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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
Bioware’s Mass Effect and its sequels. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License. I acknowledge that Mass EffectTM and all related races.0a (see page 90).wikia. and that you undertake and enjoy the adventures that are waiting for you. Some text has been taken from the Diaspora System Reference Document.ca/Diaspora/diaspora-srd.com/. Also. others left as blank slates. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds. Barbacobra. and Stacie_gmrgrl. PolkaNinja. Their home page can be found here: http://www. it‘s a freeware font called Slider. and are not meant to challenge ownership of such ideas. and Propagandor for their comments and encouragement. Assembling a group of champions. chiefly Brad J.com/. despite the available scope of the setting. Some things were hinted at. gear or mods don‘t quite suit your game. I realised I had found a game system that would suit my needs. Travellingdave. I first had to find a system that could do it justice. Introduced to Diaspora by friends on RPG.vsca. zircher. which can be found here: http://www.ea. and are used in this document with Fair Use intent. Darth Illithid. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. Please see the Licence section for further details. Murray (Halfjack). battling synthetic intelligences. ChopSockey. Silent Wayfarer. Special thanks goes out to my playtesters. Matthew Gooding (Reaganstorme) May 2012 ACKNOWLEGDEMENTS I would like to thank the creators of Diaspora. but if some of the sample aspects. rescuing colonists. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version. What you see here is the culmination of my efforts to blend the two. the process of taking an established setting and creating. prototype00.net members Stevenls. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom.TTF. were fantastic games that begged to be explored. don‘t be afraid to make up your own versions. James the Dark. That‘s where VSCA Publishing’s Diaspora comes in. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1. 4 . HumAnoydd. stunts. fellow RPG. I hope you find this document useful. Mass Effect 2 and 3.net.Introduction Welcome to the updated version of my first attempt at system hacking. the player trekked across the game setting exploring uncharted worlds. and can be found in their fantastic completeness here: http://masseffect. Yook. Bioware could only put so much into the game. and more. For those looking for the font I used for the titles and headings. EonTrinity. As you can imagine.html. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void. Mass Effect told the story of a group of civilisations about to meet their doom.
and then you compare against some difficulty level. 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. 5 . You roll your set of four fudge dice. Without special dice. Each of these use fate dice. with better chances for extreme results.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice.75 10/81 12. You add up the +s. This yields a particular curve. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4.35 -1 16/81 19. and you have a total. when all things are considered. If one is looking for appropriate adjectives to describe an action. around which the game is built. A Fudge die is a d6. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. yielding a range from -4 to +4. 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. are single digits. results of 7 against 5 represent a decent success. Refer to the provided links if you wish further clarification of any rules based information. which might be someone else's roll or might be a level imposed by the referee.75 0 1 2 3 4 19/81 23.The DIASPORA Mini-Games Diaspora is a set of mini-games. with two faces marked -.95 1/81 1. through the invocation of Aspects. subtract the -s. most numbers in the game. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. and 5-6 as +. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. 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. Treating the -5 and 5 results as zero keeps the expected range though. So. The words are only applicable directly when a single character acts. you could treat 1-2 as -. Since an apex Skill is at level 5.46 16/81 19. and two faces blank. you add an appropriate skill. and other elements from the FATE system but they each have other distinctions. While higher numbers are possible.35 4/81 4. Aspects. 3-4 as blank.24 -3 4/81 4. this is functionally the same as rolling 4d3-8.95 -2 10/81 12. in which a player roll is compared against a referee roll. it is often the difference between two rolls that might determine the quality of success. available on the Internet. in that the term Fair is replaced by Decent. which yields a result between -4 and +4. two faces marked +. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. in an opposed roll.
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. Starships still require conventional thrusters (chemical rockets. economy ion engine. The last such galactic extinction event happened approximately 50. 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. are not in-fact the creators of the mass relays scattered through the galaxy. as are limited FTL routes. These routes are only able to be navigated using space ships with special Element Zero power cores. By leaving the mass relays. They discovered that in the dark spaces between galaxies. with a few catches. allowing higher rates of acceleration. The Citadel. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. In particular. behind them when they again leave for millennia. and the heat debt acquired by interstellar travel. and the usages of their Element Zero based technologies. or military antiproton drive) in addition to the FTL drive core. the Reapers wait for the coded signal from their keepers that technology is progressing. the last great technological society. emits a dark energy field that raises or lowers the mass of all objects within it. skilled navigators are able to propel the ships light-years in only a few hours. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. In the Mass Effect setting.The MASS EFFECT Premise SETTING BACKGROUND Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect. In anticipation of intelligent life reaching for the stars. Using the energy field created by the mass relays. 6 . 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. With only a core. a ship has no motive power. commercial fusion torch. from generating artificial gravity to manufacturing highstrength construction materials. and their focus. Navigation is only possible between relays. the rare material dubbed element zero. This effectively raises the speed of light within the mass effect field. In fact. slumbering in hibernation. allowing high speed travel with negligible relativistic time dilation effects. all currently discovered uses for element zero based effects generate a heat debt that must be managed. dubbed the Protheans. the idea of technological advancement to the point of collapse is here. Very massive ships or very high speeds are prohibitively expensive. were the Reapers.000 years ago. An advanced hybrid race of sentient synthetic/organic warships. and that the time to feed has come again. This "mass effect" is used in countless ways. It is most prominently used to enable faster-than-light space travel. or "eezo". allowing them to tap into dark energies to reduce their mass.
mass is decreased. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. Ubiquitous Technology In the games. mass is increased. who have jump started their technological creations and exploit Element Zero and mass effects themselves. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. The military makes extensive use of mobility enhancing technologies. the greater the magnitude of the dark energy mass effect. This reflects back to the Cluster generation mini-game quite easily. the slipstreams become the links between the mass relays. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. It also means that most weaponry will be energy weapons. The Geth are a prime example of the doom that is pending with the development of AIs.If the field collapses while the ship is moving at faster-than-light speeds. With a positive current. we see the presence of technology everywhere. and cybernetic implants. it's much more efficient to use the mass relays to navigate the galaxy. the enormous excess energy shed in the form of lethal Cherenkov radiation. and protect starships in planetary orbit or during space battles. The ship is snapped back to sublight velocity. In space. the effects are catastrophic. to prevent the electricity discharging into the hull and causing catastrophic damage. either by touching a planet surface or interacting with a planet's geomagnetic field. but all Biotics are sensitive to the presence of mass effect fields. Some Biotics' talents are not strong enough to be offensively viable. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. amongst a variety of other effects. driving the Quarians from their homeworld and taking over. The least developed of the races is humanity. many Biotics can also create and manipulate their own mass effect fields. the world of Mass Effect is on the brink of imminent collapse. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. as with regular Diaspora T4 societies. For Biotics. this charge must be grounded at regular intervals. this manifests as an occasional static shock when they touch metal or other people. High-mass fields create artificial gravity and push space debris away from vessels. Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. This still gives us plenty of conflict to game. In starship drive cores. and plenty of scientific secrets still to be discovered. but can produce impressive offensive or defensive effects. 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. while high mass compaction creates dense. In manufacturing. whilst limited FTL is possible. 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. low-mass fields permit the creation of evenlyblended alloys. Whilst there are still advances to be made. Even colonists have access to advanced tech. This requires intensive training. With a negative current. When the table sits down to create the cluster. and both are susceptible to combat hacking. sturdy construction materials. So. The stronger the current. 7 . and each system can have several planetary systems reachable by ships. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. personal networks are everywhere.
