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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
prototype00. I first had to find a system that could do it justice. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds. rescuing colonists. EonTrinity. Matthew Gooding (Reaganstorme) May 2012 ACKNOWLEGDEMENTS I would like to thank the creators of Diaspora. don‘t be afraid to make up your own versions.html. I acknowledge that Mass EffectTM and all related races. which can be found here: http://www. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void. I realised I had found a game system that would suit my needs. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom. and are used in this document with Fair Use intent. and Propagandor for their comments and encouragement. Barbacobra. Bioware could only put so much into the game. the process of taking an established setting and creating. zircher. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1. HumAnoydd. What you see here is the culmination of my efforts to blend the two.0a (see page 90). characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. Please see the Licence section for further details.vsca. but if some of the sample aspects.com/. Some things were hinted at. and can be found in their fantastic completeness here: http://masseffect. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License. were fantastic games that begged to be explored. the player trekked across the game setting exploring uncharted worlds. and that you undertake and enjoy the adventures that are waiting for you. gear or mods don‘t quite suit your game. Yook.ea. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version.Introduction Welcome to the updated version of my first attempt at system hacking. Silent Wayfarer. Bioware’s Mass Effect and its sequels. PolkaNinja. chiefly Brad J. despite the available scope of the setting. James the Dark. and more. battling synthetic intelligences. ChopSockey.net. Special thanks goes out to my playtesters. fellow RPG.ca/Diaspora/diaspora-srd. Murray (Halfjack). Mass Effect 2 and 3. Introduced to Diaspora by friends on RPG. Darth Illithid. stunts. Travellingdave. Some text has been taken from the Diaspora System Reference Document. others left as blank slates. Mass Effect told the story of a group of civilisations about to meet their doom. Their home page can be found here: http://www. it‘s a freeware font called Slider. I hope you find this document useful. Assembling a group of champions.com/.TTF. and Stacie_gmrgrl. and are not meant to challenge ownership of such ideas. 4 .wikia. That‘s where VSCA Publishing’s Diaspora comes in. For those looking for the font I used for the titles and headings. Also.net members Stevenls. As you can imagine.
this is functionally the same as rolling 4d3-8. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. which might be someone else's roll or might be a level imposed by the referee. when all things are considered. you add an appropriate skill. through the invocation of Aspects. This yields a particular curve. which yields a result between -4 and +4. and other elements from the FATE system but they each have other distinctions.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. in which a player roll is compared against a referee roll. Each of these use fate dice. and 5-6 as +.46 16/81 19. available on the Internet. two faces marked +. most numbers in the game. While higher numbers are possible.95 1/81 1. You roll your set of four fudge dice.95 -2 10/81 12. 3-4 as blank.24 -3 4/81 4. A Fudge die is a d6. it is often the difference between two rolls that might determine the quality of success. in that the term Fair is replaced by Decent. around which the game is built. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. So. 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. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. yielding a range from -4 to +4. Without special dice. and you have a total.The DIASPORA Mini-Games Diaspora is a set of mini-games.35 4/81 4.75 0 1 2 3 4 19/81 23. 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. in an opposed roll.35 -1 16/81 19. and two faces blank. with better chances for extreme results. and then you compare against some difficulty level. 5 . If one is looking for appropriate adjectives to describe an action. Aspects. The words are only applicable directly when a single character acts. results of 7 against 5 represent a decent success. with two faces marked -. Refer to the provided links if you wish further clarification of any rules based information.75 10/81 12. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. you could treat 1-2 as -. are single digits. subtract the -s. Since an apex Skill is at level 5. Treating the -5 and 5 results as zero keeps the expected range though. successes and difficulties are rated by numbers or by the terms on the Ladder. Our Ladder here is slightly different from the Spirit of the Century Ladder. You add up the +s.
FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. Using the energy field created by the mass relays. The Citadel. from generating artificial gravity to manufacturing highstrength construction materials. allowing them to tap into dark energies to reduce their mass. In fact. In particular. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. skilled navigators are able to propel the ships light-years in only a few hours. or "eezo". the Reapers wait for the coded signal from their keepers that technology is progressing. emits a dark energy field that raises or lowers the mass of all objects within it. It is most prominently used to enable faster-than-light space travel. and their focus. An advanced hybrid race of sentient synthetic/organic warships. with a few catches. commercial fusion torch. were the Reapers. and the usages of their Element Zero based technologies. Starships still require conventional thrusters (chemical rockets. the rare material dubbed element zero. With only a core. In the Mass Effect setting. allowing high speed travel with negligible relativistic time dilation effects. This effectively raises the speed of light within the mass effect field. and that the time to feed has come again. dubbed the Protheans. ELEMENT ZERO AND THE MASS EFFECT Element Zero ("Eezo") When subjected to an electrical current. and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. the last great technological society. economy ion engine. as are limited FTL routes. They discovered that in the dark spaces between galaxies. slumbering in hibernation. are not in-fact the creators of the mass relays scattered through the galaxy. These routes are only able to be navigated using space ships with special Element Zero power cores. and the heat debt acquired by interstellar travel. behind them when they again leave for millennia. The last such galactic extinction event happened approximately 50. the idea of technological advancement to the point of collapse is here. Very massive ships or very high speeds are prohibitively expensive. but the latest in a long line of intelligent races to unlock the secrets of their use and discover their purpose. the Reapers provide the building blocks for their next harvest. or military antiproton drive) in addition to the FTL drive core.The MASS EFFECT Premise SETTING BACKGROUND Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect. 6 . In anticipation of intelligent life reaching for the stars. all currently discovered uses for element zero based effects generate a heat debt that must be managed. Navigation is only possible between relays. This "mass effect" is used in countless ways.000 years ago. 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. a ship has no motive power. By leaving the mass relays. allowing higher rates of acceleration. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction.
The least developed of the races is humanity. low-mass fields permit the creation of evenlyblended alloys. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. the enormous excess energy shed in the form of lethal Cherenkov radiation. whilst limited FTL is possible. The Geth are a prime example of the doom that is pending with the development of AIs. and cybernetic implants. we see the presence of technology everywhere. to prevent the electricity discharging into the hull and causing catastrophic damage. The military makes extensive use of mobility enhancing technologies. In starship drive cores. Even colonists have access to advanced tech. and plenty of scientific secrets still to be discovered. 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. So. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. mass is increased. It also means that most weaponry will be energy weapons. but all Biotics are sensitive to the presence of mass effect fields. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. this manifests as an occasional static shock when they touch metal or other people. This still gives us plenty of conflict to game. With a positive current. and both are susceptible to combat hacking. driving the Quarians from their homeworld and taking over. personal networks are everywhere. mass is decreased. this charge must be grounded at regular intervals. and protect starships in planetary orbit or during space battles. sturdy construction materials. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. it's much more efficient to use the mass relays to navigate the galaxy. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. Some Biotics' talents are not strong enough to be offensively viable. Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. High-mass fields create artificial gravity and push space debris away from vessels. as with regular Diaspora T4 societies. but can produce impressive offensive or defensive effects. Ubiquitous Technology In the games. while high mass compaction creates dense. either by touching a planet surface or interacting with a planet's geomagnetic field. the greater the magnitude of the dark energy mass effect. For Biotics. many Biotics can also create and manipulate their own mass effect fields. The stronger the current. who have jump started their technological creations and exploit Element Zero and mass effects themselves. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. the effects are catastrophic. the world of Mass Effect is on the brink of imminent collapse. Whilst there are still advances to be made. the slipstreams become the links between the mass relays. and each system can have several planetary systems reachable by ships. When the table sits down to create the cluster. In space. 7 .If the field collapses while the ship is moving at faster-than-light speeds. In manufacturing. This reflects back to the Cluster generation mini-game quite easily. With a negative current. This requires intensive training. amongst a variety of other effects. The ship is snapped back to sublight velocity. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. and we never see any nontechnical races competing for resources.
and all manner of other restricted goods are available for sale. O+1: Progress Typically touted as a fair system for all. controlled or illegal narcotics. At this level of order. Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. Example – The world of Illium. Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. there are multiple layers of bureaucracy. Example – The completely corporate and privatised world of Noveria. What started as measures to protect the public good are beginning to become quite restrictive. systems and societies. all exploited by those wanting to work around them. O+0: Stability Those employed to look after the public generally do. Life is strictly survival-of-the-fittest. verification. the Citadel. Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station. There is a substantial administration system geared towards the issue. so whilst today's criminal ganglords might provide some measure of stability. to the totally controlled centre of galactic politics. although there are still those willing and able to rort the system without bringing too much attention to themselves. Any sufficiently charismatic or forceful individual can set whatever rules they like. from the relatively lawless Omega. the rules and restrictions are beginning to pile up. Example – The Citadel 8 . O-1: Corruption Whilst relatively stable. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. period. where slaves. especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. representing a very minimal structure of a handful of people at most. revocation and enforcement of many activities. or other associate species of the Council. There's plenty of variance in the levels of Order in societies during the missions in the game. we need a new stat to represent variances between worlds. weapons. licensing and policing of those granted licences are the primary methods of keeping order. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything. validation. O+2: Licensed At this level of order. and those who commit crime and are caught generally face the appropriate penalties. 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.Cluster Creation Mini-Game Changes NEW SYSTEM STAT: ORDER Due to the universally high level of access to technology. tomorrow's gang leaders may die in a hail of blaster fire. Example – Any homeworld of the Council races. those in charge are more concerned with their own power than in serving the public interest. I've picked ORDER.
“anything should be able to be modelled with an appropriate balance of Skills. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid. Page 221) There are fifteen racial backgrounds in Mass Effect. 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. including baseline humans. After all. they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type. and Stunts”. Aspects. and of those ideas. Chapter 9 . There are some suggestions on how to model variances to the Diaspora setting in the SRD. 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. I‘ve incorporated two of them: new races and special powers. but are included in this section for completeness. (Diaspora. Mass Effect also has quite a few variations from the base outlines. or that some should be lower. 9 . as the SRD states.Making it Work. They may suggest some Skills should be higher than others.Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. These differences form the mechanical description of the race. Here's the relevant text from the authors that I used to help create the following racial outlines: Formulating a non-human race (or converting one from another source) may then be framed in terms of general statements that are applicable when measured against a normal human. and Stunts that would be more common in the race than in humans.
As such. Biotics are common enough that some capability is a requirement to be trained as a huntress. Fortunately. possessing profound tactical insight.Asari from that point is dedicated to sharpening their mind and body for that sole purpose. A very long lived race. Asari can be found in all walks of life. The Asari. develop their stealth and close combat skills as huntresses. they possess an alarming proficiency for killing. mercenaries. and as such often have the resolve skill. Whilst they are natural Biotics. and a dancer's grace and alacrity. and to discover and inhabit the Citadel. diplomacy." The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. and usually have at least one space skill. and Biotic talent. Asari choose to be warriors at a young age. diplomats and warriors. but often have good charm or intimidation ranks. Asari characters must take the Natural Biotic stunt. The Asari were instrumental in proposing and founding the Citadel Council. Their millennia-long lifespan and unique physiology—allowing them to reproduce with a partner of any gender or species—give them a conservative but convivial attitude toward other races. a huntress is practically unbeatable. Reflecting their physical attributes. lack of Biotic talent excludes a young Asari from military service. bureaucracy. Asari typically have the Agility skill quite high. and have been at the heart of galactic society ever since. not all develop their skills. Asari have had a long time to develop many other skills. traders. Asari characters favour a few skills over others. native to the planet Thessia. and when focused on building their martial abilites are fearsome huntresses. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. there are not many of them. When they retire. Huntresses fight individually or in pairs. and some kind of profession. Politically minded Asari will have good arts. and some all of them at somepoint in their life. but taking ranks in Biotic training is optional. culture/tech. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. One-on-one. Asari have been bartenders and dancers. a hunter's eye. and their education 10 . are often considered the most powerful and respected sentient species in the known galaxy. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight. depending on the tactics preferred in their town. Out of physical combat.
Rogue Batarian slave rings are feared throughout the galaxy. It is not known what the average Batarian thinks about their enforced isolation. Their government. Given the Batarian government's oppressive nature. The rest of the galaxy views the Batarians as an ignorable problem. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. preferencing vanguard and sentinel packages. though in more lawless regions of the galaxy like Omega. fuelling the stereotype of the Batarian thug. despite being illegal according to Council law. Casting aspersions on the monetary worth of a social better is considered a serious insult. Batarians strongly believe that species with less than four eyes are less intelligent. who are forbidden to leave Batarian space by their omnipresent and paranoid government. Their shock troopers are known to be Biotically talented. known as the Batarian Hegemony. as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. The custom is so deeply ingrained in Batarian culture that they consider the Council's anti-slavery standing to be prejudicial. Most Batarians at large in the galaxy will therefore be mercenaries or pirates. When humans began to colonise the Skyllian Verge. Almost universally despised. Batarians place an extremely high value on social caste and appearance. and have high combat and intimidation. negotiations with a Batarian are likely to be conducted at gunpoint. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves. and overstepping one's place is frowned upon. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised. but beneath the notice of the powerful Council races. 11 . 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. especially among colonists.Batarians Slavery is an integral part of the Batarian caste system. The Council refused. They have a reputation for being shrewd businessmen and merchants. It should be noted that these criminals do not represent average citizens. becoming an inward-looking rogue state. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. a region the Batarians were already actively settling. make Batarian counter-culture rebels almost impossible to find. despite the fact that their exile is largely self-imposed. and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. is still hostile to the Systems Alliance. they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest". The indoctrination by their govenment and caste systems.
so many have high ranks in agility. resolve. Since then. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. though they still have to share an embassy with the Volus.Drell Elcor The Drell are a reptile-like race that were rescued from their dying homeworld by the Hanar following first contact between the two. and survival. Elcor speech is heard by most species as a flat. an adaptation to a world where they must remember the location of every necessary resource (vegetation. Since their subtlety can lead to misunderstandings with other species. These are filed away in huge libraries of data discs 12 . but primarily ones that involve physical tasks. extremely slight body movements. the Elcor discovered the closest mass relay and. EVA and repair. Any Drell may refuse to serve. as well as all space and combat skills. ponderous monotone. but as being requested to serve is a great honour. which the Drell fulfill by taking on tasks that the Hanar find difficult. Their Compact with the Hanar allows them to develop many other skills. They are massive creatures. With their help. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. drinkable water and prey migration paths) across vast distances. who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. such as combat. This has coloured their psychology. making them deliberate and conservative. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. 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. Drell have quite a few physical skills due to their harsh development. alertness. scent. Amongst themselves. The memories are so strong that an external stimulus can trigger a powerful memory recall. The Drell possess eidetic memory. such as demolitions. an evolved response to an environment where a fall can be lethal. The Elcor are native to the high-gravity world Dekuuna. Elcor move slowly. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. This process can be involuntary. The Elcor follow the recommendations of their Elders. few turn down the offer. The Elcor quickly became one of the more prominent species in Citadel space. standing on four muscular legs for increased stability. stamina. had established a regular trade route to the Citadel. within a single lifetime. The Elcor were just making their first forays into space travel when the Asari made contact with them.
