (Page 48) Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. but may be retrieved from defeated Geth. but rarely differs substantially from other weapons of the same type.2 Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes Note 1: Volus. Elcor. 93 . Note 3: The Krogan armour manufactured by the Geth are not available to player characters. Note 2: See the Spectre Gear Options section on pages 49 or 89.
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