where slaves. O+0: Stability Those employed to look after the public generally do. to the totally controlled centre of galactic politics. O+1: Progress Typically touted as a fair system for all. At this level of order. from the relatively lawless Omega. the rules and restrictions are beginning to pile up. representing a very minimal structure of a handful of people at most. and those who commit crime and are caught generally face the appropriate penalties.Cluster Creation Mini-Game Changes NEW SYSTEM STAT: ORDER Due to the universally high level of access to technology. those in charge are more concerned with their own power than in serving the public interest. There's plenty of variance in the levels of Order in societies during the missions in the game. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything. There is a substantial administration system geared towards the issue. the Citadel. I've picked ORDER. revocation and enforcement of many activities. licensing and policing of those granted licences are the primary methods of keeping order. What started as measures to protect the public good are beginning to become quite restrictive. Any sufficiently charismatic or forceful individual can set whatever rules they like. systems and societies. period. Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. and all manner of other restricted goods are available for sale. especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. controlled or illegal narcotics. validation. Example – The world of Illium. weapons. or other associate species of the Council. Example – The completely corporate and privatised world of Noveria. Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. all exploited by those wanting to work around them. Example – The Citadel 8 . Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station. verification. although there are still those willing and able to rort the system without bringing too much attention to themselves. Life is strictly survival-of-the-fittest. so whilst today's criminal ganglords might provide some measure of stability. 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. O-1: Corruption Whilst relatively stable. Example – Any homeworld of the Council races. we need a new stat to represent variances between worlds. there are multiple layers of bureaucracy. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. tomorrow's gang leaders may die in a hail of blaster fire. O+2: Licensed At this level of order.
9 . including baseline humans. but are included in this section for completeness. Mass Effect also has quite a few variations from the base outlines. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid. They may suggest some Skills should be higher than others. 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. “anything should be able to be modelled with an appropriate balance of Skills.Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. 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 that would be more common in the race than in humans. or that some should be lower. and of those ideas. There are some suggestions on how to model variances to the Diaspora setting in the SRD. I‘ve incorporated two of them: new races and special powers. After all. and Stunts”. Aspects. Chapter 9 . (Diaspora. as the SRD states. Here's the relevant text from the authors that I used to help create the following racial outlines: Formulating a non-human race (or converting one from another source) may then be framed in terms of general statements that are applicable when measured against a normal human.Making it Work. 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. Page 221) There are fifteen racial backgrounds in Mass Effect. These differences form the mechanical description of the race.
and usually have at least one space skill. native to the planet Thessia. Reflecting their physical attributes. Asari have been bartenders and dancers. diplomacy. Asari typically have the Agility skill quite high. and as such often have the resolve skill. The Asari. there are not many of them. culture/tech. Asari have had a long time to develop many other skills. and some all of them at somepoint in their life. Huntresses fight individually or in pairs. Fortunately. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance.Asari from that point is dedicated to sharpening their mind and body for that sole purpose. traders. and a dancer's grace and alacrity. Asari characters favour a few skills over others. but often have good charm or intimidation ranks. When they retire. As such. and have been at the heart of galactic society ever since. 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. Out of physical combat. The Asari were instrumental in proposing and founding the Citadel Council. and some kind of profession. Asari choose to be warriors at a young age. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. lack of Biotic talent excludes a young Asari from military service. diplomats and warriors. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. Whilst they are natural Biotics. Asari can be found in all walks of life. and when focused on building their martial abilites are fearsome huntresses. One-on-one. 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. bureaucracy. not all develop their skills. but taking ranks in Biotic training is optional. a hunter's eye. and to discover and inhabit the Citadel. Biotics are common enough that some capability is a requirement to be trained as a huntress. develop their stealth and close combat skills as huntresses. a huntress is practically unbeatable. are often considered the most powerful and respected sentient species in the known galaxy. Asari characters must take the Natural Biotic stunt. mercenaries. they possess an alarming proficiency for killing. and their education 10 . and Biotic talent. possessing profound tactical insight. A very long lived race." The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. Politically minded Asari will have good arts.
negotiations with a Batarian are likely to be conducted at gunpoint. Almost universally despised. and related skills such as demolitions and tactics. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves. The rest of the galaxy views the Batarians as an ignorable problem. Their government. though in more lawless regions of the galaxy like Omega. The Council refused. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. make Batarian counter-culture rebels almost impossible to find. Their shock troopers are known to be Biotically talented. They have a reputation for being shrewd businessmen and merchants. becoming an inward-looking rogue state. It should be noted that these criminals do not represent average citizens. they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest". and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations. Given the Batarian government's oppressive nature. as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. fuelling the stereotype of the Batarian thug. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. Most Batarians at large in the galaxy will therefore be mercenaries or pirates. but beneath the notice of the powerful Council races. despite the fact that their exile is largely self-imposed. preferencing vanguard and sentinel packages. The custom is so deeply ingrained in Batarian culture that they consider the Council's anti-slavery standing to be prejudicial. known as the Batarian Hegemony. a region the Batarians were already actively settling. It is not known what the average Batarian thinks about their enforced isolation. 11 . Rogue Batarian slave rings are feared throughout the galaxy. Casting aspersions on the monetary worth of a social better is considered a serious insult. The indoctrination by their govenment and caste systems. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. who are forbidden to leave Batarian space by their omnipresent and paranoid government. Batarians place an extremely high value on social caste and appearance. despite being illegal according to Council law.Batarians Slavery is an integral part of the Batarian caste system. Batarians strongly believe that species with less than four eyes are less intelligent. is still hostile to the Systems Alliance. and overstepping one's place is frowned upon. it is speculated their supreme leadership is autocratic or totalitarian in nature. especially among colonists. and have high combat and intimidation. When humans began to colonise the Skyllian Verge. as well as the threat of slavery by their own kind. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised.