separating their technology base from the rest of the galaxy. from traders and business operators. the Quarians attempted to exterminate them. They adopted an extremely isolationist attitude. They don't need to trade for any resource—they have all they require to supply their own needs. century-long development plans. colonists. lumbering Geth Armatures. dubbed the ―Morning War‖ by the Geth. pirates. Geth The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. provided one has done a great deal of research. bureaucracy. assault. When the Geth became sentient and began to question their masters. While they prevented any contact by other races with themselves. It isn't clear whether these are also AIs — in the same way Geth Armatures are not just tanks but sentient machines capable of learning and problem solving — or simply controlled by the Geth. The Geth did not repopulate the now barren Quarian worlds. The Geth won the resulting war. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. Because their slow. Over time. Fortunately. they should not have combat skills. the Elcor rely on sophisticated VI combat systems. and are fond of making thorough. only slightly larger than the Alliance's. The Elcor economy is small. but extremely well developed. 13 . consequently having fewer space related skills. High brokerage. These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists.and are consulted when needed. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest. They see no point to rushing things.any ships that ventured into Geth space were immediately attacked and destroyed. to the gigantic. The Geth were created sometime around 1900 CE by the Quarians. and trade only in finished goods. The Geth continued development of new technology and variations of mobile platforms. which could house every single Geth program. serial killers and actors. specifically). recon and repair drones. as labourers and tools of war. the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers. their durable hide allows them to shrug off most incoming fire. instead relying on equipment stunts if in military roles. Elcor warriors don't carry small arms. and reduced the Quarians to a race of nomads. instead choosing to exist in the computer hubs aboard massive space stations. Little is known about the Geth in the time between the Morning War and the present. to bouncers. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. Due to their conservative nature. They obtained an ultimate goal in this time period. Any attempt to embargo their space would be fruitless. This makes Elcor policies very predictable. Elcor make better colonists than sailors. The slow speed and immense size of the Elcor makes them easy targets. The Geth also utilise turrets and drones (rocket. the Geth monitored communications and the Extranet. and stamina. Elcor occupy all sorts of positions.to create a Dyson Sphere.
whom they refer to as "the Enkindlers". the reality is very different. accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. 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. A small percentage of Geth. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. However the invertebrate. the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal. water-native Hanar cannot support their own weight in normal gravity. Hanar The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. and although to outside observers the relationship can be construed as a form of slavery. When interacting with mainstream galactic society. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. Several hundred years ago. but are not strong enough to lift more than a few hundred grams each. They were allowed to peacefully leave the main Geth network. Now the Drell serve as a client race of the Hanar. The majority of the Geth dismissed the offer. however. so the Hanar rescued several hundred thousand Drell and brought them to Kahje. and vary according to role.Approximately three centuries after the Morning War. in exchange for their assistance. Many Drell become unofficial members of the 14 . The Hanar 'stand' slightly taller than a human. where they integrated into Hanar society with the remaining Drell dying out. the Hanar made contact with the Drell on their nearby homeworld of Rakhana. they rely on contra-gravitic levitation packs that use mass effect fields. and their strong religious beliefs regarding the Protheans. Geth encountered beyond the Veil will have programs developed equivalent to skills. Their limbs can grip tightly. Drell have integrated with every level of Hanar society. although most of their height is in their long tentacles which have three fingers at the base. Hanar are known for their intense politeness when speaking. have access to Tech Talents. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology.
and some even earn the privilege to learn their masters' soul names. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. as the Hanar are too cumbersome out of the water to participate in a physical fight. possibly as a homage to the Human detective that the Hanar character is based on.and speak with scrupulous precision and extreme politeness." or the impersonal "it. The Hanar communicate using sophisticated patterns of bioluminescence -. Hanar are extremely polite. so should have some driving Aspects to explain why. and they produce very few goods that are usable by others. and will remain formal even with those it wishes dead. frequently appearing in magazines. Even when flustered or angry. their economy is small and isolated from the rest of the galaxy. a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers. a movie about a Hanar Spectre who has "a gun in every tentacle. games and movies such as Blasto: The Jellyfish. 15 ." That said. which occasionally causes clashes with other Citadel races. Few Hanar are willing to deal with other species.family. Most Hanar take offense at improper language. As such. Drell servants usually carry out Hanar assassinations. Hanar characters should have no combat skills at all." The face name is used as a general label for use by strangers and acquaintances. the trailer also shows another key scene where the Hanar says. Hanar characters will be exceptional by choosing to associate with non-Hanar races. Economic contacts are limited to a handful of trade stations on their borders. a "face name" and a "soul name. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical." Famous for it's tagline "Enkindle this" followed by a gunshot. Due to this self-imposed isolation and the unique physiology of the race. and tend to be poetic. almost to a fault. a Hanar will still maintain exquisite poise. though they are still capable of strangling someone in favourable conditions. Few standard technologies (designed for bipedal and fingered species) are available in their space. Instead they refer to themselves as "this one. For example. "This one wonders if the criminal scum considers itself fortunate". The Hanar have two names. The soul name is kept for use among close friends and relations. and must take special courses to unlearn this tendency if they expect to deal with other species. One industry that Hanar seem well suited to is the Entertainment Industry.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) -." It is only around those who know their soul name that they would ever consider using the first person.
the Alliance became the representative and supranational governing body of humanity. begun in 2157. opening any mass relays they could find. explorers managed to open the Charon Relay and discovered it led to Arcturus. While religions tried to assimilate this discovery into their doctrine. Once humanity does get a seat. which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. Human ambassadors have been pushing to induct a human into the Spectres. It has been noted that humans are unusual in the galactic community. humans have had to follow the edicts of the Council without having much influence on their decisions. protect their own interests and have a say in the governing of Citadel space. Discovering information on a mass relay orbiting Pluto.Humans pelled them from Shanxi. though they are trade partners with the Turians and Asari. humans expanded to other systems. They independently discovered a Prothean data cache on Mars in 2148. which caught the Turians by surprise and ex- 16 . with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. The Council forced the Turians to pay heavy reparations. As a consequence of the Alliance's swift and decisive action during the First Contact War. Since then. humans have no close allies among the other races. known by humans as the First Contact War. Human explorers on Mars uncovered a longruined Prothean observation post. the Council's elite operatives. and the mass relay networks shortly thereafter. are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. as a control. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. a global rush began to decipher the petabytes of data from the outpost. This makes human genetic material useful in biological experiments. With the help of the fledgling Systems Alliance. Led by Admiral Kastanie Drescher. humans have rapidly risen in prominence. Humans. because they have far greater genetic diversity compared to other species with more peaks and valleys. as the first step to getting a seat. thus introducing humans to the galactic community. Without alliances or key political positions. the Second Fleet then launched a massive counter-attack. although the repercussions from the First Contact War are still being felt. they will be able to influence the Council's rulings. The conflict began when the Turians attacked a human fleet attempting to activate a mass relay (illegal under Council law) and then occupied the human colony of Shanxi. The conflict caught the attention of the Citadel Council. from the planet Earth. Unlike many species in Citadel space.
the rapidly-expanding Krogan became a threat to the galaxy in turn.Krogan Krogan have always had a tendency to be selfish. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). but due to the overabundance of predators on their home planet. Krogan characters should have the stamina skill in one of the top three tiers. and they are highly resistant to environmental hazards. Biotic individuals are rare. including toxins. Many who have left Tuchanka have found employment as professional mercenaries. and extreme heat and cold. As such. close combat and resolve. and should also invest in brawling. Krogan typically have few social graces. but actually thrived in the extreme conditions. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. With the help of the Salarians. population. The Krogan managed to not only survive on their unforgiving homeworld. 17 . Ironically. scarce resources. a world known for its harsh environments. private armies. Their thick hides are virtually impervious to cuts. unsympathetic. starting the Krogan Rebellions and forcing the Turians to unleash the genophage. and security enforcers for gangsters. as Krogan society became more technologically advanced so did their weaponry. causing a severe drop in births and. scrapes or contusions. the animal handler and survival skills nicely complement the Krogan love of combat skills in general The Krogan are a species of large reptilian bipeds native to the planet Tuchanka. The weak and selfless do not live long. "looking out for number one" is simply a matter of course. They respect strength and self-reliance and are neither surprised nor offended by treachery. ultimately. the Krogan were 'uplifted' into galactic society. and overabundance of vicious predators. and blunt. though those who do possess the talent typically have strong abilities. This genetic 'infection' dramatically reduced fertility in Krogan females. and governments alike. perhaps excluding intimidation. In their culture. eliminating the Krogan numerical advantage. bodyguards. after the Rachni were eradicated. Unfortunately. radiation.
The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. this aspect changes to "No substitute for home cooking" or something similar. the Quarians fled in the Migrant Fleet while the Geth took over their systems. Most Quarians focus on two space skills. when the Geth gradually became sentient. all Quarians habitually dress in highly sophisticated enviro-suits. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. some take all six. 18 . effectively cutting the Quarians out of Citadel politics as a punishment for their actions. the Council stripped the Quarians of their embassy. Soon after. to serve as an efficient source of manual labor. As a result. Ever since. and favour MicroG combat or energy weapons. to protect them from disease or infection if they are injured. If they travel on a sterile ship of the Migrant Fleet. the Quarians live aboard the Migrant Fleet. science and survival. Approximately three hundred years ago the Quarians created the Geth. All Quarian characters should take the Aspect "Life seen through a window". and quickly develop high EVA and medical skills to protect themselves. The most important fact of Quarian biology is their weak immune system. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems. a huge collection of starships that travel as a single fleet. However.Quarians Quarians are trained extensively before they leave on their pilgrimge. the Quarians became terrified of possible consequences and tried to destroy their creations. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. Since their homeworld Rannoch was conquered. Their suits can be compartmentalised in the event of a tear or similar breach to prevent the spread of contaminants (similar to a ship sealing off bulkheads in the event of a hull breach). resolve. but they also take ranks in repair. a species of rudimentary artificial intelligences. After being refused aid from the Citadel Council.
and tactics. see the Salarians as manipulators. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. To Salarians. aggressively claiming formerly allied planets as their own. their metabolic speed leaves them with a relatively short lifespan. medical. With this in mind. and move fast. other species seem sluggish and dull-witted. especially the Elcor. including a few humans. combined with their exceedingly high birth rate. Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. Many Salarians have high alertness informing their decisions. numbers and energy to spread through Citadel space. Salarian Characters excel at invention. This manifests as an aptitude for research and espionage. repair. Salarians are known for their observational capability and non-linear thinking.Salarians The second species to join the Citadel. the Salarians are warm-blooded amphibians with a hyperactive metabolism. and as such are well suited as traders and mercenaries. a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth. The peaceful home planet and better technology put less strain on the Krogan as a species. The Salarians also played a significant role in the evolution of the Krogan species. Also valued are all space based skills. talk fast. allowed the Krogans the time. The Salarians see information gathering and even spying as a matter of course when dealing with other races. bureaucracy. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. Salarians often have ranks in intellectual skills such as archaeology. and it is generally accepted that they always know more than they are letting on. tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). Though their military is nothing special. using their brokerage. as they did before contact with the Salarians. Salarians think fast. spearheaded in the field by Special Tasks Groups (STG). They are constantly experimenting and inventing. science. but some races. 19 . preferring to use cutting-edge technology rather than settle for anything less. and EVA skills to augment their chosen professions. Unfortunately. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. Salarians over the age of 40 are a rarity. This comparatively easy life. The Salarians provided the Krogan with advanced technology and a new. As such they are well respected. demolitions.
and power stations. Turians are noted for their strong sense of public service. The Turians deployed a Salarian-created biological weapon called the genophage. repair. so they tend to be poor entrepreneurs. To compensate. stamina and survival. Turians have a strong inclination toward public service and self-sacrifice. from a construction engineer to a sanitation worker. The corps of engineers builds and maintains spaceports. water purification plants. offering protection in exchange for their fiscal expertise. The Turian military is the center of their society.Turians Turians are generally prohibited from taking either assets or brokerage reflecting their racial propensity towards bettering the group rather than lining their own pockets. The merchant marine ensures that all worlds get needed resources. It is rare to find one who puts his needs ahead of the group. schools. the Turians are the most recent of the Citadel races invited to join the Council. they accepted the mercantile Volus as a client race. which virtually sterilised the Krogan and sent them into a decline. oratory. Known for their militaristic and disciplined culture. Aspects should also be chosen to reflect their loyalty to the team. The Turians then filled the peacekeeping niche left by the oncecooperative Krogan. Also prominent are bureaucracy. demolitions. The fire brigades serve the civilian population as well as military facilities. it is an allencompassing public works organisation. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. It is not just an armed force. as anything from a soldier to an administrator. and eventually gained a Council seat in recognition of their efforts. 20 . Every citizen from age 15 to 30 serves the state in some capacity. The military police are also the civic police. intimidation. All Turians characters should have at least five skills from the combat and space skill sets reflecting time spent in public service.
they aren't actually self aware. Though they appear to be intelligent. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports. that an AI is a living. To gain some measure of control over the creation and study of AI. They are not to be confused with artificial intelligences like the Geth. just made with clever programming. and in Citadel space they are technically illegal.Virtual Intelligence and A. This is what gives Rogue VI its definition—had the VI simply not worked. A VI is Rogue when it no longer does what it is intended or instructed to do. speech pattern and appearance based on specific individuals. however. the L4 iteration. Creation of a conscious AI requires adaptive code. react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation. so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user. but not the definition.I. A lot of armour upgrades use VI enhancements. 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. conscious entity deserving the same rights as organics. An AI cannot be transmitted across a communication channel or computer network. and a specialized quantum computer called a "blue box". expensive education. Advocacy groups argue. a slow. as VIs are only utilised to assist the user and process data (although. is a selfaware computing system capable of learning and independent decision making. to create a kind of virtual immortality. Manufacturers of the blue box hardware required for the creation of AIs are also similarly restricted. use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential. when the Geth rebellion put an end to most of their research into synthetic intelligence. however. The newest biotic implants. They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life. like AIs. although it is illegal to make VIs based on currently living people.s A VI going ―rogue‖ is akin to software not working correctly—that is in fact the cause. the term "synthetic" is considered the politically correct alternative. An Artificial Intelligence (AI). they can still get out of hand). Some VIs have 'personality imprints'. it would be more broken than rogue. The Geth serve as a cautionary tale against the dangers of rogue AI. only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. 21 . The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent. an AI is no more than data files. as variations in the quantum hardware and runtime results create unpredictable variations. with their behaviour parameters. Without its blue box.
Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. the Volus must wear pressure suits and breathers when dealing with other species. The Vorcha are not themselves a space-faring race. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. and only two at most. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations. Culture/tech skills are part of the business ethos. they tend not to be very violent. and they have a long history on the Citadel.Volus Vorcha The Volus are an associate race on the Citadel with their own embassy. 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. and most have extensive assets to draw upon. as do oratory and tactics. They hail from Irune. Volus must develop EVA skills to keep themselves safe. resources. the Vorcha use combat. When a clan population grows too large. whether it be of land. or even other tribe members. younger members will depart to start a new clan elsewhere. Known for their unique biology and aggressive behavior. both against rivals of their own species and against any alien who stands in their way. more militant species. Brokerage should be in the top three tiers. trader or accountant. such as Omega. but are also a client race of the Turians. they have never been invited to join the Council. and can even seem overly-pacifistic and cowardly to other. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. if at all. and their presence is generally seen as a blight. Volus characters should not have any combat skills above tier four. The Volus have a reputation as traders and merchants. 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. However. As a result. 22 . Because the Volus are not physically adept. Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. which is a sore point for many Volus individuals. both singly and in groups. and many. In fact. as their default form of communication resulting in their communications being primarily non-verbal. Volus mostly make their influence felt through trade and commerce. Volus culture is dominated by trade. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. Because they are not physically adept compared to most species. Like the Quarians. but are unlikely to have much in the way of space skills. The rest of galactic civilization regards them as pests and scavengers. Vorcha society is built around combat. They are comfortable with bureaucracy. 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. as should some profession such as banking. They are extremely aggressive. "know your customer's need better than they do".
each pair designed to track and predict the movements of prey. known for their violent and aggressive nature. Consummate predators. Once the leader is established. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species. making it almost impossible to lie to a Yahg.Yahg The Yahg evolved to fill the niche of apex predator on Parnack. the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally. the Yahg possess unrivalled perceptiveness and mental adaptability. The Yahg also possess a muscular. two large horns and facial markings on their heads. A group of Yahg will not cooperate until a single leader has attained dominance through either social maneuvering or brute force. the Yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation. The Yahg are a sentient race of towering humanoids native to the world of Parnack. as well as three toes on each foot. 23 . large body standing over a Krogan which provides considerable physical strength and agility. Yahg have four pairs of eyes. and two other fingers. Their hands each have three fingers which include a thumb. a triangular mouth adorned with sharp teeth. Discovered by the Citadel Council in 2125 CE. They have scaly skin ranging from red to brown. Yahg society is built around a pack mentality.
and tactics. and should have no ranks in the Tech Training skill. They should also consider taking advantage of the Combat Excellence stunt. so don‘t worry too much if you have an idea for a character that doesn‘t seem to fit with any of the classes presented below. Whilst still prevented from taking Tech Training. Engineers should have the Tech Training skill in the first or second tier. stamina. 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. They lack advanced combat training. They lack advanced combat training. They should also take ranks in agility. The Biotic specialist. 24 . and their attendant specialisations. stealth and tactics. Soldiers should have at least three or four combat skills. with the highest combat skill at tier four. The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. Sentinels are Biotics with Tech training. Receiving more combat training than Engineers. I came to the realisation that classes are not all that different from non-human races. if at all. 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. they are by no means the only character concepts allowed. in that to play as a certain class type some skills should be valued over others. such as charm. Such specialised fields leave little time to develop combat skills. They should have no ranks in Biotic Training or Tech Training. Receiving more combat training than the Adepts. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. The weapon and combat specialist. They should also take ranks in stamina and resolve. all ranked relatively highly with one in tier one or two. with resolve and stamina also valuable. and should have no ranks in the Biotic Training skill. should have only one combat skill at tier five. Also.CLASS PACKAGES After a bit of tinkering. Adepts should have the Biotic Training skill in the first or second tier. with the highest combat skill at tier four. with one of them at tier two and the other at tier three. Possessing an unusual combination of skills. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. Whilst still prevented from taking Biotic Training. and as such. whilst there are only six basic classes in the game. The Tech specialist. or oratory. intimidation.
such as terminal cancer. entered military service when they reached their Starting Out phase. Biotics of other species. or after being Sidetracked. or escaped and became mercenaries. or who had defective implants.to use their talents to any useful degree. generate protective barriers or restrain enemies. then outfitted with a surgically implanted amplifier in the brain . and as a result many Biotics develop their powers with military application in mind. they aren't always permanent. They were also probably raised away from their parents. but each Biotic must first be trained. can develop them in puberty through further exposure to element zero. All Biotics are sensitive to mass effect fields. beating the odds. Most. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. The first one we can do with an appropriate Aspect.usually at puberty . and are handled a little more freely here than in the original version of the Diaspora rules. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. stable Biotic talents that are worth training. and the extent of their training are the core concepts we want to integrate. there is a risk the eezo will cause medical complications instead. yet 25 . and the last with a new skill. In humans. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. if a weapon does not have the ―civilian‖ aspect. as it suits the genre and play style from the games. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. could also have been influenced by their Biotic Powers. slow process. which is a long. and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format.NEW SKILLS AND STUNTS Another of Mass Effect's differences is the presence of Biotic and Tech related powers. and even if Biotic talents manifest themselves. though some left. Once trained. With Mass Effect being Space Opera in theme. The natural electrical impulses in the body can create mass effect fields from these nodules. producing the effects seen as Biotic abilities. Usually. then the character needs a Military Grade weapon stunt to utilize it. Weapons are an important aesthetic from the games. the second with a stunt. In the core rules. though not all choose to develop their abilities. The events leading to their Moment of Crisis. humans who were exposed in utero. Two new skills are introduced to allow characters to access these abilities. 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. or otherwise went rogue. are individuals who were exposed to dust-form element zero in utero and. This effectively inverts the function of the "Civilian" weapon stunt. In extremely rare cases. the quality of their implant. such as humans. there is no real issue with ignoring that particular rule. but not all. Biotics were typically discovered at a very young age. the expensive procedure is performed by the military. A Biotic has to essentially develop conscious control of their nervous system. a Biotic can generate and control dark energy to move objects. developed eezo nodules throughout their nervous system. or gainfully employed? Biotics All Asari are natural Biotics from birth. However. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. and so on. This is done using a technique called 'physical mnemonics'. The medical risk to their body. did not manifest Biotic talents. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. Finally.
Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. Singularity This gravitational power sucks multiple enemies within a radius to a single area. and last until the next turn only unless otherwise specified. Powers are available at two levels. When activated. by either launching them away or knocking them over. and place an appropriate Aspect lasting till the characters next turn. Lift Using Lift will cause enemies to float helplessly in the air. When activated.New Skill: Biotic Training Mass effect fields are difficult to generate and control without training. In game terms. These effects all require a successful Biotic Training skill roll to activate. This effect conserves the momentum of its target. and so on. Place an appropriate Aspect on the target as you would for a maneuver. Throw / Pull In combat. Thus. and so on. Warp This effect lowers the armour on a target. This effect lasts 2 turns. If the same target is Warped for two consecutive turns. increasing the damage the enemy takes. the Biotic Training skill allows the character to create various effects. as well as dealing damage over time. During character creation. It can also attract objects from the environment. making them more vulnerable to attack. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. this effect is mostly used to keep opponents at a distance. Enemies in Stasis also become impervious to damage. This effect lasts 3 turns. Primary and Advanced. an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects. 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. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. leaving them floating helplessly and vulnerable to attack. rendering them helpless when they land. 26 . freezing the target in place and making them unable to attack. Some examples are listed below. or until another Biotic effect is used. Place an appropriate Aspect on the target as you would for a maneuver. Barrier Using this effect creates a barrier against the skin to protect against energy weapon attacks. a player may choose a number of effects equal to their Biotic Training skill level. Advanced powers usually combine effects and require much more skill and fine control to manifest. Place an appropriate Aspect on the target zone as you would for a maneuver. modified by their BioAmp Implant stunt. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect. or until another Biotic effect is used. such as crates or pieces of furniture. Shift an enemy one zone on a successful activation. so a charging enemy will rush over the characters heads.
Dominate Prerequisites: Stasis Effect. This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1. the character may make a Close Combat check. and if the target is still alive. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. and applied to each separate border/barrier. they take a full turn move as per the standard rules (Diaspora page 102). the target becomes immune to further domination attempts. Place a "Dominated" free tag on the target until the player's next turn. Reave Prerequisites: Warp Effect. Charge Prerequisites: one of either Barrier or Throw Effects. When the character attacks an unprotected organic. but only on a successful result against their defense. which does not count toward the next use of this Effect. the character must not attack. move or reduce any barrier ratings for their current turn in preparation for their attack. 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 the benefits of the Barrier Effect to themselves if they have it. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. with a bonus of +4 against unarmoured biological targets. Higher pass costs must be eroded with shifts as normal.4 = +2 to defense. If the target is no longer valid. At the end of the move. To use this Effect. as well as Medicine present in the skill pyramid. the character can spend 1 FP to gain a bonus to their defense against attacks from other organics. attuning themselves to their declared target. rank 3. or +2 against armoured or synthetic targets. After the attack. After the attack. Next turn. move or reduce any barrier ratings for their current turn in preparation for their attack. whilst also giving a temporary defensive bonus when the power is used against unprotected organics. 27 . place manouvers. the character is unable to act for one turn. as well as Close Combat present in the skill pyramid. The character applies the effects of the Throw Effect to the target if they have it. To use this Effect. the character loses all benefits and must start again. with the exception that they may ignore any border pass costs equal to 1. the player makes an attack against the target. as well as Resolve present in the skill pyramid. The following round.2 = +1 to defense. Next turn. the character must not attack.Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers. rank 5 = +3 to defense). The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. but on an organic target instead. That target is unable to act next turn and loses the applied aspect at the end of that turn. place manouvers. less one from this Effect. place an "Immobilised and Helpless" aspect on the target. There must be multiple enemies present to activate this talent.
equal to the number of shifts generated. This ability is unable to be used in consecutive turns. the character must not use their free move this turn. NPC's. The character rolls their Biotic Training skill with a +2 bonus for having one of the required Effects (Lift or Singularity) and a +4 bonus for having both. The Shockwave is present until the start of the next turn. The following effects are applied to all valid targets along that line. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. To use this Effect. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects.Shockwave Prerequisites: one of either Lift or Singularity Effects. The character applies the effects of the Lift Effect to all unshielded targets if they have it. 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. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. including airborne targets close to the ground. and the originating character may not use another Biotic Effect until after the end of the next turn. The character draws a straight line across the map. which otherwise resolves after all other characters have acted. The player must decide which scope the aspect belongs to at the time they place the aspect. and benefits from Science present in the skill pyramid. etc). and any shifts are dealt to armour first. the character must not use their free move this turn. All targets take damage if the check exceeded their defense rating. leaving it on the table for the remainder of the turn. placing an appropriate aspect on a target. unsecured objects (explosive barrels. as well as Tactics present in the skill pyramid. The character uses Slam like they would use their Biotic Lift ability. If the character has 3 or more ranks in the Science skill. equal to (Tactics Rank -1) zones in length from their position. they may pay 1 FP to immediately resolve the following effect. When Slam resolves. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2. unlike Lift. However. Targets with the Shielding armour stunt that are hit are unable to move next turn. instead of the ground. they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. 28 . New Option: Biotic Combos As an additional option. To use this Effect. and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. which can only be tagged by other Biotic skill checks. If the character has 3 or more ranks in science. The target rolls to defend only. the target loses all momentum becoming stationary as the ability takes effect.
Players choose which track they will apply the damage to each time. If reduced to zero or below. while a few are powerful and stable. also determining the number of Biotic effects the character can manifest. Asari have no need to augment their innate abilities with a Bio-amp. If raised above 5. but must still invest in the Natural Biotic stunt below. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts.New Stunt: Bio-Amp Implant Unless your character is an Asari. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. Krogan characters with Bio-Amps are called Battlemasters. also determining 29 . L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. being a Biotic is an acquired ability. but to save the life of the character. because the L1s were implanted after puberty. Natural Biotic (Asari only) As the only known species that are all natural Biotics. The purpose of this implant was not to develop combat powers. this is the effective rating of the skill for the remainder of the scene. and can reduce this damage by taking Consequences like normal. but without the associated drawback aspect. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. 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. Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3. the character begins to take one composure or health track damage for every successful activation. some L2s are hardly stronger than an L1. Their implants are almost universally equivalent to current L4 Bio-Amps. The effective rating of the Biotic Training skill varies each time the character begins combat. Geth are unable to be Biotics. New Bio-Amp Implant Stunts the number of Biotic effects the character can manifest. the character is unable to manifest any Biotic Effects this scene. but assume any drawbacks associated as well if implanted. If reduced to zero or below. the character is unable to manifest any Biotic Effects this scene. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. but suffer discomfort from their implants. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. cumulatively. L2 Implant The results of this implant vary wildly. The character may not take the Biotic Training skill at any level. this is the effective rating of the skill for the remainder of the scene. others are strong but unstable. Asari are only restricted by training to the number of Biotic Effects they can produce.
and force police or military personnel to kill them to stop the devastating rampage. with many Battlemasters still alive today. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies. 30 . with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. L3-R Implant Short for 'L3-retrofit'. 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. Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI". if they could ever be convinced to do so. although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. stable implant. There is no restriction to the maximum rating of the Biotic Training skill. Also restricted to a maximum rating of the Biotic Training skill to 3.L3 Implant A good. There are no officially acknowledged side effects. before eventually going insane with the agony. implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago. Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. Krogan Battlemaster Implants Whilst the implant surgery to create Battlemasters is currently deemed too risky due to the fragile nature of the current Krogan population levels. They would make good candidates for L1 implants.
as well as the reuse of salvaged equipment. unless otherwise stated below. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character. and can be used to disrupt Biotics. no codes are safe from their access. and must cool down until the end of their next turn. 31 . and even enemy weapons malfunction on command. Systems crash at the blink of their eye. decryption. preventing them from firing for one turn. 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. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). Decryption Used to unlock sealed doors. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. from a distance. most common energy weapons. and light alloys. sensor analysis pack. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. They're either elite military.Omni-tools Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. 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. Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. Energy Drain Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. reusable industrial plastics. ceramics. an omni-tool can be used to analyse and adjust the functionality of most standard equipment. it can also be used to augment another character's Computer (space) check. the target's weapon is too hot from the sudden draining to be used immediately. 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. After a successful attack in this manner. and access secure systems. This allows for field repairs and modifications to most standard items. or repair. and minifacturing fabricator. bypass security alarms. Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy. Primary Tech Talents Damping This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. or the target of elite Special Forces themselves. Versatile and reliable. including weapons and armour. such as hacking. and even starship systems. It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. The fabrication module can rapidly assemble small three-dimensional objects from common. They are handheld devices that combine a computer microframe. Due to the highly technical nature of most devices. Electronics New Skill: Tech Training Anyone can play games or watch news clips on their omni-tool.
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. 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. Once destroyed. as well as their linked Primary talent. 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. Harm 2. Combat Drone Prerequisites: Hacking Talent. Place a "targeting malfunction" free tag on the target until the player's next turn. Advanced Hacking Prerequisite Talent: Hacking. or other appropriate point in play. By investing in this talent and the linked Stunt. The character must have at least one rank in the repair skill to use this talent. your Hacks to disrupt an artificial or synthetic life form‘s targeting systems are able to be repeated against the same target. Have-a-Thing: Combat Drone Range: 0/1. This talent may be taken multiple times. this talent allows the user to reduce the effectiveness of enemy scanners. 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. 32 . the target becomes immune to further overload attempts. 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. Place a "system rebooting" free tag on the target until the player's next turn. as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvantage).Have-aThing (Combat Drone) Stunt. The following round. NonLethal.First Aid Used in this way. 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. The following round. Penetration 2. Advanced Tech Talents All advanced Tech Talents require the Computer (space) skill to be present in the pyramid. There must be multiple enemies present to activate this talent. during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. This effect lasts 2 turns when activated. the Combat Drone is unavailable until the next refresh phase. Through superior technique or inspired creativity. Jamming Broadcasting a signal that mimics the properties of solar interference. granting a cumulative penalty to alertness checks. the target becomes immune to further hacking attempts. causing a -2 penalty to alertness checks. Transfer Aspect: ―Combat Hover Drone‖ Neural Shock Biological lifeforms attacked with this talent can be paralysed for one round by disrupting their central nervous systems.
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. Advanced Overload Prerequisite Talent: Overload. causing Health stress equal to the number of shifts. or else immediately end their turn. New Option: Tech Combos As an additional option. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated. many MG Omni-tools find their way onto the black market and into the hands of criminals. absorbed by armour as usual. Attacks made against the character reduce the bonus by 1 for every shift. mercenaries.Cryo Blast Prerequisite Talent: Neural Shock. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. and others. On a success. Incinerate Prerequisite Talent: Energy Drain. any character that gets a Superb (+5) or better result on their Tech Training skill check may spend a FATE point to apply a "Residual Static Charge" aspect on either the target or the zone the target is in for the usual bonuses. or passing through. serving member of a military organisation or affiliate. Your base Jamming duration is extended by one additional turn. Illegal to have without being a current. excluding the user. boosting the user's shields by +3 until deactivated. This talent is unable to be used in successive turns on the same enemy. Tactical Cloak Prerequisite Talent: Jamming. 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. Tech talents can only be used with such an omni-tool due to their specialised nature. or one adjacent zone. the highest capabilities come from having and training with military grade omni-tools. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1. and unshielded targets must resist 3 shifts of Composure damage. Armour with Shields Stunt. The player must decide which scope the aspect belongs to at the time they place the aspect. New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common. and make a Tech Talent roll against a difficulty of 2. Target the zone you are in. which can only be tagged by other Tech Training skill checks. place a ―Frozen and Immobilized‖ aspect on the zone for one turn. This talent is unable to be used in successive turns. 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. Until the aspect expires. all targets within. Tech Armour Prerequisites: Hacking Talent. or removed by ablation. On a success. When activated. 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. and when neutralised through any means except voluntary deactivation. the weapon detonates. causes a detonation that disrupts the zone the character is in. 33 . that zone must make a Stamina check against the number of shifts you rolled.
the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle. It then immediately activates the free ―Overheated‖ tag on the weapon. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. Once the shot is taken. The character must not do anything for that turn except shoot. 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. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. but must meet all other prerequisites and possess an appropriate weapon to use them. The character must meet all requirements to use this stunt. Military Grade Immunity (CombatExcellence) Representing many.New Stunt: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt. and regain their balance and protection. 34 . Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. Once per scene. this stunt allows the player to double the Harm rating of one of their weapons for one turn. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. although there are limitations on what is required to take it. Tactics skill present in the pyramid. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. Military Grade Carnage (Combat Excellence) Extensive training with Energy Weapons has given the character the ability to duplicate the effects of the Weapon Modification ―Double Tap‖. Once per scene. and no ranks in either Biotic Training or Tech Training skills. many hours of experience under heavy fire. With one round of focus. Primary Combat Excellence Abilities Military Grade Assassination (Combat Excellence) Long term training with Sniper Rifle Energy Weapons has enabled the character to replicate the effects of the Weapon Modification ―Double Tap‖. the player doubles the Harm rating of the weapon for their next turn. the weapon immediately activates the free ―Overheated‖ tag. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. that is without doing any other action.
Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. or replace normal rounds for a variant ammunition type. The character resumes their Taken Out status and the consequence is removed when any of the following conditions are met: no FP are spent to keep the character active. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. armour with the Shields stunt. Fortification reinforces armour when struck. 35 . Once per scene. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. providing a brief. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. You may continue to pay a FP each round until the end of the scene to continue this effect. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. You may remove any current variant ammunition for normal rounds. when it then activates the ―Shields are Down!‖ tag on the armour. granting them more time to refine their actions. allowing them to rejoin the scene. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. huge bonus through overcharging. Until the ―Overheated‖ aspect is tagged. 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. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. As a combat action. This consequence is additional to any that the character already possesses. you may change out the ammunition used by your weapon. You may not use this ability in consecutive turns. 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. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. As a full round action. and may be at any rating. the character takes enough stress to be Taken Out again. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. Assign an aspect to the temporary consequence as usual. The finely tuned senses of the user seem to slow down time around them. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. or the end of the scene occurs.
By threatening to follow through himself if they break the deal with another successful intimidation check. His first assignment is to find the location of a smuggler base from an inside source in the cartel. therefore. 36 . Option 1: Skill Progression To emulate the progression of the character's path towards Paragon and Renegade. and they must be used more than the other. Later in the same session. the character now has Intimidation 3. he must use intimidate at least three times or charm twice. Charm 2. before successfully charming the information out of her. Now. the new rank of the intimidation skill. John's Turian has been accepted into the ranks of Spectre agents. If he wants to promote the skill further. Charm is linked with Paragon actions. Even though he used charm twice last session. the Turian manages destroy the smuggler's base whilst saving the informant in the process. To promote either skill further. Swapping with his Arts skill again. A few sessions later.PARAGON AND RENEGADE EMULATION In the Mass Effect games. the player should record the number of times they use them. John's character forces them to keep the deal. John's Turian Spectre now has Intimidate 3. then he'd have to successfully use it three times. He intimidates his way into the club where he is to meet her. once he promoted it. In this option. Here are some examples: John is playing a Turian Spectre candidate character with rank 2 Intimidation and rank 1 Charm. when the player has the option to promote a skill up the skill pyramid. the same number of times as the number of ranks his character has in the skill. John now has the option to promote the Charm skill up the pyramid. During the next refresh. If they do so. John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice. and Arts 1. Swapping with his rank 3 Arts skill. being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. players are tracked with respect to how they treat other characters in social situations. the one they should move is the one they used the most out of charm and intimidate. characters should take both the charm and intimidation skills at tier five at character creation. Mass Effect keeps track of the Paragon and Renegade points on separate scales. A good action will not make up for an evil one. he must start counting again. 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. After an exciting session of combat. If they used either skill the number of times that they have ranks in it. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. Arts 2 and Charm 1. During play. they must count their usages for both skills from this point. then in the refresh phase. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. Sent to recover an important member of the finance ministry. as he used it more times than he used Intimidate and more times than he currently has ranks in it. John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. and Intimidate with Renegade choices.
Both tracks start empty at character creation. You are able to bank an extra Minor (+1) consequence in addition to the existing three you can bank. This option uses the generation of Spin to increase your Status tracks. Whether it‘s due to admiration or fear. one for tracking Paragon status. and are 6 boxes in length. an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. New Status Stress Track Stunts: Heightened Reputation There is something about your personality that leads others to judge you by your actions differently from those around you. beating your opponent in an opposed roll by three or more shifts generates Spin. representing the preceding reputation of the character. It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. the player can begin to generate Status Consequences for that track. Status Consequences are recorded separately from consequences generated on normal stress tracks. 37 . Lasting Reputation Events that you are a part of are particularly memorable for those involved. Status consequences are removed from the character once tagged by the player. allowing you to generate Status Consequences sooner than others. one Minor (+1). You may reduce one Status track to 5 boxes instead of the normal 6. one Moderate (+2).Option 2: Status Stress Tracks This style of play adds two new Status Stress tracks to each PC character. the player can choose to generate one Status Consequence. and do not count against the maximum number of consequences allowed for stress taken on the original Health. they may choose to spend that +1 Spin bonus to add one to an appropriate Status track. You may only take this stunt once. the other for Renegade status. In the event that the roll generates Spin when a Status Consequence was tagged. Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. for good or ill. players may take one of the following stunts during character creation. Additionally. NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect. Cult of Personality Others spread words of your deeds and misdeeds far and wide. and the Renegade track for conduct that is selfish or callous. or the way your gaze seems to have a particular intensity. Composure and Wealth stress tracks. Status Consequences are rated 2/3/4 instead of 1/2/4. the effect on you is that you can leverage your status more effectively than others. Whenever a character would generate spin outside of a direct combat situation. and one Severe (+4). self-interest or gossip. Increase the Paragon track for good or positive actions that benefit others. Perhaps it is something in your voice. The track must be raised to full again before more Consequences can be generated. but may still be spent as normal instead. 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. When a track is full. In Diaspora. The Consequence may be tagged by the player for the rated bonus outside of combat. that Spin cannot be used to raise a Status Track. When a character that has a full Status track gets more Spin.
Growing Up Not a lot is known of Garrus' past from the game. Garrus later left the military and followed in his father's footsteps by joining C-Sec himself. • "More to life than C-Sec" • "Finish the job once started" Phase Five . A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. He displays exceptional weapon skills. Garrus is told to drop the investigation. Denied. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. Under extreme time pressure. also becoming an Investigator. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs.On Your Own Released from his obligations to others. as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing. culminating in a disasterous situation. discussions with his new friend. including his decision to accept his father's wishes in not taking Spectre training.SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. and being a former C-Sec Investigator. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce. Garrus meets the humans assigned to the case. shown to be able to headshot an enemy under difficult conditions. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman. However. as being hot. Due to his military training. and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. One of a thousand potential candidates for the Citadel's elite Spectre training." We'll take these for our aspects. Palaven. and is at home on starships having useful gunnery skills. Using the Choosing Aspects Phase One . 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. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. and new Spectre. Garrus frequently got into heated arguments with his superiors over his methods.Sidetracked Assigned to investigate the claims by the human Systems Alliance of the destruction of one of their colonies by a rogue Turian Spectre agent named Saren.Moment of Crisis Passionate about his job. aka CSec. This fresh perspective frequently contrasts against things his father demanded of him. Garrus' father intervened to prevent him going. he has strong Tech Training skills. He does refer to the world of his birth. Commander Shepard and the crew of the SSV Normandy. • "Military Training" • "Father knows best" Phase Three . but does have a lead he needs more time to follow. have more respect for the law.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. described as a hot head who still thinks he can change the world and should 38 . Garrus is forced to admit that he has no proof. and were already as good as dead. Garrus is now free to do things his way. He attends the ship's landing craft as an engineer. • "Idealistic and Hot Headed" • "The one that got away" Phase Four . and that he had a very by-the-book father. • "Palaven was hot" • "Do it right or don't do it at all" Phase Two .
Choosing Aspects Phase One . and the guts to do things his way. Conatix quietly shut down the program and had the records sealed.Racial Background and Class Package options as guides. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. Vehicle Garrus has a combination of five combat and space skills like most Turians. other skills as befit a military background. so I stuck close to them. Overload. unleashing a full Biotic charge. scarred from his childhood training. and head of the SSV Normandy's Marine detail. 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. breaking the trainer's neck. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. By taking the Tech Training skill. Resolve(track). Tactics • Rank 2: Gunnery(space). no matter the cost. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. Tech Training • Rank 3: Agility. Stealth • Rank 1: Culture/Tech(Turian Hierarchy. he aghast 39 . Kaidan and his friend drifted apart.Starting Out Attempting to accelerate the training.Growing Up The son of a serving Alliance military man. Electronics. and Kaidan's retorts singled him out for punishing lessons. • Resilient: The player may use four Consequences instead of three. Kaidan immediately jumped to the rescue of his closest friend and lost it. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . we now have to choose some Tech Talents as part of the stunts. Decryption. He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. This represents Garrus' commitment to finish a job once started. Conatix hired an ex-military Turian. with Damping. Brawling(combat). • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . and First Aid Tech Talents. 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. Medicine. Repair. a veteran of the First Contact war between humans and Turians. The Turian used aggressive and provocative tactics.Moment of Crisis Realising their mistakes. The Citadel). The fourth is another mild Consequence. Intimidation. Engineering(space). I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space).
Refusing the risky surgery to upgrade his L2 implant. Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up. I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training. Medicine Forced to his limits and beyond. Commander Shepard. Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's Spectres. Keeping his squads alive through alternatives to open firefights. Dropping off the radar awhile. Communications(space).Ooh Rah!" • "Implant Migraines" Phase Five . and learnt how to keep his squad alive through the tough missions. He trained extensively with Omni-tools. as his father did before him. Stasis. Using the Racial Background and Class Package options as guides. Kaiden focused on other ways of being useful without necessarily using his Biotic powers. and First Aid. • "Be cautious. Energy Weaons(combat). and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level. as he is familiar with Decryption. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further. EVA.at what he was capable of. and she fearful that he would lose control again. By having both Biotic Training and Tech Training skills. Demolitions. he attempted to figure out what to do with his life. he also has the skills to function on the ship he serves on. be in control" • "There's got to be another way" Phase Four . Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. Kaiden has added the Medicine Talent to his Tech Training options. and has trained to use a military grade Omnitool to keep his squad alive. He knows Barrier. Kaidan has extraordinary staying power for a human. Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. from a Geth attack that killed his best friend.Sidetracked Serving in the human Systems Alliance military. Turian Hierarchy). • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects. Receiving several commendations for his actions. Lift. Stealth • Rank 3: Alertness. Electronics. • "Alliance Marines . Tech Training • Rank 2: Agility. Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO 40 .On Your Own After being saved by his new First officer. Tactics • Rank 1: Culture/Tech(Systems Alliance. Computer(space). before deciding to return to the Alliance and join the military. Kaidan explored alternatives to using his Biotic powers. sought ways of completing missions without raising alarm. and give him an edge if he is to pay back the Geth for his friend's death. and Throw. Stamina(track). we now need to pick his Biotic Effects and Tech Talents. • MG Tech Training: Always searching for ways to keep his squad alive. • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks.
Moment of Crisis Spending much of her time alone on strange and often dangerous planets.Sidetracked She is discovered. she has very little practical knowledge about them to go on. are the only way to help Shepard to interpret the vision. Using the Racial Background and Class Package options as guides.Growing Up Daughter of prominent politician Matriarch Benezia. since genetic traits and cultural insight is gained from mating outside their species. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. and then rescued from the newly rampant Geth. and joins the squad to help in the upcoming battles. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient.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. however. Science Choosing Aspects Phase One . Liara. Liara has honed her natural Biotic abilities to protect herself from pirates. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. Think!" • "What does this button do?" Phase Four .On Your Own Peeling back the mystery. With all this unexpected time spent with the team. She begins to calm down when she realises that her expertise. • "My Mother the politician" • "Feared Pureblood shame" Phase Two . Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. Liara suspects that "he" was another Asari. the Protheans. Liara has no idea who her father is. Liara began studying what little was known about the last great space-faring race before the Asari. which in the current cultural times is considered taboo. Liara begins to feel the pull of attraction towards her new commander. she is initially jealous that her decades of research seem to have been for nothing. The results of such unions are occasionally referred to as "purebloods". an ancient Prothean defence that she triggered by accident. one Commander Shepard. • "Think. Liara also has exceptional Biotic abilities and other technical skills. but look at that over there!" Choosing Skills A pre-eminent Archaeologist. I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . and her ability to meld using Biotics. Deciding to avoid the issue altogether. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. 41 . so it's considered wasteful for Asari to reproduce together. • "Escape the present" • "Obsessive about Protheans" Phase Three . due to the almost entire lack of actual ruins to investigate. They frown upon intra-species conception. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure. slavers and other dregs of the galaxy. and relishes the time spent getting to know each other. a great insult among contemporary Asari. but evidence is anecdotal. Raised alone by her mother. by the first human Spectre.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. Liara earned her Doctorate and has become the foremost authority on Prothean ruins.
• Rank 3: Agility, Communications(space), Survival • Rank 2: Charm, Computer(space), Navigation(Space), Tech Training • Rank 1: Assets, Bureaucracy,Culture/Tech(Asari Republics, Protheans), Medicine, Stealth Spending several decades looking for the faintest traces of a civilisation that vanished more than 50,000 years ago, Liara has developed skills to help her obsession, and to protect herself from those who think her an easy target just because she's alone. Choosing Stunts • Natural Biotic: Liara has spent considerable time on her Biotic abilities, and knows the Biotic Talents Throw, Lift, Warp, and Singularity. • Versatile Biotic: By spending one combat turn doing nothing else, Liara is able to swap out one Biotic Talent she hasn't used this scene for one of those listed here: Barrier, Stasis. • Military Grade Omni-tool: taken from slavers who thought they could handle her, Liara has added its capabilities to her own, learning First Aid and Electronics. Tracks • Health: OOO • Composure: OOO • Wealth: OOO O
Tali'Zorah nar Rayya
Initial Concept Tali'Zorah nar Rayya is a young Quarian engineer out in the galaxy on her Pilgimage, searching for a suitable gift to return to the Migrant Fleet.
Choosing Aspects Phase One - Growing Up Growing up on the Migrant Fleet, Tali learnt the history of her people, living the shame of a people outcast from their own worlds and removed from galactic politics due to their own hubris. A mechanical genius, Tali spent hours learning, tinkering, and playing with engines, computers and anything else that fascinated her. Life on the Rayya, with all her shipmates also her family, whilst cramped and noisy was a happy time for the young girl. • "Mechanical Genius" • "Never trust an AI" Phase Two - Starting Out As the daughter of the head of the Admiralty Board, the highest authority in the flotilla, hopes were high for a young Quarian about to embark on her pilgrimage. A rite of passage for all Quarians, the pilgrimage serves a few important services to the flotilla. Foremost is to keep the fleet in contact with the rest of the galaxy, with Quarian young adults exploring and discovering important information and technical discoveries that would be of use to the entirely shipbound population left behind. Secondly, it provides an outlet for the energy of youth, giving them space to grow and learn from their own mistakes without risking their precious ships, whilst also reducing the number of people the taxed shipboard environment systems must support. • "Family Expectations"
• "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.
Culture/Tech (Krogans. adding +2 penetration to Brawling attacks. I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training. and +1 to Brawling rolls in defense. Resolve(track). He has the words to diffuse a situation. Animal Handling. Alertness. and the four quads to see it through. • Military Grade Brawling: used to represent a lifetime of mercenary work. and Warp effects. • Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. This emulates the Krogan biological redundancy. Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. Close Combat. Using the Racial Background and Class Package options as guides.Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. Tactics • Rank 1 Skills: Agility. The blood of a thousand battles runs through his two hearts and four lungs. Survival. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO 45 . Oratory Wrex has excellent combat skills. This applies to Consequences mitigating hits to any track. Throw. Profession (Mercenary) • Rank 3 Skills: Brawling. but better Biotic skills. Energy Weapons • Rank 2 Skills: Intimidation. Mercenary Groups). Equivilent to a current L4 generation BioAmp without the VI interface. or incite one. it grants Wrex the Barrier. Stasis.
and Advanced Optics stunts. and the Advanced Optics. Double Tap and High Recoil stunts are all appropriate. shotguns should have a range of 0/2 and take the Limited Range stunt. generally have low accuracy and damage per shot. Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical. Assault Rifles Awkward at close range. They benefit from the Dispersed Fire. Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. Here‘s a brief set of guidelines to help you design your own. Double Tap. Shotguns The ultimate close range weapon. sniper rifles should not have a minimum range below 3. Both Barrels/Double Tap Transfer Aspect. I decided to have all weapon and armour gear at T3 across the board. They should have the Dispersed Fire and High Capacity stunts. doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. I began by deciding at what level to set for the purposes of equipment design. Penalty reduced from -2 to -1. 46 . They should not have much penetration power. "Overheated" tag must be free to use this stunt. A high penetration is valuable.Personal Combat Mini-Game Changes WEAPON TYPES To aid narration. and that all weapons should take the Thermal Clip stunt. Cost 1bp. Cost -1bp. it is not recommended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts. They benefit from both the Double Tap and Advanced Optics stunts. Sniper Rifles The ultimate long range weapon. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. offset by their clip size and rate of fire. Cost 1bp. and keep some consistency as the table creates their own weapons. After all. Pistols Designed for use over short to middle distances. Sub-Machine Guns Designed for rapid fire. this weapon is unable to be used for ranges other than those specified. New T3+ Energy Weapon Stunts The following stunts may be taken on any energy weapon unless noted below. naming conventions should be considered. EQUIPMENT In creating the gear below. pistols should have a range of 0/2. we have a pretty good idea of the expected differences between different types of weapons. SMGs often have similar ranges to pistols (0/2). Cost -1bp. assault rifles should have a range of 1/3. but the Both Barrels and Dispersed Fire stunts should be considered. Advanced Optics2 Transfer Aspect. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. Time for some fun with equipment. which then clears at the end of the players next turn. and a low penetration of 1 or 2. Limited Range2 Transfer Aspect. and cannot both be placed on the same weapon.
this is a basic assault rifle. Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Stats: Range: 0/2 Harm: 4 (8 when using Both Barrels) Penetration: 0 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Dispersed Fire (weapon can fire as an Area of Effect weapon. applying its offensive roll to each target in a zone.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. 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.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. 47 . 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.
Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. Sample Weapon Manufacturers Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. but rarely differs substantially from other weapons of the same type. 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. 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. Instead. but may be retrieved from defeated Geth. 48 . Note 2: See the Spectre Gear Options section on page 49.
but any nonauthorised users will be tracked down by other Spectre agents for item retrieval. Duration based effects must cool down between uses by one turn per increase. Spectres may authorise squadmates to purchase and use such gear. lasting 4 turns or until another Biotic effect is used. for use solely by the Citadel Council‘s elite Spectre units. Basic Spectre Omni-tools augment one Talent numerical value. Advanced Spectre Bio-Amps augment two Effect variables. or extending the effect by one additional turn. Advanced Spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres. they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. and Master Spectre gear costs 7. 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.Spectre Gear Options High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. and Master Spectre weapons are built with a +2bp bonus. Creation Basic Spectre weapons should be created with a +1bp bonus. lasting 3 turns or until another Biotic effect is used. There are no Spectre armour manufacturers. Advanced Spectre gear costs 6. an additional -1 penalty to the armour defense rating of an enemy. or an extension by one additional turn of an effect. one additional zone able to be reached by a talent. 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. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects. an additional -1 penalty to enemy skill checks. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased. Costs Basic Spectre gear costs 5. Some examples are below: 49 . This may be a further +1 increase to a skill bonus. Advanced Spectre Omni-tools augment two Talent variables. so there is no Spectre rated armour available for purchase. to the effective armour of the character for the purposes of the defense roll against energy weapons. Alternatively. They cannot choose to increase both the armour bonus and extend the duration of effect unless they buy a HMBA Advanced or HMBA Master Spectre BioAmp. and Master Spectre Omni-tools augment three Talent variables. This may be a further +1 bonus to the effective armour defense rating of the character. and cannot be changed afterward.
instead of the standard +1 bonus. there are other ways of obtaining these items. and all lead to potentially interesting stories of obligation and debt. Alternatively. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets. or to assist in narration. and cannot be changed afterward. there are plenty of corporations out there to choose from. Use the lists below to inspire aspects. Whilst such advanced gear would seem to favour characters with a high assets skill rank. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. The character must now wait two turns after using this Talent before being able to use it again. infiltrating manufacturers warehouses. and corruption are all viable tactics for underhanded characters to use. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased.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. 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. 50 . and not augment any other known Talent. character histories. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. Characters that knows both the Hacking and Overload Tech Talents with a HMOT Advanced Omni-tool can place a "targeting malfunction" free tag on a target for its next two turns instead of the usual one turn. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. being hunted. and the place of law and order in the galaxy. 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. Both of these Talents now require one turn of cool-down between uses of the same Talent. theft. Bribery. blackmail.
Shields require spending a fate point to recharge. armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. confers the taggable aspect "Taking Cover!". Cost -1bp. but cannot be spent on the same turn that "Shields are Down!" has been tagged. but until they do. If available. Provides a +2 bonus to agility checks. "Taking Cover!" is cleared when the character moves. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged.New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite. ―Out of Juice‖ taggable aspect) Servos (removes agility penalty) Sensors (Alertness checks at +1) Shields Recharge Booster Cost: 4 An example of Turian standard light military armour. Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. the benefit of this stunt is also negated. this stunt provides more energy to run any systems that draw their power from the armour. Requires the "Shields" stunt also. Transfer Aspect. Cost 1bp. Booster Power Pack Transfer Aspect. 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. Recharge Booster Transfer Aspect. 51 . using a mass effect field to protect the wearer. Cost 1bp. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn.
Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. 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. Elcor. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖. whereas others like the Serrice Council produce solely for one race. and is here purely for reference and inspiration for aspects or plots. Manufacturer1. like Devlon Industries. Instead. 52 .Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes.2 Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation Sample Armour Manufacturers Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes Note 1: Volus. will manufacture for all races. and are not available to other races. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. use this table as inspiration to describe or inspire character aspects. and Hanar all produce their own armour. Some.
Successful hits confer the free taggable aspect "Toxic Shock" to the target. • causes 2 additional shifts on a successful hit. there's plenty of opportunity for customisation. removes the Thermal Clip stunt. this could mean back in the attacking character's zone. Armour Piercing Rounds Specifically designed to puncture metal. • -1 Harm. All variant ammunition costs 3 to purchase. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. Ammunition must be purchased separately from weapons. • +1 Harm to targets with a 0 armour defense rating. +2 Pen to targets with an uncompelled Shields stunt. these rounds are particularly effective against living targets. • If installed on a weapon with a maximum range not exceeding 2. these rounds are particularly effective against synthetic targets.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. • on an unsuccessful attack. With nine different ammo types. 53 . They are similar in construction to hollow point rounds.capable of snap-freezing impacted objects.a mass of super-cooled subatomic particles .) • if used in two successive rounds. Chemical Rounds Designed to detonate on impact. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. places a free taggable aspect "Massive Fireball!" around the target. and can only be installed or removed from the weapon during the refresh phase of the game. Popular with pirates. Cryo Rounds New Variant Ammunition: Anti-Personnel Rounds Cooling lasers collapse ammunition into small Bose-Einstein condensate . and provide +2 shifts if tagged by another player who successfully hits. activates the weapon's "Overheated" tag and extends it for one additional round. these rounds are coated with a highly toxic compound. High Explosive Rounds Designed to shred flesh and other organic matter. criminals and mercenaries. high explosive rounds have one major drawback: a massive increase in weapon overheating. • -1 Penetration to targets with an armour defense rating greater than or equal to 2. 1dF zones away (yes. • Harm of the weapon is reduced to 0. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn.
and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. • +1 Harm to targets with one or both Biotic Training and Tech Training skills. This sickness makes it more difficult for Biotic or Tech abilities to be deployed. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". or disappears after a short rest. Sledgehammer Rounds These rounds hit with incredible force. or with a tagged Shield aspect "Shields are Down!" These rounds are stamped with a minuscule amount of radioactive material. Low Recoil. as due to their Dispersed Fire stunt. if Cryo Rounds were installed into the sample Assault rifle listed on page 31 (Range 1/3. 54 . the actual damage done to the target is typically less than what's done by a standard round. Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. usually one that occurs between scenes. This makes them perfect for shotguns. knocks the target over and confers the free taggable aspect "Knocked prone". upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. inducing low levels of radiation sickness in targets. This consequence can be removed by a character with the First Aid Tech Talent. However. For example. • extends the "Overheated" tag for one additional turn after being compelled. Penetration 2. Thermal Clip). +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt. • -2 Harm. knocking opponents completely off their feet. a weapon's Harm and Penetration are as per listed normally for the weapon. Harm 4. • on a successful hit. a hit will place the tag on all targeted enemies. then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour. 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. • on a successful hit. For situations not discussed in the details of the Ammunition stunts. It would have its base stats against any other target. Phasic Rounds Instead of projectiles. causes +1 shift to all subsequent successful attacks against target until player's next turn.
They are more expensive to obtain than other weapon mods. and must be installed on higher quality weapons. this mod ceases to provide its bonuses and penalties. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". the player rolls 1dF. • After every turn in which the weapon is fired. variant ammunition isn't enough to give you an edge over your enemies. High Caliber Barrel New Weapon Mods Combat Scanner Designed to interface with the Sensor packages installed on powered armour. Frictionless Materials Increases the damage of the weapon at a cost of increased recoil. 55 . When you want to get that edge back. All weapon mods cost 3 to purchase. • +1 to Alertness when operated by an individual in powered armour. • +4 to Penetration. If "High Recoil" is already present. it instead clears at the end of the players current turn. Weapon Mods must be purchased separately from weapons. Kinetic Coil Frictionless Materials give rounds more power at impact. • +2 to Harm. and can be installed or removed from the weapon during the refresh phase of the game. Agility checks now at -3 if no "Servo" stunt on armour. that's when you need to go and upgrade your guns. if it would normally clear at the beginning of their next turn. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. This comes at a cost of decreasing the agility bonus as the Combat Sensor draws off some of the power intended to run the armour servos. Stacks with Alertness bonus from Powered Armour "Sensors" aspect. Weapons can only accept two Weapon Mods at any time. If weapon and armour are separated. Combat Scanners increase the chance of detecting enemies. • Replaces "Low Recoil" aspect with "High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). • +2 to Penetration. this mod cannot be applied. • Cost of this mod is 4. Users already prone still receive the free taggable aspect. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. and cannot be applied to weapons with the "Civilian" aspect. This allows it to be compelled again before the player's next turn. • -1 to Agility checks. • -1 to Harm.New T3+ Energy Weapon Modifications Sometimes. For example.
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. • -1 to Harm. Rail Extension New Armour Mods Modifies the length of the barrel to increase damage. All Armour Mods cost 3 to purchase unless otherwise stated. Scram Rail Ablative coating is designed to chip away when impacted. negating the benefits of the "Lightweight" aspect. Armour Plating This prototype upgrade greatly increases damage. element zero microcores and firewall technology to give the wearer brute strength. Combat Exoskeleton This prototype armour upgrade combines mechanical augmentation. this mod cannot be applied. Hardened ceramic plates can be applied to body armour suits. • . • Replaces "High Recoil" aspect with "Low Recoil" aspect. • +4 bonus to Defense rating of armour. and each armour can be modified to take a maximum of two Armour Mods. • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. it now becomes more difficult to move due to its awkwardness. • +3 to Harm. Recoil Damper Ablative Coating Reduces kickback to improve accuracy at the cost of decreased power. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect.1 to Agility checks. • After every turn in which the weapon is fired. All mods require the aspect "Powered Armour" to be installed. If "Low Recoil" is already present. increasing their effectiveness. such as Cryo Rounds or the Improved Heat Sink weapon mod. redirecting the energy of incoming projectiles away from the body. but causes a greater chance of weapon overheating. These mods may only be installed or removed from the armour during the refresh phase of the game. • +2 bonus to Defense rating of Armour.Kinetic Stabiliser New T3+ Powered Armour Modifications With all those lethal variant ammunition and weapon mods out there. until the bonus is reduced to a minimum of +0 for the remainder of the scene. it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive. the player rolls 1dF. • Armour gains the "Very Heavy" aspect. • -1 to Harm. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat. Advanced VI functionality reduces weapon kickback to improve accuracy. • +1 to Harm. and which may be compelled for all sorts of scene effects. Comes at a cost of reduced power. resistance to weapons force and resistance to Biotic and tech attacks. 56 .
• Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. • -2 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. and also remove the Defense and agility penalties. Designed for heavy combat use. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the bonus against A complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks. this armour provides maximum protection for the user. 57 . • 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. • The armour disables the first free tag gained from the Health stress track of the wearer as a combat action (this prevents an opponent using the Consequence to your disadvantage). and counts as two Armour mods. localised doses of medi-gel to accelerate the healing process. • This armour costs 4 to purchase. • This armour costs 4 to purchase. Hardened Weave A prototype armour with a complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks. • -2 to Agility checks as the mod draws power from the system intended for the servos.Biotic Effects and Tech Talents. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2. and counts as two Armour mods. • Grants a +2 bonus to Close Combat checks. • -2 to Agility checks as the mod draws power from the system intended for the servos. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4. First Aid Interface A prototype upgrade designed specifically for heavy combat use. Exoskeleton • +4 bonus to Defense rating of armour. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. and counts as two Armour mods. • +6 bonus to Defense rating of armour. Energized Weave Microprocessors wired into a combat suit can monitor vital functions and release small. • -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. Energised Plating Mechanical augmentation increases the brute strength of the wearer. it provides maximum protection for the user.
Kinetic Buffer (this prevents an opponent using the Consequence to your disadvantage). causing a -1 to Agility checks. • This 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. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions To generate kinetic barriers. localised doses of medigel to accelerate the healing process. The greater the capacitor storage. • This very bulky armour mod decreases the power available to run other systems. • -1 to Stamina checks (this does not confer any changes to the Health stress track). 58 . and counts as two Armour mods. Kinetic Exoskeleton This prototype armour upgrade combines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. maximising healing and minimising recovery times for the user. Requires the Shield aspect on the armour to be installed. and counts as two Armour mods. • This armour costs 4 to purchase. • +1 to agility checks. • +2 Shield bonus to the Defense rating of the armour. • Any time the "Shields are Down!" tag is activated. Medical Interface This mod draws on the user's stamina to boost their agility. Requires the Shield aspect on the armour to be installed. causing a -2 to Agility checks. This interface also provides resistance to toxic attacks. the shield bonus from this mod is also negated. • Any time the "Shields are Down!" tag is activated. Shield Battery A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. the shield bonus from this mod is also negated. the more potent the barrier. • This armour costs 4 to purchase. • Chemical rounds are unable to confer the "Toxic Shock" aspect. • +3 to Defense rating of armour. • +2 Shield bonus to Defense rating of armour. Medical Exoskeleton Specialised microprocessors wired into a combat suit monitor vital functions and release small. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. • Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. • +1 to Agility checks. • 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). combat suits rely on capacitors to store energy from a generator.