such as demolitions. an evolved response to an environment where a fall can be lethal. Drell have quite a few physical skills due to their harsh development. few turn down the offer. though they still have to share an embassy with the Volus. alertness. Since their subtlety can lead to misunderstandings with other species. They are massive creatures. but primarily ones that involve physical tasks. These are filed away in huge libraries of data discs 12 . The Elcor are native to the high-gravity world Dekuuna. the Elcor discovered the closest mass relay and. ponderous monotone. drinkable water and prey migration paths) across vast distances. scent. so many have high ranks in agility. making them deliberate and conservative. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. extremely slight body movements. and survival. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact. stamina. EVA and repair.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. standing on four muscular legs for increased stability. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. Any Drell may refuse to serve. but as being requested to serve is a great honour. Elcor move slowly. resolve. had established a regular trade route to the Citadel. The Elcor follow the recommendations of their Elders. an adaptation to a world where they must remember the location of every necessary resource (vegetation. With their help. The Elcor were just making their first forays into space travel when the Asari made contact with them. The memories are so strong that an external stimulus can trigger a powerful memory recall. Elcor speech is heard by most species as a flat. These recalls are so vivid and detailed that some Drell may mistake it for reality. Amongst themselves. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. The Elcor quickly became one of the more prominent species in Citadel space. Their Compact with the Hanar allows them to develop many other skills. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. within a single lifetime. as well as all space and combat skills. Since then. which the Drell fulfill by taking on tasks that the Hanar find difficult. This process can be involuntary. The Drell possess eidetic memory. such as combat. who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. This has coloured their psychology.
to the gigantic. from traders and business operators. Elcor warriors don't carry small arms. Over time. While they prevented any contact by other races with themselves. specifically). only slightly larger than the Alliance's. Fortunately. the Quarians attempted to exterminate them. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. bureaucracy. The Geth continued development of new technology and variations of mobile platforms. Any attempt to embargo their space would be fruitless. Elcor make better colonists than sailors. They obtained an ultimate goal in this time period. Because their slow. which could house every single Geth program. and reduced the Quarians to a race of nomads. they should not have combat skills. The Geth were created sometime around 1900 CE by the Quarians. This makes Elcor policies very predictable. The slow speed and immense size of the Elcor makes them easy targets. The Geth won the resulting war.any ships that ventured into Geth space were immediately attacked and destroyed. High brokerage.and are consulted when needed. Geth The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. to bouncers. The Geth also utilise turrets and drones (rocket. These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists. They don't need to trade for any resource—they have all they require to supply their own needs. Elcor occupy all sorts of positions. recon and repair drones. When the Geth became sentient and began to question their masters. the Elcor rely on sophisticated VI combat systems. They adopted an extremely isolationist attitude. and trade only in finished goods. provided one has done a great deal of research. but extremely well developed. They see no point to rushing things. consequently having fewer space related skills. The Geth did not repopulate the now barren Quarian worlds. Little is known about the Geth in the time between the Morning War and the present. the Geth monitored communications and the Extranet. separating their technology base from the rest of the galaxy. 13 . assault. pirates. instead relying on equipment stunts if in military roles. and stamina. as labourers and tools of war. century-long development plans. colonists. The Elcor economy is small. their durable hide allows them to shrug off most incoming fire. instead choosing to exist in the computer hubs aboard massive space stations. 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 have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. dubbed the ―Morning War‖ by the Geth.to create a Dyson Sphere. Due to their conservative nature. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest. serial killers and actors. lumbering Geth Armatures. and are fond of making thorough.
Hanar The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. where they integrated into Hanar society with the remaining Drell dying out. 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. water-native Hanar cannot support their own weight in normal gravity. Several hundred years ago. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. Their limbs can grip tightly. When interacting with mainstream galactic society. but are not strong enough to lift more than a few hundred grams each. and vary according to role. However the invertebrate. have access to Tech Talents. Drell have integrated with every level of Hanar society. Geth encountered beyond the Veil will have programs developed equivalent to skills.Approximately three centuries after the Morning War. They were allowed to peacefully leave the main Geth network. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology. and although to outside observers the relationship can be construed as a form of slavery. however. Hanar are known for their intense politeness when speaking. Now the Drell serve as a client race of the Hanar. they rely on contra-gravitic levitation packs that use mass effect fields. so the Hanar rescued several hundred thousand Drell and brought them to Kahje. accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. the Hanar made contact with the Drell on their nearby homeworld of Rakhana. and their strong religious beliefs regarding the Protheans. whom they refer to as "the Enkindlers". The Hanar 'stand' slightly taller than a human. although most of their height is in their long tentacles which have three fingers at the base. Many Drell become unofficial members of the 14 . The majority of the Geth dismissed the offer. in exchange for their assistance. the reality is very different. the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal. A small percentage of Geth. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact.
15 . and they produce very few goods that are usable by others. possibly as a homage to the Human detective that the Hanar character is based on. games and movies such as Blasto: The Jellyfish. Most Hanar take offense at improper language. Even when flustered or angry. which occasionally causes clashes with other Citadel races.family. For example. a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers. The Hanar communicate using sophisticated patterns of bioluminescence -. the trailer also shows another key scene where the Hanar says. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. frequently appearing in magazines. their economy is small and isolated from the rest of the galaxy. as the Hanar are too cumbersome out of the water to participate in a physical fight. Instead they refer to themselves as "this one. The soul name is kept for use among close friends and relations. and some even earn the privilege to learn their masters' soul names. Economic contacts are limited to a handful of trade stations on their borders. As such. a Hanar will still maintain exquisite poise. Due to this self-imposed isolation and the unique physiology of the race." It is only around those who know their soul name that they would ever consider using the first person. though they are still capable of strangling someone in favourable conditions. "This one wonders if the criminal scum considers itself fortunate". and must take special courses to unlearn this tendency if they expect to deal with other species. Few Hanar are willing to deal with other species. and will remain formal even with those it wishes dead. a "face name" and a "soul name. a movie about a Hanar Spectre who has "a gun in every tentacle. The Hanar have two names. Hanar are extremely polite." That said." Famous for it's tagline "Enkindle this" followed by a gunshot. Hanar characters will be exceptional by choosing to associate with non-Hanar races. Few standard technologies (designed for bipedal and fingered species) are available in their space. Drell servants usually carry out Hanar assassinations. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical.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) -. One industry that Hanar seem well suited to is the Entertainment Industry.and speak with scrupulous precision and extreme politeness." The face name is used as a general label for use by strangers and acquaintances." or the impersonal "it. so should have some driving Aspects to explain why. almost to a fault. Hanar characters should have no combat skills at all. and tend to be poetic.