• +1 to Biotic Training and Tech Training skill checks. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. and become unreliable when dramatically necessary. Here's a look at some of the possibilities. May not be compelled two turns in a row. Although it has reduced stopping power. 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. The prototype armour mods provide some of the better bonuses. Tali needs a weapon that she can rely upon if the battle gets too close. Tali'Zorah's Pistol Manufacturer: Devlon Industries Equipment: Stinger class Pistol Base Stats: • Range: 0/2 • Harm: 4 • Penetration: 1 Aspects: • Low Recoil • Thermal Clip Cryo Rounds: • -1 Harm. Toxic Seals Sample Advanced Gear Specially-sealed body armour provides increased protection against radiation.Stimulant Pack Advanced Gear All weapon and armour gear starts at T3 across the board. though they count as two mods instead of just one. • Chemical rounds are unable to confer the "Toxic Shock" aspect. +2 Penetration to targets with an uncompelled Shields stunt. Costs: Pistol 4. and causes a -2 penalty to Agility checks. • If installed on a weapon with a maximum range not exceeding 2. and a host of other toxins. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. • -1 to Harm. Tali knows that the Geth nearly always have shielded systems. gases. She also added the ammunition mod at the same time so that the weapon will never overheat. removes the Thermal Clip stunt. • This mod confers the free taggable aspect "Overstimulated and Distracted" that may be compelled to remove the bonus to Biotic Training and Tech Training skill checks. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes. Relying primarily on her Tech Training. Cryo Rounds 3. and that penetrating those shields is paramount.) • 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. 59 .
the awkwardness of his modified rifle should never become a deciding factor. and knows that with correct field placement. Costs: Armour 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. negating the benefits of the "Lightweight" aspect. • This armour costs 4 to purchase. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels.1 to Agility checks. Little tricks. +2 bonus on armour defense the turn after "Taking Cover!". 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. With enough protection to allow him to get up close and personal in a fight. and counts as two Armour mods. ―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. No movement required to activate. 60 . • . may be compelled for all sorts of scene effects. Wrex becomes a battlefield juggernaught. • +4 bonus to Defense rating of armour. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. Rail Extension 3. Frictionless Materials 4. Urdnot Wrex’ Armour Manufacturer: Kassa Fabrication Equipment: Colossus Krogan Armour Base Stats: • Defense: 6 • Stamina Mod: +2 • Agility Mod: 0 Aspects: • Powered Armour (Sta +2) • Servos (removes agility penalty) • Shields • Recharge Booster Combat Exoskeleton: • Armour gains the "Very Heavy" aspect. AP Rounds 3.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. He appreciates the ability to take down highly armoured foes from great distances. Assisting this was his access to some of the best mods available. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . Rail Extension: • +1 to Harm. and cannot be applied to weapons with the "Civilian" aspect. a Krogan Battlemaster running in at a charge is terrifying beyond belief. Costs: Rifle 4. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. • Cost of this mod is 4. and clears"Shields are Down!" tag automatically. unstoppable warrior. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!".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. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. like the defense against Biotic Effects and Tech Talents. Frictionless Materials: • +2 to Penetration. Combat Exoskeleton 4.
• Both Barrels • Limited Range • On a hit.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. Sledgehammer Rounds 3. applying its offensive roll to each target in a zone). knocks the target over and confers the free taggable aspect "Knocked prone". Frictionless Materials: • +2 to Penetration. 61 . Costs: Rifle 4. • -1 to Harm. knocks targets over and confers "Knocked Prone" free tag. and cannot be applied to weapons with the "Civilian" aspect. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. 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. Improved Heat Sink 3. and apply that to every target in an area. Frictionless Materials 4. knocking them all prone in the process. clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. This shotgun is able to double its Harm rating every turn. Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra. • Cost of this mod is 4.
thus rendering the Illusive Man blind in those areas. or hunting rogue psychotic Asari purebred Biotics. Led by a mysterious figure known only as the Illusive Man. Cerberus bases are usually guarded by the following forces: • Cerberus Commandos: Highly trained shock troops armed with assault rifles or pistols. and use modified shotguns (page 61). Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. which they don‘t just use against vehicles such as the M35 Mako. This ensures that should one cell be compromised. which includes Rachni (soldiers and workers). terrorist activities. Cerberus also runs several front corporations meant to fund and support their operations. destroying Batarian pirate and slaving rings. They have also been described as a pro-humanity terrorist or paramilitary group. the others would not be captured. However. Any methods of advancing humanity's ascension are justified.ADVERSARIES Apart from chasing after rogue Spectre agents. 62 . these snipers find cover and hit with Assassination. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers. sabotage and assassination. though unarmoured. Due to their widespread network. • Cerberus Snipers: Often found indoors. due to their activities. Each cell is led by an operative who reports directly to the Illusive Man. highly armoured. • Cerberus Defenders: Found protecting research technicians. they are rapidly deployed. Cerberus is very well-funded." and may have been edited by Cerberus agents to discourage casual explorers. there are other races. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. Cerberus effectively has access to almost every settled system. Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse. Cerberus Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. Cerberus has operatives all over Citadel space and the Terminus Systems. and colony in the galaxy. they use powerful Throw attacks. Their core belief is that humans deserve a greater role in the galactic community. major trade stop. reporting regularly. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on. but which has now gone rogue. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. but believe history will vindicate them. creatures and organisations out there for the characters to encounter. or other dangerous nasties. collecting bounties on escaped Tech criminals. including illegal or dangerous experimentation. Husks. ranging from political to scientific but all united under the common goal of advancing humanity. and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. Cerberus operatives accept that these methods are brutal. Cerberus operates many other kinds of cells than purely para-military focused ones. • Research Technicians: The technicians are normally Biotics. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts.
• Geth Dropship: Standard troop transport and Geth equivalent to a frigate. 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. barriers. Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. with the number of Talents equal to the skill rating. The Geth are entirely synthetic creatures. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. such as the Neural Shock Tech Talent. Carnage (see page 20) and the ability to recharge shields. Overload. Extremely strong armour and shields with recharger. and can utilise Carnage. 63 . Has shielding but no rechargers. specialised for long-range combat. have access to Tech Talents. has the ability to charge. Geth barriers and capable of recharging shields. Extremely resilient to small arms and ground vehicle fire. Very strong shields and extremely resilient with shield recharger. Geth encountered beyond the Veil will have programs developed equivalent to skills. • Geth Hopper: Cyberwarfare and ambush platform. Also possesses shields. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. Capable of Radar Jamming but no shield recharging. • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. • Geth Sniper: Armed with Geth sniper rifles and shielding. Equipped with Geth pulse rifles and rocket launchers. and Jamming. Heavily shielded and very resilient with shield rechargers. Has the Geth Shield Boost ability (treat as Ablative Armour). Specialised for close quarters combat. Capable of using Assassination (see page 20). Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). Utilize both disruptor and scram rockets heavy weapons platforms. Attacks using the Geth sniper beam. Some have a stunt that grants them the equivalent abilities of an Omni-tool. • Geth Juggernaut: Similar to Geth Destroyers. Resilient to gunfire. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. • Geth Rocket Trooper: Equipped with Geth pulse rifles. shielding and rocket launchers. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping). and Toxic rounds. and thus immune to effects that target only organics.Geth As described in the Racial Backgrounds section. and vary according to role.
A LOKI Mech that switches to its security protocols is easily identified. and so on. as an individual husk can only generate one electrical blast. give off a powerful electrical blast which disables shields and causes massive damage. and YMIR classes of mechanical infantry units. Over time the body's organs. LOKI. 64 . Thereafter. Originally used by the Alliance for colony guard duty. they have also seen use in groups on the shiftier side of the law when raw manpower is needed. MECHs Earth based weapons manufacturer HahneKedar has become a major supplier to the Systems Alliance military. never seek cover during a firefight. and their civiliangrade firewalls are insufficient to deal with modern hacking.Husks Husks are synthetic "zombies" created by the Geth. No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. LOKI Mechs are incapable of any complex tactics. and is also the manufacturer of the FENRIS. Unfortunately for those that encounter them. and the body generates an electrical charge. allowing their programs to be easily overridden and turned upon their owners. • 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. variant weapon ammunition. huge spikes that Alliance marines have nicknamed "dragon's teeth". with an equivalent skill level of 3 ranks. blood is changed to a sickly green fluid. prior to determining whether the effects of the blast generate composure track shifts. once close enough. They have an inbuilt level of equivalent armour with a defense rating of 2. the MSV Cornucopia. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. They count as both biological and synthetic creatures for the purposes of Tech Talents. skin and water content are converted into cybernetic materials. Husks that reach the same zone as any character attack first with an electrical blast. though it is effective psychological warfare to make soldiers fight their own dead. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. there is never only one husk around. typically as expendable assault units. The husks will charge at their enemies and. often fielded by the Alliance. When the spikes are approached – say. the dual "eye" on the unit turns from white to red. Many mercenary groups make extensive use of them. partly as a trap and partly as a warning to other organic races not to enter their space. if marines try to recover their dead comrades – the Husks are released and attack. The Geth used a ship full of Husks. commonly called MECHs. They possess a basic personality suite and are easily programmed for various security tasks. or where the use of organics for "around the clock" shifts is unfeasible. husks attack with a brawling skill level of rank 2. When a human is captured they are placed on impaling devices.
is a massive killing machine designed for anti-infantry purposes. As a military model.and drugsniffing dogs would. They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. If shot while in this deactivated state. Whilst it can fire its twin Cannons on the move however. a FENRIS Mech will accelerate to a set speed and jump with its rear legs. as they tend to constantly advance on enemies to engage at point-blank range. 65 . the YMIR Mech has better firewalls than other models. Heavily armoured and shielded. When a FENRIS Mech is severely damaged. it must pause to fire rockets to ensure a stable launching platform. In order to fire either weapon. Despite its fearsome weaponry. giving warning to those able to see the mech. or overridden by an experienced hacker. FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. the YMIR does have a few limitations. • YMIR Mech: The Battle YMIR Mech.• FENRIS Mech: Like other mechs produced by Hahne-Kedar. they are identifiable by their white armor and red lights. the mech will explode. walk and cannot attempt to climb steps. and indeed to all mechs. the mech will deactivate and remain stationary. and have been seen deployed alongside LOKI Mechs. YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. is that their software programming can be hacked. they are stunned by a taser device embedded in the 'head' of the FENRIS. limiting its movements to a slow. For many humans. To protect the workings of the weapon arms from small arms fire. but is still vulnerable to hacking by dedicated hackers. these covers must open. and FENRIS Mechs can be turned against those they are tasked with serving. noisy. Kinaesthetic programming is limited due to the complexity of the design. A major disadvantage to FENRIS Mechs. used in the same manner bomb. they are fitted with protective actuated shield covers. the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. bringing the target down with its front legs in an animalistic pounce-like motion. or Model 34-A. altered. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions. After the target is struck. When attacking.
• Mercenary Anti-Tank: Some mercenaries carry a rocket launcher. Krogan mercenaries regenerate their shields particularly quickly in a fight. • The Grim Skulls. consisting exclusively of Krogan and Vorcha. mercenaries tend to use superior weapons and armour.Mercenary Organisations Mercenary bands operate throughout the Attican Traverse and the Terminus Systems. most fill one of the following roles: • Mercenary: The standard mercenary. Mercenaries are usually found at their bases on remote worlds. or by individuals who want protection or assassination services. a biotic can be found amongst mercenary bands. Their use of Throw and Warp makes them dangerous.a major mercenary corporation active in the Terminus systems.a Turian group based on Omega. They are usually hired by criminal organisations that require "heavy muscle". they are usually lightly armoured. Mercenaries hail from all races and backgrounds. Sometimes euphemistically referring to themselves as 'private security organisations'. though are most commonly Turians. which prefer to select equipment from a single company). They control 20% of Omega. Able to field a variety of personnel to fulfil their contract.a minor mercenary band. Notable Mercenary organisations • Blood Pack. • Blue Suns. or protecting their employer's investments or operations. Humans. smuggling tainted element zero. but they are lightly armed and armoured. mostly wiped out by Council Spectre agent Saren Arterius. and focus on vehicles such as the M35 Mako. • The Talons. Given that their occupation requires them to be efficient and capable. • Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers. meaning their equipment is usually produced by a variety of manufacturers (unlike military forces. 66 . • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders. • Eclipse. usually equipped with an assault rifle or a shotgun.a 'private security' firm and one of the most powerful groups in the Terminus Systems. • Mercenary Adept: Very occasionally.a pirate group that acts as the"muscle" of Omega. They often have the ability to use Immunity. mercenaries will commonly raid remote outposts or unprotected starships when unemployed. and line up for an Assassination shot. Batarians or Krogan.
The Rachni are territorial. Rachni Queens are capable of possessing the minds of other Biotics. causing heavy toxic damage. and rarely. They can also spit acid. they likely fill the niche occupied by drones in other hive species. It stands to reason that if the galaxy‘s newest spacefaring race. The Rachni aren't as extinct as the galaxy had been led to believe. The Brood Warrior has abilities comparable to a standard Rachni Soldier. although its attacks inflict more damage. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). causing heavy toxic damage which ignores shields. able to survive environments that kill most sentient species. who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. They normally inhabit extremely hazardous worlds. These tentacles are used to impale enemies . then its highly likely that other governments have as well. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. they are effectively giant sized locusts intent on death and destruction of all sentient life around them. but much larger creatures than Rachni Workers. They are the 'elder males' of the hive that usually mate with the queen. 67 . on difficult to terraform worlds. Rachni Queens are the largest and most intelligent of the species. it will occasionally place a squad member in Stasis and appears to use a form of Barrier. the spacefaring Rachni were driven to expand and defend their territory. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. they rush up to the squad and explode in suicide attacks. Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. Rachni Soldiers are slower. in fear of being plunged into another galactic war. Rachni soldiers are cunning and like to ambush their enemies. and other hidden locations. if ever. Should their territory be invaded on purpose or even by accident. seen. they respond with brutal force. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. Intelligent but highly aggressive. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion.Rachni The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. 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. tending to the needs of the queen.the Rachni can use weapons but prefer to use these tentacles to impale their victims. They were eventually defeated and completely eradicated by the Krogan. Acting in swarms. have encountered them. they are quite fragile. It is also unique among Rachni in that it possesses some Biotic ability. the humans. with thin tentacles ending in little pods. Best handled at a distance. using them as proxies to translate and communicate when necessary. Defended by Brood Warriors who will die to protect them. Bred in captivity away from a brood queen. Given their name. They are most at home in vents and tunnels.
and are a menace to any structures or vehicles in their nesting area. The body of an adult thresher maw never entirely leaves the ground. They are enormous. They can grow to be in excess of 30 metres tall above the ground. • Dauntless: Thresher Maws have no composure or wealth tracks. but there are some "stray" nests. and their acid attacks as though the shields stunts don‘t exist. yet are robust enough to survive prolonged periods in deep space and atmospheric reentry. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets. Their attacks consist of spitting powerful viscous acid that splashes on contact. 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. thresher maws usually live in large flat open spaces on uninhabited planets. two or three at most can be found on a single planet. and must wait one round between attacks to recharge their spit. They always attack the closest target. Owing to the nature of their attacks. or they may take an additional zone of movement when they take their free move when fully underground. with a harm rating of 8 and must wait one round between attacks due to their size. such as a crashed probe to draw unwary scavengers. identifiable only by their landscape profiles. • Native Burrower: Thresher Maws never fully leave the ground they live in. When moving underground. and instead have an extended health track of 3dF+9 Thresher maws are solitary creatures. They have Natural Weapons as an apex skill. Give them the following stunts: • Extended Reach: Due to their immense size. Treat Thresher Maws as having an armour defense rating of 6. and move if shifts are successfully generated against them. spread by previous generations of space travelers. with a body nearly twice that size beneath the surface. Threshers commonly have some sort of "lure" in their nest. Fortunately. penetration 6. or valleys. They reproduce via spores that lie dormant for millennia. They also have rank 4 skills agility. harm 8. only the head and tentacles erupt from the earth to attack. As a result. burrowing up from beneath their prey. they completely ignore shields. and a new skill called Acid Spit. they can reach one additional zone with their claws when using their natural weapons. and smashing with their claws in close range while emitting infrasound. the Thresher Maw cannot be targeted. with a range of 2/5.Thresher Maws Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. thresher maw spores appear on many worlds. mountains. but can move incredibly quickly below. violent creatures that burst up from the ground without warning when disturbed. Aggressive and highly territorial. They can take a lot of damage and can be very hard to kill. Due to their size. which is a combined combat skill and weapon. They live alone in nests spanning large areas underground. They may use their one free move to rise up or drop back underground. asteroids or moons with little or no atmosphere. thresher maws are immobile above ground. and are immobile when they raise up to attack. 68 . and do not inhabit rolling hills. and their burrowing style of movement.
their continual lack of resources have kept Vorcha society extremely primitive. they are – like most life from Tuchanka – savage. Gaining even a few Vorcha gives a mercenary band a formidable advantage. Virtually everywhere the Krogan have been. Vorcha The Vorcha originate from a small. hostile. wild varren hunt in packs and are so vicious they'll even take on the Geth. varren infestations have followed. Seeing the potential of the Vorcha's individual adaptability. Their supreme adaptability. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. faster. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. 69 . Even as their population grows. smarter. and consummate survivors. Vorcha ―trained‖ by this ordeal are stronger. With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw. 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. To this day. The Krogan have had a love-hate relationship with varren for millennia. Krogan Blood Pack mercenaries often sweep pockets of Vorcha. wreaking havoc with the native ecology. and more resilient than other members of the race. Krogan – and some other species. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds. the Vorcha constantly fight each other in fierce competition over basic necessities.Varren Varren are omnivores with a preference for living prey. including Batarians – raise them as beasts of war. A common subgenus of varren has metallic silver scales. savage species. each additional Vorcha magnifies the gang‘s combat ferocity exponentially. alternately fighting them for territory and embracing them as treasured companions. clannish. Originally native to the Krogan homeworld of Tuchanka. gathering them up and literally beating them into soldiers. However. leading to the rather unusual nickname 'fishdogs'.
Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). so are well represented by the T1 (11 bp) level. larger than anything else built by the council races. The only ones who use an actual Beam weapon are the Reapers. Using this idea. Crew must adhere to the standard operating procedures of the government. spacecraft may not take the T4 Stunt "Dumps heat into another dimension". These terrors of the black are built at T5 (35 bp) or T6 (41 bp). we just say that they are limited by size. and Dreadnaughts. or at T3 with a few sink stunts. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. Warships in Mass Effect are classified in one of four weight classes: Frigates. • Reapers are sentient ships. but use the optional rules for Fighters on page 228 of the main rules. • Carriers are usually the same size as Cruisers at T3. such as luxury cruisers. All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system.Space Combat Mini-Game Changes SPACECRAFT Knowing that Mass Effect is not set in the hard sci-fi genre allows us to tweak the Diaspora starship creation rules to align with the Space Opera ideas that big ships with lots of people and weapons are possible. • Frigates are designed at a level of T2 (17bp). for a hard sci-fi genre. • Cruisers are firmly in the realm of T3 (23bp) ships. thus Technology is the difference between ships. usually fielded by carriers. All ships of this type must take the Civilian stunt. Carriers. so that instead of limiting ships build points by technology. • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" 70 . We can adjust this for our game. New Spacecraft Stunts Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers. Geth dropships are classed as Frigates. With this small tweak. is not important. one man ships. and built with 8bp. assigned a dedicated crew to operate all systems. • Dreadnaughts are the largest vessels in Council space. Spacecraft and Tech Levels Diaspora made the design decision that ship size. we have a quick and easy way to define and differentiate our ships. we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships. and are limited in number to only a few operated by each member race. depending on the individual size and age. • Fighters are small. or T2 level for the larger designs. who use magneto-hydrodynamics to power them. cargo freighters and colony ships usually sport minimal or no weaponry. New T0+ Spacecraft Stunts Government Subsidy Spacecraft with this stunt are officially part of the navy of the government. and have access to shipyard facilities that supply dedicated repair engineers. with severe consequences for variation from those limits so imposed. These behemoths are built at T4 (29 bp). Cruisers.
whilst also powering the Internal Emissions Sink. New T1+ Spacecraft Stunts Mass Effect Drive The pinnacle of interstellar drive design. then divide those by ten. a Mass Effect Drive is required to access the mass relay system. except when such consequences were gained when the aspect chosen above was tagged. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. This affords protection from micro-meteorites. or it will build up to levels capable of cooking the crew alive. and provides a +2 bonus to Heat Track as well as a +2 bonus to the Navigation check during the Detection phase of space combat. Cost 1bp. Cost 2bp. Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. Cost 1bp. This stunt also provides a +2 bonus to maintenance checks when at government facilities. Cost 4bp. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). torpedos. This experimental system may only be installed on spacecraft with a 71 . and thus reserved for critical operations. Requires the Tantalus Core Stunt. and provides a +1 bonus to V-Shift. and allows ships to move ten times faster between their destinations for the same reaction mass. Cost: -1bp. or drift passively through a system for days before having to vent and give away her position. but the stored heat must eventually be radiated. Internal Emissions Sink This stealth system is able to temporarily "store" heat generated by routine shipboard operations in lithium heat sinks deep within the hull. and mass effect accelerated projectiles. See Diaspora page 69 for standard travel times. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks.• • • • • • • • • • • • • • • • • • "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. and a +2 bonus to repair checks to remove consequences. Spacecraft can go to 'silent running' for around 2-3 hours. This system does not operate during mass relay travel as the heat generated is too much to absorb. These shields safely deflect small objects traveling at rapid velocities.
first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. codeveloped with the Turian Hierarchy. except when "Experimental Design" was tagged) • Tantalus Drive Core • Internal Emissions Sink (+2 bonus to Nav check in detection phase) • Kinetic Barriers • Interface Vehicle (M35 Mako Infantry Fighting Vehicle) Aspects • Government Owned and Operated (Systems Alliance) • Experimental Design • Tough Little Spacecraft • Fast. nimble. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. she is optimised for solo reconnaissance missions deep within unstable regions. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. 72 . it is expected that a follow-up class incorporating "lessons learned" will be produced. +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.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. is a prototype "deep scout" frigate. and with the sponsorship of the Citadel Council Ship Class: Prototype "Deep Scout" Frigate Base Stats: • V-Shift: 4 • Beam: 3 • Torpedo: 1 • EW: 3 • Trade: 0 • Frame Track: 3 • Data Track: 4 • Heat Track: 4 Stunts: • Mass Effect Drive • Government Subsidy (Experimental Design) • Tantalus Drive Core (+1 to V-Shift) • Internal Emissions Sink (+2 Heat Track. Should the Normandy‘s design prove useful in field tests. using state-ofthe-art stealth technology powered by an experimental drive core.
Designed with killing much larger ships in mind. 73 . and +2 to to V-Shift for 4bp. Cerberus fields its own defense ships around their secret research stations.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. bring down their kinetic barriers. and then cause them to catastrophically vent their atmosphere. 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. explosive style. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. The Oversize Drive Core stunt provides a +1 bonus to the Heat track. Cerberus Fighter/Bombers Manufacturer: Cord-Hislop Aerospace Ship Class: Fighter Spacecraft Stats: • V-Shift: 5 • Beam: 1 • Torpedo: 3 • EW: 3 • Trade: 0 • Frame Track: O • Data Track: O • Heat Track: OO Stunts: • Vector Randomiser: Base defense 2 against Beams • Kinetic Barriers Cost: 7 Aspects • Missileer Formation Tactics • Out of Ammo (Torpedos) • Shields Down! Manufactured in secrecy. these fighter craft work as a unit to jam the comms of any intruding vessels. 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.
while no less potent to their unit. At the gaming table. the basic principle remains the same. the Specialists gain an extra aspect ―Power Drained‖. change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. 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. Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour. Platoon Creation Changes When constructing platoons. This stunt provides a +1 to Hand-toHand.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 +1 to one of Direct Fire or Anti Air. or Armour. Additionally. provide protection against most mass accelerator weapons. At platoon level. Additionally. 74 . Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand. The unit receives +2 to this skill when used defensively. Direct Fire. colloquially called "shields". or Direct Fire. Biotic Specialist (Infantry) As fearsome as they are in direct combat. Additionally. Tech Specialist (Infantry) Seizing control of the electronic battlespace. Similarly. Shield Projector Kinetic barriers. Command. this stunt grants +1 to the Signals skill of the unit. However. offensive Biotic abilities are unfortunately visually flashy and distinctive. as well as +1 to one of the Signals or Camouflage skills. Whether on a starship or a soldier's suit of armour. Tech Infiltrator (Infantry) Using their jamming skills to great effect. this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately. the infiltrators gain an extra aspect ―Power Drained‖. and receive a -1 penalty to Camouflage next turn. Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. there are a few ways Mass Effect characters can augment their assigned platoon. there is an opportunity to explore larger scale events through multiple squads in the Platoon level combat minigame. the Defenders gain an extra aspect ―Power Drained‖. determined at creation. though. All normal rules for character association with units apply as per Diaspora page 192. the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. as well as +1 to one of the Observation or Armour skills. Anti-Air. New Platoon Stunts The following stunts may be taken by any unit that meets the type restriction (if any). At creation choose one of Armour or Hand-to-Hand. Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking.
Whilst slower and bulkier than its successor. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. and was a bane against the Turians during the First Contact War. The only role the Mantis cannot perform is that of a true deep-space fighter. “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. disrupting communications. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. Armour 1. Hand-to-Hand 2. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. Direct Fire 3. Signals 2. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. 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. Alliance Marines (T3 Infantry) Direct Fire 3. The Mantis houses an element zero core which lightens the engines with a mass effect field. the M35 Mako. 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. a high-altitude bomber. Observation 2. a fighter. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. 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. as it has no FTL drive. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . Movement 1. First rolled off the assembly lines in 2170. Command 1. the Grizzly has had a long career protecting its troops well. Movement 1. allowing it to take off vertically and hover in place using minimum fuel. Anti-Air 2. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. the Mantis remains in service in dozens of armies across the galaxy. Direct Fire 3. Movement 1.Example Platoons All platoons are created at tech level T3. taking out support units and delivering marines to weak points in the enemy formations.
Observation 2 Morale OO Scatterable Mine Payload: can deliver areadenial ordnance (mines) Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Suddenly.Ground Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. Armour 2. focused guerrilla strikes. a huntress is practically unbeatable.Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. and assassination. a hunter's eye. Movement 3. they are adept at ambush. Movement 3. infiltration. Like an army of ninja. Armour 2. demoralizing and defeating their enemies through intense. and their education from that point is dedicated to sharpening their mind and body for that sole purpose. One-on-one. Movement 3. Direct Fire 2 Morale OO Interceptor: able to respond and act to enemy aircraft if on LAUNCH box 76 . 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. 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 . depending on the tactics preferred in their town. Huntresses fight individually or in pairs. possessing profound tactical insight. Armour 2.Air Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Anti-Air 4. Movement 4. Armour 2. 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 . A61 Mantis Gunship . and a dancer's grace and alacrity.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.
Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. they don't even breathe. shutting down their power sources to stay undetected. Observation 2. The Geth make perfect ambushers—"they don't move. Armour 1. Movement 3. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively. Movement 2. Geth can even be packed tightly into crates and left in storage. Armour 1.Biotic Specialist: +1 to Hand-to-Hand. Veteran 1. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3. Veteran 1. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Geth Infantry Platoon • 4x Geth Troopers • 1x Geth Juggernaught • Platoon Fate: 6 FP Geth Heavy Weapons Platoon • 2x Geth Troopers • 2x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP 77 . Morale OOO OOO O Geth Platoons All Geth are networked to each other. Movement 1." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. Direct Fire 1. Veteran 1. Direct Fire 2. Hand-to-Hand 3. Direct Fire 2. they don't make noise. they may communicate their exact thoughts and ideas at the speed of light. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender. +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. Armour 2. Direct Fire 3. This makes them extremely efficient in battlefield conditions. The key element of Geth warfare is surprise. Command 1. +1 to Direct Fire. +1 to Anti-Air. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. +1 to Direct Fire. 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. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. Camouflage 1. Movement 2. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. Camouflage 1.
Geth repair their morale using Signals instead of Command. Armour 3. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. Armour 2. Signals 2. Geth Troopers (T3 Infantry) Hand-to-Hand 3. the M29 Grizzly. Observation 1. Signals 1 Morale OOO O Long Range: ignore 1 extra zone of range when attacking Long Range: ignore 1 extra zone of range when attacking 78 . 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.Geth Network: able to use Signals in place of Command Battlefield Genius: platoon units gain Command Range +1 Rocket Salvo Ready Out of Ammo Intimidating Bipedal Walker Geth Destroyer (T3 Infantry Leader) Hand-to-Hand 3. Observation 1. It is equipped with microthrusters and a small element zero core. and that they are extensively reliant on digital communication for interaction. Movement 1. Movement 2. Armour 2. Morale OO Command Range: 2 Anti-Personnel Rounds (TE): Direct Fire +1 Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Relentless Automatons Overheated Weapons Geth Rocket Troopers (T3 Infantry) Direct Fire 3. Direct Fire 2. fell short of accomplishing. which can be used to increase mass and provide greater traction. Anti-Air 2. Movement 2. or reduce its mass for limited evasive or positioning manouvers. Observation 1. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. 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. Though the interior is cramped. Signals 2. which varies depending on which Leader is assigned to a Platoon. It is designed to fulfill the role of rapid deployment that its predecessor. Anti. Direct Fire 2. Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1 Geth Network: able to use Signals in place of Command Tactical Genius: Units in platoon ignore 1 extra zone of range when attacking Close Range Nightmare Overheated Weapons Relentless Killing Machine New Stunt: Geth Network (Geth only) Due to their synthetic nature. Movement 1. Signals 1 Morale OOO O Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1 Geth Network: able to use Signals in place of Command. Observation 1. Armour 1.Air2.
STG operators work in independent cells. These include a recon drone controller. infiltration. +1 to Observation. Movement 1. Handto-Hand 1 Morale O Command Range: 1 Max Move: 5 zones Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 Wireless: Command Range +1 Light Cavalry: Max Move +1 Tactically Flexible and Heavily Armed Overheated Weapons Make the following changes to the above stats for the following variant designs: • M35A Mobile Air Defence Variant Replace Direct Fire for Anti-Air Replace Infantry Carrier for Zone Effect • M35D Recon Drone Controller Replace Hand-to-Hand for Indirect Fire Replace Direct Fire for Observation Replace Infantry Carrier for Zone Effect • M38 Military Ambulance Variant Replace Direct Fire for Signals Replace Hand-to-Hand for Command Be sure to adjust these stats for Leadership stunts when added to a platoon. Signals 1. STG Recon Unit (T3 Infantry) Camoflage 3. STG operators are brutally practical. Direct Fire 1. and sabotage. Hand-to-Hand 2. Direct Fire 3. performing dangerous missions such as counterterrorism. Observation 2. Morale OO Command Range: 1 Scout: able to continue move when entering a zone containing an enemy Special Forces: not automatically spotted when it shares a zone with an enemy unit.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. Movement 1. Alliance M35 Mako Infantry Fighting Vehicle (T3 Armour) Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Movement 4. a mobile air defense platform. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. Hand-to-Hand 2 Armour 1. devoted to accomplishing their mission regardless of the cost involved to others or themselves. Observation 3. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. Armour 1. reconnaissance. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . assassination. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. Armour 3. usually deployed by the Citadel Council. additional aspect ―Power Drained‖ to remove these bonuses. Salarian Special Tasks Group Platoons • 1x STG Cell Leader • Choose 4 units from the following: STG Recon Unit STG Combat Engineers STG Infiltrators • Platoon Fate: 6 FP The Special Tasks Group (STG) is a Salarian espionage organization.