Humans. although the repercussions from the First Contact War are still being felt. a global rush began to decipher the petabytes of data from the outpost. humans have no close allies among the other races. and the mass relay networks shortly thereafter. The conflict caught the attention of the Citadel Council. Human explorers on Mars uncovered a longruined Prothean observation post. Since then. This makes human genetic material useful in biological experiments. Once humanity does get a seat. from the planet Earth.Humans pelled them from Shanxi. humans have had to follow the edicts of the Council without having much influence on their decisions. It has been noted that humans are unusual in the galactic community. as the first step to getting a seat. the Alliance became the representative and supranational governing body of humanity. While religions tried to assimilate this discovery into their doctrine. the Council's elite operatives. known by humans as the First Contact War. which caught the Turians by surprise and ex- 16 . because they have far greater genetic diversity compared to other species with more peaks and valleys. with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. 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. With the help of the fledgling Systems Alliance. 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. The Council forced the Turians to pay heavy reparations. thus introducing humans to the galactic community. they will be able to influence the Council's rulings. Led by Admiral Kastanie Drescher. protect their own interests and have a say in the governing of Citadel space. though they are trade partners with the Turians and Asari. explorers managed to open the Charon Relay and discovered it led to Arcturus. Unlike many species in Citadel space. begun in 2157. humans expanded to other systems. Without alliances or key political positions. Human ambassadors have been pushing to induct a human into the Spectres. They independently discovered a Prothean data cache on Mars in 2148. humans have rapidly risen in prominence. As a consequence of the Alliance's swift and decisive action during the First Contact War. the Second Fleet then launched a massive counter-attack. opening any mass relays they could find. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. Discovering information on a mass relay orbiting Pluto.
Krogan characters should have the stamina skill in one of the top three tiers. The weak and selfless do not live long. private armies. radiation. and blunt. 17 . scarce resources. Ironically. including toxins. and they are highly resistant to environmental hazards. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). As such. population. but actually thrived in the extreme conditions. Biotic individuals are rare. causing a severe drop in births and. close combat and resolve. though those who do possess the talent typically have strong abilities. and governments alike. but due to the overabundance of predators on their home planet. In their culture. Their thick hides are virtually impervious to cuts. Krogan typically have few social graces. bodyguards. and overabundance of vicious predators. the rapidly-expanding Krogan became a threat to the galaxy in turn. Unfortunately. and should also invest in brawling. The Krogan managed to not only survive on their unforgiving homeworld. a world known for its harsh environments. "looking out for number one" is simply a matter of course. as Krogan society became more technologically advanced so did their weaponry. unsympathetic. and extreme heat and cold. This genetic 'infection' dramatically reduced fertility in Krogan females. ultimately.Krogan Krogan have always had a tendency to be selfish. With the help of the Salarians. perhaps excluding intimidation. starting the Krogan Rebellions and forcing the Turians to unleash the genophage. the Krogan were 'uplifted' into galactic society. Many who have left Tuchanka have found employment as professional mercenaries. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. They respect strength and self-reliance and are neither surprised nor offended by treachery. after the Rachni were eradicated. and security enforcers for gangsters. scrapes or contusions. eliminating the Krogan numerical advantage. 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.
a species of rudimentary artificial intelligences. Approximately three hundred years ago the Quarians created the Geth. However. The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. All Quarian characters should take the Aspect "Life seen through a window". science and survival. Soon after. Since their homeworld Rannoch was conquered. the Quarians fled in the Migrant Fleet while the Geth took over their systems. the Quarians became terrified of possible consequences and tried to destroy their creations.Quarians Quarians are trained extensively before they leave on their pilgrimge. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. and quickly develop high EVA and medical skills to protect themselves. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems. After being refused aid from the Citadel Council. Ever since. the Quarians live aboard the Migrant Fleet. some take all six. all Quarians habitually dress in highly sophisticated enviro-suits. this aspect changes to "No substitute for home cooking" or something similar. The most important fact of Quarian biology is their weak immune system. As a result. 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). 18 . to protect them from disease or infection if they are injured. the Council stripped the Quarians of their embassy. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. effectively cutting the Quarians out of Citadel politics as a punishment for their actions. a huge collection of starships that travel as a single fleet. but they also take ranks in repair. Most Quarians focus on two space skills. when the Geth gradually became sentient. resolve. If they travel on a sterile ship of the Migrant Fleet. to serve as an efficient source of manual labor. and favour MicroG combat or energy weapons.
They are constantly experimenting and inventing. combined with their exceedingly high birth rate. The Salarians provided the Krogan with advanced technology and a new. especially the Elcor. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. 19 . other species seem sluggish and dull-witted. including a few humans. spearheaded in the field by Special Tasks Groups (STG). science. Salarians think fast. Salarian Characters excel at invention. bureaucracy. Salarians over the age of 40 are a rarity. and move fast. Salarians often have ranks in intellectual skills such as archaeology. and EVA skills to augment their chosen professions. With this in mind. and as such are well suited as traders and mercenaries. Many Salarians have high alertness informing their decisions. and tactics. aggressively claiming formerly allied planets as their own. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. allowed the Krogans the time. as they did before contact with the Salarians. a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth. This comparatively easy life. and it is generally accepted that they always know more than they are letting on. The peaceful home planet and better technology put less strain on the Krogan as a species. using their brokerage. The Salarians see information gathering and even spying as a matter of course when dealing with other races.Salarians The second species to join the Citadel. the Salarians are warm-blooded amphibians with a hyperactive metabolism. numbers and energy to spread through Citadel space. Unfortunately. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. talk fast. repair. This manifests as an aptitude for research and espionage. their metabolic speed leaves them with a relatively short lifespan. but some races. Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. As such they are well respected. Salarians are known for their observational capability and non-linear thinking. demolitions. To Salarians. Also valued are all space based skills. Though their military is nothing special. preferring to use cutting-edge technology rather than settle for anything less. The Salarians also played a significant role in the evolution of the Krogan species. tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). medical. see the Salarians as manipulators.
so they tend to be poor entrepreneurs. Turians are noted for their strong sense of public service. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. offering protection in exchange for their fiscal expertise. Every citizen from age 15 to 30 serves the state in some capacity. it is an allencompassing public works organisation. The military police are also the civic police. The Turians deployed a Salarian-created biological weapon called the genophage. repair. It is not just an armed force. Known for their militaristic and disciplined culture. demolitions. water purification plants. Turians have a strong inclination toward public service and self-sacrifice. It is rare to find one who puts his needs ahead of the group. the Turians are the most recent of the Citadel races invited to join the Council. Aspects should also be chosen to reflect their loyalty to the team. which virtually sterilised the Krogan and sent them into a decline. oratory. To compensate. The Turians then filled the peacekeeping niche left by the oncecooperative Krogan. from a construction engineer to a sanitation worker. and eventually gained a Council seat in recognition of their efforts. 20 . stamina and survival. they accepted the mercantile Volus as a client race. as anything from a soldier to an administrator. The Turian military is the center of their society. intimidation. The corps of engineers builds and maintains spaceports.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. Also prominent are bureaucracy. The merchant marine ensures that all worlds get needed resources. All Turians characters should have at least five skills from the combat and space skill sets reflecting time spent in public service. The fire brigades serve the civilian population as well as military facilities. and power stations. schools.