Movement 3. Direct Fire 2. I encourage you to create your own versions of these units. Movement 2. 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. 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. 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. able to use manouver to remove free tag on ally in command. Armour 1. Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Always Has a Plan Overheated Weapons Command of the Airwaves Power Drained 80 . Hand-to-Hand 2. Armour 2. +1 to Camouflage.STG Infiltrators (T3 Infantry) Camouflage 3. additional aspect ―Power Drained‖ to remove these bonuses. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. Signals 1. Tech Defender: +1 to Command. additional aspect ―Power Drained‖ to remove these bonuses. Hand-to-Hand 1. Indirect Fire 1.
This is the setting history established in the first Mass Effect game. no one in the wider galactic community had ever heard of humans. creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. our options are not so limited. I‘ll raise some themes and potential campaign hooks that may help you in the creation of your own stories in this exciting and fun setting. Many races have petitioned for elevation to this status for a long time. beginning the First Contact War. you get the chance to explore the galaxy. At the time of the first game. as the structure of the Diaspora RPG cluster and character creation is designed to help you. they began activating every mass relay they could find. moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space. as well as how individuals choose to operate within. as well as confronting the prevailing opinions of humans as intelligent. Taking control of a pivotal character in the events of the game. Humans are new to the galaxy A little over 35 years ago. with steps designed to help link your characters to each other. battling aliens and making allies (and vice versa). individualistic and thus. Salarians. abnormally ambitious. With the technology from these ruins. or outside.Campaigns and Themes Mass Effect is set in the year 2183 CE. In this section. At the gaming table. and some members of those races resent the appearance that humans are going to jump the queue ahead of them. there are many places that the reach of the council doesn‘t extend. which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry. unlocking faster-than-light travel. exploring ancient ruins and fabulous cities alike. Humans are still discovering what it takes to survive on these newly discovered worlds. Their independent discovery of a Prothean data cache on Mars and their activation of the Charon Mass Relay thrust them into politics of the existing races and upset many delicate balances. Whilst you can explore hundreds of worlds across the series. humans have an active role in galactic commerce and settlement. permitting instantaneous passage across thousands of light-years. Cluster creation is intended for each player to suggest themes they‘d like to explore. by its very nature as programmed entertainment. Character creation works in a similar way. encountering various alien races and establishing itself on the galactic stage. Law and Order The Mass Effect games place strong emphasis on the theme of law and order in the galaxy. and Turians in the decision making process. those confines. Humans also discovered the mass relay network that threaded the galaxy. there are hard limits on what you can do and where you can go. to join the Asari. Humanity began its journey among the stars. This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. Whilst the Citadel is seen as the primary location of galactic rule. humanity learned the secrets of mass effect physics and element zero. highly adaptable. such as 81 . unpredictable. 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. and are heavily petitioning for full member status in the Citadel Council. Hoping to expand their territory and driven by immense curiosity about the galaxy. They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing.
or stunt that interested you. skills or abilities your character needs. to provide protection to interests not necessarily desired by the Council. there is much appeal to playing highly competent beings breaking heads and taking names. notably Blue Suns and Eclipse. With only one skill at the Superb (+5) level. with them making up the largest of the minorities.the iron fisted rule of the Asari crime lord Aria on Omega. Partial Characters and Cool Stuff As you have read through this book. Along these lines. the covert and clandestine Salarian Special Tasks Group. you have probably noted things of interest you‘d like to explore. ―Hacking Diaspora: Threats. Sometimes. You can always fill in the rest as you play. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. and is always happy to take new recruits. The apex skill represents a significant investment in time. the Geth. and Elite special operations groups are one place to develop them. They have successfully incorporated humans into their structure to help with policing and patrol duties. 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. Tying into the first theme of humans being new to the galaxy. However. nor impossible to work around. Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. Conversely. or circumvent. so they have no need to trade resources or information with them. "all organics must destroy or control synthetic life forms". At the personal level. or even the elite Council Spectres. C-Sec is a volunteer organisation. so too is the nature of how organics deal with synthetic intelligences. aspect. 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. When you are unsure what kind of aspects. this can be explored in the ways humans protect. Just choose one. from a synthetic point of view. name them. replacing the Technology attribute in the Cluster creation mini-game with the Order attribute allows players to decide for themselves how this theme impacts their characters. Whether they are the biotic powerhouse Asari Huntresses. a stunt or two. lest the same mistakes get made. give ‗em that race. or the corporate control of Noveria. exiled from their home planet by their own creations. The Quarian peoples are adrift in space. banning AI research almost entirely. an ability or race. The companion document to this rules hack. 82 . The introduction of both a Geth character. Unfortunately for the council races. many mercenary groups employ humans as hired muscle. 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. these potentially disastrous outcomes are neither certain. and you‘re good to go. take some time to decide why your character is so good at that particular skill. when other inspiration is taking a while to surface. An AI gives the view from the other side of the fence when it says that. Special Operations and Apex Skills When there are dangerous missions to perform. the law. Organics vs Synthetics In the large scale. The Citadel Council heavily controls all research into synthetic intelligences. resources and attitude for the character. Diaspora supports this style of play with its pyramid skill structure. they are all you need to begin to create a character. you can always begin by using one of those characters as a starting point to developing your own. there are those who are sent in to do them.
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 .
no Tech Training. Lasts two turns. Place aspect on target. Conserves momentum. Non-technical apex skill. Primary Biotic Effects: Barrier +2 to own armour defense rating. omnitools and bio-amps. now militantly serve the Hanar Ponderous giants. modified by Bio-Amp Implant stunt. no Biotic or Tech Training. clannish primitives used as cannon fodder by mercs Towering. no Biotic Training. reliable and affordable equipment such as armour. Combat specialist. Zone aspect. Combat Excellence stunt available with ranks in Tactics. client race of the Turians Aggressive. the Quarians Reptilian mercs and enforcers. Minimal combat training. adept at sneaky and subtle Public service peacekeepers. no combat skills. 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.VARIANT RULES QUICK SHEETS New System Stat: ORDER O-4 O-3 O-2 O-1 O+0 O+1 O+2 O+3 O+4 Virtual chaos Ad-hoc Rule Establishment Corruption Stability Progress Licensed Institutionalisation Total Control (Page 8) Aldrin Labs A Human manufacturer providing basic. no Tech Training. Biotic and Combat skills not higher than rank 4. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. Hate humans Rescued from their dying world. Place aspect on target. home is where the flotilla is. Tech and Combat skills not higher than rank 4. Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. Effects last until the next turn only unless otherwise specified. If used two turns in a row. and overthrew. Throw Shift enemy one zone. adaptive predators loyal only to the strongest Engineer Vanguard Sentinel Infiltrator Biotic specialist. mono-gendered race of female appearance Pirates. admired and distrusted equally Synthetic AI race created by. 84 . Minimal combat training. New Skill: Biotic Training (Page 26) Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. Number of effects equal to skill training level. Tech specialist. Three or four combat skills. Place aspect on target. Biotic and Tech Training skills not higher than rank 4. emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. Amphibious information seekers. no Biotic Training. combat skills not higher than rank 3. other combat skills not higher than rank 3. Lift Target floats helplessly. Lasts three turns. slavers. Warp -2 to enemy armour defense. Singularity Gravity sink. target takes one additional damage shift from any successful attacks. Broken by the genophage Evicted by own AI creations. Stasis Target unable to move and takes no damage.
Shockwave Requires: Lift or Singularity effect and Tactics skill. L3 Implant Max skill rank = 3 Effects = Skill rank. Unable to use this effect in consecutive turns. Unable to use another Biotic effect next turn. or +4 for having both. Add 1dF to skill rank before combat to determine skill level. no effects avail. All zones affected must resist this attack. apply Barrier to self. those without Shielding have the Lifted effect applied to them. Effects = Skill rank L1 Implant Cannot take skill. Reave Requires: Warp effect and Medicine skill. or a +4 bonus to unarmed biological target. They must then resist an attack equal to Biotic Training +2. Dominate Requires: Stasis effect and Resolve skill. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. Then. Must not take free move. If target is invalid.VARIANT RULES QUICK SHEETS Armali Council An affiliation of Asari manufacturing guilds who make high-grade omni-tools and bio-amps to only a select few clients. or both if you possess both effects. New Stunt: Bio-Amp Implant (Page 29) Modifies number of effects. If >5. Effects = Skill rank. 85 . Advanced Biotic Effects (pages 27. reducing any pass costs by 1. one composure or health damage cumulative per use. Effects = Skill rank +1. Effects = 0 Stable L2 Implant Max skill rank = 4. Slam Requires: Lift effect and one of Throw or Pull effects. Asari Biotic No implant required. must start again. you are unable to act the following turn. make a Close Combat check at +2 bonus for having one of the required effects. otherwise resolves at the end of turn. rounding up against other biologicals. Effects = Skill rank. That target becomes immune to further Domination next turn. Finally. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. Spend one turn preparing this effect. have no implant and cannot take skill. Effects = Skill rank. Spend one turn focussing on a target. Place ―Biotic Shockwave‖ aspect if have Singularity. Unstable L2 Implant Max skill rank = 3. Place ―Slammed‖ aspect on target. or +4 for both. If 0. you are unable to act the following turn. or Throw to target. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect. L3-R Implant Max skill rank = 3 -1 to composure track. If target was unarmoured biological. Younger than 300: are dying. Finally. Their weapons and armour are high quality. Armax Arsenal Supplier of elite Turian military units. Next. Add 3dF to skill rank before combat to determine skill level. high priced and very difficult to acquire for most non-Turians. Effected targets with the Shielding stunt are unable to move next round. then next turn gain a +2 bonus to armoured or synthetic target. Make a Biotic check at +2 for one effect. May pay a FP to resolve the effect immediately. L4 Implant Aspect: ―Occasionally Distracted by VI‖. No max skill rank. may spend a FP to gain a defense bonus equal to half Medicine ranks. Draw line on map from character (Tactics -1) zones in length. then next turn make a full turn move.
professional mercs. Harm 2. Decryption Unlock doors. in same or adjacent zone to the character unless otherwise noted below. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect. Place ―System Rebooting‖ taggable aspect on synthetic target. Primary Tech Talents: Damping Use defensively to contest Biotic Effects. etc. access secure systems. Must have at least 1 rank in Repair skill. heat or toxic exposure. Elanus Risk Control Services A private security corp that can provide event security. May be taken multiple times to stack penalty. A mobile weapon platform at your command. ending their turn if they fail. and to hack lone targets. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action.VARIANT RULES QUICK SHEETS Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold. place a ―Frozen and immobilised‖ aspect on the zone for one turn. bypass alarms. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. Target becomes immune to further Overloads next turn. Advanced Tech Talents: Must also have Computer (space) skill. Hacking Restrictions removed to allow repeated Hacking attempts on same target. Multiple Redundancy: Use my Tech Training. Combat Requires: Hacking Talent. Advanced Requires: Hacking talent. Pen 2. On a success. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. place ―Suppressed by Tech‖ aspect on appropriate target. Place ―Disorientated and Confused‖ taggable aspect on biological target. starships. and lasts 2 turns when activated. 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. Jamming -2 penalty to enemy alertness checks. Substitute ranks in Tech Training for Repair skill rolls. or passing through must roll their Stamina skill against the number of shifts. NonLethal. 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. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. Drone and Have-a-Thing: Combat Drone stunt. Must have at least 1 rank in Medicine skill. Drone Stats: Range 0/1. All Tech Talents last for one turn. That target becomes immune to further Hacking next turn. including Biotics. Substitute ranks in Tech Training for Medicine skill rolls. Offensively. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. All targets in the zone. Must have at least 1 rank in Medicine skill. 86 . to weapons and armour.
VARIANT RULES QUICK SHEETS Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain talent. 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. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. May also pay a FP to impair all attempts to attack or target you by -1 per level of Jamming you possess whilst it is active. Unable to be used on successive turns against the same enemy. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. Armour bonus granted by Shields boosted by +3 when this talent is activated. When neutralised. but must still meet all other prerequisites. target takes Health damage of number of shifts. after ―Shields are Down!‖ compelled. Combat Excellence Requires: Energy Weapon skill of at least Rank 3. MG Immunity Once per scene. excluding the user. Attacks reduce this bonus by 1 per shift. though their armour lines are generally recognized as above average. Tech Armour Requires: Hacking talent. the Tech Armour detonates. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. including possessing an appropriate weapon. 89) Hahne-Kedar Earth-based major supplier to the Systems Alliance military. 87 . Tactical Cloak Requires: Jamming talent. Their weapons are stock quality at best. Base Jamming talent duration extends by 1 turn. Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. any level of Tactics skill. and unshielded targets must resist 3 shifts of Composure damage. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. and Armour with Shields stunt. On a success. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. and no ranks in either Biotic Training or Tech Training. New Stunt: Combat Excellence (Page 34) This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. Advanced Requires: Overload talent. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. Overload Restriction removed to allow repeated Overload attempts on same target.
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
+2 bonus to repair checks to remove consequences. +1 to V-Shift. Additional aspect from list below (or similar). Humans. Mostly Turians. Cost 1bp. Cybernetic zombies created by Geth from captured Biological races.VARIANT RULES QUICK SHEETS Serrice Council An Asari consortium that manufactures the highest quality omni-tools and bioamps which are considered incredibly rare – and highly prized – items on the galactic market. +2 to Heat Track. Synthetic AI race. except when aspect was tagged. or T6 (41 BP) Allows access to mass relay network. and all travel times reduced by factor of 10. Huge solitary burrowing monsters with acid spit. Adaptable dangerous pests that hunt in packs. Must also have one other high energy usage system (IES). Crew must adhere to SOPs. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. Mechanical robots used as supplementary guards. Cost 2bp. 91 . Stealth system gives +2 bonus to Nav check in detection phase. sometimes used by Krogan Blood Pack mercenaries. +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. 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). Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. 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. "Government Owned and Operated" aspect. Violent primitive race usually found in forgotten corners of dark places. Batarians or Krogan. or T3 (23BP) plus dump stunts Cruisers T3 (23 BP) Carriers T3 (23 BP) plus Fighters Fighters 8 BP Dreadnaughts T4 (29 BP) Reapers T5 (35 BP). Cost 4bp. Intelligent arachnid race with hive mind.
and ―Power Drained‖ aspect. +1 to Signals. +1 bonus to one of Direct Fire or Anti-Air.VARIANT RULES QUICK SHEETS New Platoon Stunts Shield Projector Biotic Defender (Infantry) (Page 74) Biotic Specialist (Infantry) +1 Tech Enhancement to Armour Choose one of Armour or Hand-to-Hand: +2 bonus when chosen skill is used defensively. and get a -1 penalty to Camouflage next turn. which causes a -1 penalty to Camouflage the following turn. Tech Defender (Infantry) Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network +1 to Command and ―Power Drained‖ aspect. +1 to one of Camouflage or Signals. 92 . Geth repair their morale with Signals instead of Command. +1 to one of Armour or Observation. +1 to Hand-to-Hand. +1 to Armour and ―Power Drained‖ aspect. Ability to try to use a manuover to remove a free tag on an ally that is within command range. Gain +1 spot marker after attacking with either of the two chosen skills.
Elcor. Note 2: See the Spectre Gear Options section on pages 49 or 89. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. This weaponry is always in demand for research purposes. but may be retrieved from defeated Geth. but rarely differs substantially from other weapons of the same type. 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 1.2 Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes Note 1: Volus. and are not available to other races. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. and Hanar all produce their own armour. and is here purely for reference and inspiration for aspects or plots.VARIANT RULES QUICK SHEETS Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Shunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Weapon Manufacturers (Page 48) Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. 93 .
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