Virtual Intelligence and A. speech pattern and appearance based on specific individuals. that an AI is a living. they aren't actually self aware. The newest biotic implants. a slow. 21 . react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation. They are not to be confused with artificial intelligences like the Geth. like AIs. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports. it would be more broken than rogue. with their behaviour parameters. is a selfaware computing system capable of learning and independent decision making. as variations in the quantum hardware and runtime results create unpredictable variations. expensive education. the L4 iteration. however. Some VIs have 'personality imprints'. Advocacy groups argue. but not the definition. they can still get out of hand). however. Manufacturers of the blue box hardware required for the creation of AIs are also similarly restricted. To gain some measure of control over the creation and study of AI. Loading these files into a new blue box will create a new personality. An Artificial Intelligence (AI). They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life. Though they appear to be intelligent. Creation of a conscious AI requires adaptive code. and in Citadel space they are technically illegal. as VIs are only utilised to assist the user and process data (although. when the Geth rebellion put an end to most of their research into synthetic intelligence. A VI is Rogue when it no longer does what it is intended or instructed to do. A virtual intelligence (VI) is a sophisticated program designed to make modern computer systems easier to use. The Geth serve as a cautionary tale against the dangers of rogue AI. and a specialized quantum computer called a "blue box". the term "synthetic" is considered the politically correct alternative. use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential. although it is illegal to make VIs based on currently living people. This is what gives Rogue VI its definition—had the VI simply not worked. An AI cannot be transmitted across a communication channel or computer network. Without its blue box. conscious entity deserving the same rights as organics.s A VI going ―rogue‖ is akin to software not working correctly—that is in fact the cause. just made with clever programming. The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent.I. A lot of armour upgrades use VI enhancements. an AI is no more than data files. only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user. to create a kind of virtual immortality.
However. The Volus have a reputation as traders and merchants.Volus Vorcha The Volus are an associate race on the Citadel with their own embassy. more militant species. They are extremely aggressive. and most have extensive assets to draw upon. they have never been invited to join the Council. 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. Culture/tech skills are part of the business ethos. they tend not to be very violent. When a clan population grows too large. Like the Quarians. as do oratory and tactics. both against rivals of their own species and against any alien who stands in their way. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. Vorcha society is built around combat. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. and only two at most. such as Omega. or even other tribe members. resources. The Vorcha are not themselves a space-faring race. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. Because they are not physically adept compared to most species. younger members will depart to start a new clan elsewhere. and can even seem overly-pacifistic and cowardly to other. Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. 22 . as their default form of communication resulting in their communications being primarily non-verbal. Volus mostly make their influence felt through trade and commerce. trader or accountant. The rest of galactic civilization regards them as pests and scavengers. They are comfortable with bureaucracy. They hail from Irune. "know your customer's need better than they do". and they have a long history on the Citadel. Volus must develop EVA skills to keep themselves safe. although many have found their way off-world as stowaways on ships visiting their homeworld. Known for their unique biology and aggressive behavior. if at all. and many. Volus characters should not have any combat skills above tier four. Because the Volus are not physically adept. As a result. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. The Vorcha are a clan based people who prefer living in communal environments with others of their species to living alone or in the company of alien races. the Volus must wear pressure suits and breathers when dealing with other species. but are also a client race of the Turians. and their presence is generally seen as a blight. Volus culture is dominated by trade. both singly and in groups. Brokerage should be in the top three tiers. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations. as should some profession such as banking. the Vorcha use combat. but are unlikely to have much in the way of space skills. In fact. work as some of the best financial advisers in Citadel space. which is a sore point for many Volus individuals. whether it be of land.
each pair designed to track and predict the movements of prey. large body standing over a Krogan which provides considerable physical strength and agility. a triangular mouth adorned with sharp teeth. A group of Yahg will not cooperate until a single leader has attained dominance through either social maneuvering or brute force. Their hands each have three fingers which include a thumb. Yahg have four pairs of eyes. Once the leader is established. and two other fingers. The Yahg are a sentient race of towering humanoids native to the world of Parnack.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. known for their violent and aggressive nature. They have scaly skin ranging from red to brown. The Yahg also possess a muscular. Yahg society is built around a pack mentality. the Yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation. 23 . making it almost impossible to lie to a Yahg. Discovered by the Citadel Council in 2125 CE. two large horns and facial markings on their heads. Consummate predators. the Yahg possess unrivalled perceptiveness and mental adaptability. as well as three toes on each foot. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species.
and as such. with the highest combat skill at tier four. They should also take ranks in stamina and resolve. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. Adepts should have the Biotic Training skill in the first or second tier. and should have no ranks in the Tech Training skill. in that to play as a certain class type some skills should be valued over others. they are by no means the only character concepts allowed. They should also take ranks in agility. They lack advanced combat training. Possessing an unusual combination of skills. with resolve and stamina also valuable. and should have no ranks in the Biotic Training skill. so don‘t worry too much if you have an idea for a character that doesn‘t seem to fit with any of the classes presented below. should have only one combat skill at tier five. They should have no ranks in Biotic Training or Tech Training. The Biotic specialist. Soldiers should have at least three or four combat skills.CLASS PACKAGES After a bit of tinkering. Whilst still prevented from taking Tech Training. whilst there are only six basic classes in the game. The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. or oratory. Sentinels are Biotics with Tech training. Also. intimidation. Whilst still prevented from taking Biotic Training. They lack advanced combat training. with the highest combat skill at tier four. I came to the realisation that classes are not all that different from non-human races. stealth and tactics. and their attendant specialisations. they should not have more than three combat skills in total and the highest at a tier one lower than their Tech Training skill. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. such as charm. 24 . Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three. They should also consider taking advantage of the Combat Excellence stunt. Such specialised fields leave little time to develop combat skills. stamina. Engineers should have the Tech Training skill in the first or second tier. if at all. Receiving more combat training than Engineers. all ranked relatively highly with one in tier one or two. but should have ranks in demolitions. and tactics. they should not have more than three combat skills in total and the highest at a tier one lower than their Biotic Training skill. with one of them at tier two and the other at tier three. The weapon and combat specialist. Receiving more combat training than the Adepts. The Tech specialist.
the quality of their implant. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. Two new skills are introduced to allow characters to access these abilities. though some left. or gainfully employed? Biotics All Asari are natural Biotics from birth. there is no real issue with ignoring that particular rule. however if they don't there are still stories that can be told about characters who didn't receive training. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. or escaped and became mercenaries. In extremely rare cases.to use their talents to any useful degree. The events leading to their Moment of Crisis. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. A Biotic has to essentially develop conscious control of their nervous system. The medical risk to their body. Most. yet 25 . In humans. can develop them in puberty through further exposure to element zero. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. if a weapon does not have the ―civilian‖ aspect. Usually. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. All Biotics are sensitive to mass effect fields. the expensive procedure is performed by the military. though not all choose to develop their abilities. then outfitted with a surgically implanted amplifier in the brain . stable Biotic talents that are worth training. generate protective barriers or restrain enemies. they aren't always permanent. The first one we can do with an appropriate Aspect. could also have been influenced by their Biotic Powers. With Mass Effect being Space Opera in theme.usually at puberty . This effectively inverts the function of the "Civilian" weapon stunt. but each Biotic must first be trained. and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. did not manifest Biotic talents. and so on. about one in ten exposures will result in a person with moderate. Once trained. such as humans. They were also probably raised away from their parents. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. the second with a stunt. This is done using a technique called 'physical mnemonics'.NEW SKILLS AND STUNTS Another of Mass Effect's differences is the presence of Biotic and Tech related powers. which is a long. or who had defective implants. and the last with a new skill. there is a risk the eezo will cause medical complications instead. Finally. and are handled a little more freely here than in the original version of the Diaspora rules. and as a result many Biotics develop their powers with military application in mind. but not all. Biotics were typically discovered at a very young age. Biotics of other species. such as terminal cancer. and the extent of their training are the core concepts we want to integrate. Weapons are an important aesthetic from the games. as it suits the genre and play style from the games. developed eezo nodules throughout their nervous system. slow process. are individuals who were exposed to dust-form element zero in utero and. However. or otherwise went rogue. humans who were exposed in utero. a Biotic can generate and control dark energy to move objects. entered military service when they reached their Starting Out phase. or after being Sidetracked. beating the odds. The natural electrical impulses in the body can create mass effect fields from these nodules. producing the effects seen as Biotic abilities. In the core rules. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. and even if Biotic talents manifest themselves. then the character needs a Military Grade weapon stunt to utilize it.
Place an appropriate Aspect on the target zone as you would for a maneuver. This effect conserves the momentum of its target. making them more vulnerable to attack. During character creation. Throw / Pull In combat. rendering them helpless when they land. When activated. Thus. and so on. These effects all require a successful Biotic Training skill roll to activate. the Biotic Training skill allows the character to create various effects.New Skill: Biotic Training Mass effect fields are difficult to generate and control without training. an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects. In game terms. leaving them floating helplessly and vulnerable to attack. Singularity This gravitational power sucks multiple enemies within a radius to a single area. Place an appropriate Aspect on the target as you would for a maneuver. Primary Biotic Effects Stasis This effect causes an enemy to be temporarily locked in a mass effect field. If the same target is Warped for two consecutive turns. or until another Biotic effect is used. so a charging enemy will rush over the characters heads. This effect lasts 2 turns. by either launching them away or knocking them over. or until another Biotic effect is used. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. Barrier Using this effect creates a barrier against the skin to protect against energy weapon attacks. Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect. Advanced powers usually combine effects and require much more skill and fine control to manifest. and last until the next turn only unless otherwise specified. This effect lasts 3 turns. Enemies in Stasis also become impervious to damage. freezing the target in place and making them unable to attack. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field. Place an appropriate Aspect on the target as you would for a maneuver. When activated. Warp This effect lowers the armour on a target. as well as dealing damage over time. Lift Using Lift will cause enemies to float helplessly in the air. a player may choose a number of effects equal to their Biotic Training skill level. Shift an enemy one zone on a successful activation. and place an appropriate Aspect lasting till the characters next turn. this effect is mostly used to keep opponents at a distance. 26 . subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. Powers are available at two levels. Primary and Advanced. It can also attract objects from the environment. increasing the damage the enemy takes. and so on. such as crates or pieces of furniture. modified by their BioAmp Implant stunt. Some examples are listed below.
Dominate Prerequisites: Stasis Effect. Higher pass costs must be eroded with shifts as normal. That target is unable to act next turn and loses the applied aspect at the end of that turn. When the character attacks an unprotected organic. Next turn. move or reduce any barrier ratings for their current turn in preparation for their attack.4 = +2 to defense. the character loses all benefits and must start again. with the exception that they may ignore any border pass costs equal to 1. At the end of the move. as well as Resolve present in the skill pyramid. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. Charge Prerequisites: one of either Barrier or Throw Effects. rank 3. the character must not attack. as well as Medicine present in the skill pyramid. the character is unable to act for one turn. and if the target is still alive. less one from this Effect. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception.Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. Reave Prerequisites: Warp Effect. but on an organic target instead. or +2 against armoured or synthetic targets. place manouvers. To use this Effect. rank 5 = +3 to defense). which does not count toward the next use of this Effect. the character may make a Close Combat check. as well as Close Combat present in the skill pyramid. After the attack. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. the character can spend 1 FP to gain a bonus to their defense against attacks from other organics. There must be multiple enemies present to activate this talent. the target becomes immune to further domination attempts. place an "Immobilised and Helpless" aspect on the target. place manouvers. the player makes an attack against the target. The following round. After the attack. attuning themselves to their declared target. they take a full turn move as per the standard rules (Diaspora page 102). The character applies the effects of the Throw Effect to the target if they have it. and the benefits of the Barrier Effect to themselves if they have it.2 = +1 to defense. If the target is no longer valid. Place a "Dominated" free tag on the target until the player's next turn. 27 . This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1. whilst also giving a temporary defensive bonus when the power is used against unprotected organics. move or reduce any barrier ratings for their current turn in preparation for their attack. To use this Effect. with a bonus of +4 against unarmoured biological targets. the character must not attack. but only on a successful result against their defense. Next turn. and applied to each separate border/barrier.
instead of the ground. To use this Effect. placing an appropriate aspect on a target. including airborne targets close to the ground. The target rolls to defend only. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2. However. If the character has 3 or more ranks in science. unlike Lift. etc). and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. 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. unsecured objects (explosive barrels. leaving it on the table for the remainder of the turn. 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 player must decide which scope the aspect belongs to at the time they place the aspect. If the character has 3 or more ranks in the Science skill. All targets take damage if the check exceeded their defense rating. the character must not use their free move this turn. Targets with the Shielding armour stunt that are hit are unable to move next turn. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. and benefits from Science present in the skill pyramid. the character must not use their free move this turn. they may pay 1 FP to immediately resolve the following effect. 28 . The following effects are applied to all valid targets along that line. The Shockwave is present until the start of the next turn. equal to the number of shifts generated. which can only be tagged by other Biotic skill checks. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. To use this Effect. and any shifts are dealt to armour first.Shockwave Prerequisites: one of either Lift or Singularity Effects. the target loses all momentum becoming stationary as the ability takes effect. This ability is unable to be used in consecutive turns. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects. The character applies the effects of the Lift Effect to all unshielded targets if they have it. New Option: Biotic Combos As an additional option. The character uses Slam like they would use their Biotic Lift ability. and the originating character may not use another Biotic Effect until after the end of the next turn. equal to (Tactics Rank -1) zones in length from their position. NPC's. which otherwise resolves after all other characters have acted. The character draws a straight line across the map. as well as Tactics present in the skill pyramid. When Slam resolves.
Their implants are almost universally equivalent to current L4 Bio-Amps. but suffer discomfort from their implants. If reduced to zero or below. but must still invest in the Natural Biotic stunt below. also determining the number of Biotic effects the character can manifest. being a Biotic is an acquired ability. but without the associated drawback aspect. L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. Asari are only restricted by training to the number of Biotic Effects they can produce. the character is unable to manifest any Biotic Effects this scene. If raised above 5. the character begins to take one composure or health track damage for every successful activation. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. Geth are unable to be Biotics. while a few are powerful and stable.New Stunt: Bio-Amp Implant Unless your character is an Asari. The character may not take the Biotic Training skill at any level. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. this is the effective rating of the skill for the remainder of the scene. the character is unable to manifest any Biotic Effects this scene. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. but to save the life of the character. because the L1s were implanted after puberty. 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. Players choose which track they will apply the damage to each time. and can reduce this damage by taking Consequences like normal. If reduced to zero or below. this is the effective rating of the skill for the remainder of the scene. but assume any drawbacks associated as well if implanted. L2 Implant The results of this implant vary wildly. some L2s are hardly stronger than an L1. Asari have no need to augment their innate abilities with a Bio-amp. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. also determining 29 . The effective rating of the Biotic Training skill varies each time the character begins combat. New Bio-Amp Implant Stunts the number of Biotic effects the character can manifest. Natural Biotic (Asari only) As the only known species that are all natural Biotics. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. others are strong but unstable. cumulatively. The purpose of this implant was not to develop combat powers. Krogan characters with Bio-Amps are called Battlemasters. Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3.
and force police or military personnel to kill them to stop the devastating rampage. Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI". this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. before eventually going insane with the agony.L3 Implant A good. They would make good candidates for L1 implants. L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. stable implant. L3-R Implant Short for 'L3-retrofit'. Also restricted to a maximum rating of the Biotic Training skill to 3. if they could ever be convinced to do so. with many Battlemasters still alive today. implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago. 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. 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 may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities. Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies. 30 . They spend those years in increasing levels of pain. although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. There is no restriction to the maximum rating of the Biotic Training skill. There are no officially acknowledged side effects. Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect.
Due to the highly technical nature of most devices. The fabrication module can rapidly assemble small three-dimensional objects from common. no codes are safe from their access. After a successful attack in this manner. as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). decryption. it can also be used to augment another character's Computer (space) check. preventing them from firing for one turn. and must cool down until the end of their next turn. most common energy weapons. from a distance. ceramics. and minifacturing fabricator. Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill. 31 . reusable industrial plastics. Primary Tech Talents Damping This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. sensor analysis pack. Decryption Used to unlock sealed doors. Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy. Systems crash at the blink of their eye. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character. Versatile and reliable. Electronics New Skill: Tech Training Anyone can play games or watch news clips on their omni-tool. and even starship systems. This allows for field repairs and modifications to most standard items. and even enemy weapons malfunction on command.Omni-tools Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. bypass security alarms. 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. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. Energy Drain Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. an omni-tool can be used to analyse and adjust the functionality of most standard equipment. It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. 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. or the target of elite Special Forces themselves. such as hacking. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. They're either elite military. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. or repair. and light alloys. the target's weapon is too hot from the sudden draining to be used immediately. including weapons and armour. and access secure systems. They are handheld devices that combine a computer microframe. and can be used to disrupt Biotics. unless otherwise stated below. 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. as well as the reuse of salvaged equipment.
the Combat Drone is unavailable until the next refresh phase. This effect lasts 2 turns when activated. Have-a-Thing: Combat Drone Range: 0/1. or other appropriate point in play. granting a cumulative penalty to alertness checks. The following round. Penetration 2. Through superior technique or inspired creativity. and also can also be attempted against lone targets. Advanced Tech Talents All advanced Tech Talents require the Computer (space) skill to be present in the pyramid. By investing in this talent and the linked Stunt. as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvantage). Medicine The advanced scanners in a MG Omnitool allow a character with ranks in medicine to substitute their ranks in tech training to the skill roll instead. 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. Advanced Hacking Prerequisite Talent: Hacking. Combat Drone Prerequisites: Hacking Talent. There must be multiple enemies present to activate this talent. 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. Place a "targeting malfunction" free tag on the target until the player's next turn. the target becomes immune to further overload attempts. during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. The character must have at least one rank in the repair skill to use this talent. 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. causing a -2 penalty to alertness checks. Once destroyed. The character must have at least one rank in the medicine 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. Hacking Artificial or synthetic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their targeting systems. The character must have at least one rank in the medicine skill to use this talent.First Aid Used in this way. Place a "disoriented and confused" free tag on the target until the player's next turn.Have-aThing (Combat Drone) Stunt. The following round. as well as their linked Primary talent. this talent allows the user to reduce the effectiveness of enemy scanners. This talent may be taken multiple times. NonLethal. Overload Artificial or synthetic lifeforms attacked with this talent can be shut down for one round by overloading their power systems. the target becomes immune to further hacking attempts. Harm 2. 32 . Jamming Broadcasting a signal that mimics the properties of solar interference.
or one adjacent zone.Cryo Blast Prerequisite Talent: Neural Shock. mercenaries. and unshielded targets must resist 3 shifts of Composure damage. or removed by ablation. Attacks made against the character reduce the bonus by 1 for every shift. This talent is unable to be used in successive turns on the same enemy. On a success. New Option: Tech Combos As an additional option. All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. 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. Tech talents can only be used with such an omni-tool due to their specialised nature. and others. This talent is unable to be used in successive turns. Target the zone you are in. Advanced Overload Prerequisite Talent: Overload. When activated. Tech Armour Prerequisites: Hacking Talent. Armour with Shields Stunt. absorbed by armour as usual. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. all targets within. You may also pay a Fate Point once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. 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. Until the aspect expires. On a success. or passing through. Incinerate Prerequisite Talent: Energy Drain. The player must decide which scope the aspect belongs to at the time they place the aspect. or else immediately end their turn. boosting the user's shields by +3 until deactivated. and make a Tech Talent roll against a difficulty of 2. the user's Omni-Tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius. excluding the user. Illegal to have without being a current. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated. causing Health stress equal to the number of shifts. and when neutralised through any means except voluntary deactivation. that zone must make a Stamina check against the number of shifts you rolled. 33 . Tactical Cloak Prerequisite Talent: Jamming. Your base Jamming duration is extended by one additional turn. many MG Omni-tools find their way onto the black market and into the hands of criminals. the highest capabilities come from having and training with military grade omni-tools. causes a detonation that disrupts the zone the character is in. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1. which can only be tagged by other Tech Training skill checks. 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. the weapon detonates. serving member of a military organisation or affiliate. New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common. place a ―Frozen and Immobilized‖ aspect on the zone for one turn.
Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal.New Stunt: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt. that is without doing any other action. and no ranks in either Biotic Training or Tech Training skills. the weapon immediately activates the free ―Overheated‖ tag. the player doubles the Harm rating of the weapon for their next turn. although there are limitations on what is required to take it. Once the shot is taken. 34 . 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. many hours of experience under heavy fire. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. Military Grade Immunity (CombatExcellence) Representing many. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. this stunt allows the player to double the Harm rating of one of their weapons for one turn. With one round of focus. Once per scene. but must meet all other prerequisites and possess an appropriate weapon to use them. the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle. Tactics skill present in the pyramid. and regain their balance and protection. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. 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 character must meet all requirements to use this stunt. Once per scene. The character must not do anything for that turn except shoot. 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‖. It then immediately activates the free ―Overheated‖ tag on the weapon.
Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. As a combat action. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. providing a brief. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. you may change out the ammunition used by your weapon. Assign an aspect to the temporary consequence as usual. armour with the Shields stunt. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. the character takes enough stress to be Taken Out again. huge bonus through overcharging. when it then activates the ―Shields are Down!‖ tag on the armour. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. or the end of the scene occurs. You may not use this ability in consecutive turns. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. You may pay an additional FP next round to keep the returned character active in the scene but you no longer incur the consequence penalty. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. Once per scene. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. allowing them to rejoin the scene. 35 . Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. Until the ―Overheated‖ aspect is tagged. This consequence is additional to any that the character already possesses. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. As a full round action. or replace normal rounds for a variant ammunition type. Fortification reinforces armour when struck. You may remove any current variant ammunition for normal rounds. granting them more time to refine their actions. 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. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. The finely tuned senses of the user seem to slow down time around them. You may spend a Fate Point to confer a +4 bonus to the armour rating granted by your shields until the end of your next turn. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. and may be at any rating. You may continue to pay a FP each round until the end of the scene to continue this effect.
John's character forces them to keep the deal. and Arts 1. then he'd have to successfully use it three times. Even though he used charm twice last session. he must start counting again. A few sessions later. Swapping with his Arts skill again. If they do so. the same number of times as the number of ranks his character has in the skill. Swapping with his rank 3 Arts skill. Charm 2. By threatening to follow through himself if they break the deal with another successful intimidation check. John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. In this option. the character now has Intimidation 3. therefore. players are tracked with respect to how they treat other characters in social situations. After an exciting session of combat.PARAGON AND RENEGADE EMULATION In the Mass Effect games. During play. being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. he must use intimidate at least three times or charm twice. as he used it more times than he used Intimidate and more times than he currently has ranks in it. If he wants to promote the skill further. characters should take both the charm and intimidation skills at tier five at character creation. John's Turian Spectre now has Intimidate 3. If they used either skill the number of times that they have ranks in it. To promote either skill further. then in the refresh phase. and they must be used more than the other. He intimidates his way into the club where he is to meet her. Now. Sent to recover an important member of the finance ministry. Charm is linked with Paragon actions. when the player has the option to promote a skill up the skill pyramid. they must count their usages for both skills from this point. During the next refresh. Later in the same session. John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice. the player should record the number of times they use them. A good action will not make up for an evil one. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. Option 1: Skill Progression To emulate the progression of the character's path towards Paragon and Renegade. John now has the option to promote the Charm skill up the pyramid. Here are some examples: John is playing a Turian Spectre candidate character with rank 2 Intimidation and rank 1 Charm. Arts 2 and Charm 1. John's Turian has been accepted into the ranks of Spectre agents. before successfully charming the information out of her. 36 . Mass Effect keeps track of the Paragon and Renegade points on separate scales. and Intimidate with Renegade choices. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. the Turian manages destroy the smuggler's base whilst saving the informant in the process. His first assignment is to find the location of a smuggler base from an inside source in the cartel. once he promoted it. John's character has the opportunity to sway his superior's actions when he discovers that they are planning to renege on the deal he brokered with the hostage takers. the new rank of the intimidation skill. the one they should move is the one they used the most out of charm and intimidate.
Both tracks start empty at character creation. Composure and Wealth stress tracks. allowing you to generate Status Consequences sooner than others. Whenever a character would generate spin outside of a direct combat situation. the effect on you is that you can leverage your status more effectively than others. Status Consequences are rated 2/3/4 instead of 1/2/4. 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. players may take one of the following stunts during character creation. The track must be raised to full again before more Consequences can be generated. one Minor (+1). Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. and are 6 boxes in length. the other for Renegade status. Cult of Personality Others spread words of your deeds and misdeeds far and wide. Whether it‘s due to admiration or fear. self-interest or gossip. but may still be spent as normal instead. that Spin cannot be used to raise a Status Track. Increase the Paragon track for good or positive actions that benefit others. representing the preceding reputation of the character. When a track is full. beating your opponent in an opposed roll by three or more shifts generates Spin. and one Severe (+4). or the way your gaze seems to have a particular intensity. and do not count against the maximum number of consequences allowed for stress taken on the original Health. 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. Status Consequences are recorded separately from consequences generated on normal stress tracks. The Consequence may be tagged by the player for the rated bonus outside of combat. Additionally. You may reduce one Status track to 5 boxes instead of the normal 6. Perhaps it is something in your voice. one for tracking Paragon status. You may only take this stunt once. Status consequences are removed from the character once tagged by the player. the player can begin to generate Status Consequences for that track. the player can choose to generate one Status Consequence. In Diaspora. for good or ill. NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect. an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. When a character that has a full Status track gets more Spin. 37 . one Moderate (+2). 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. It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. In the event that the roll generates Spin when a Status Consequence was tagged. they may choose to spend that +1 Spin bonus to add one to an appropriate Status track.Option 2: Status Stress Tracks This style of play adds two new Status Stress tracks to each PC character. Lasting Reputation Events that you are a part of are particularly memorable for those involved. and the Renegade track for conduct that is selfish or callous.
Denied.Moment of Crisis Passionate about his job. and being a former C-Sec Investigator. as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing. he has strong Tech Training skills. This fresh perspective frequently contrasts against things his father demanded of him. He attends the ship's landing craft as an engineer. Using the Choosing Aspects Phase One . and is at home on starships having useful gunnery skills. 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. but does have a lead he needs more time to follow. and that he had a very by-the-book father. He does refer to the world of his birth. He displays exceptional weapon skills. Garrus is told to drop the investigation. also becoming an Investigator. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs. Garrus is forced to admit that he has no proof.SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. • "Palaven was hot" • "Do it right or don't do it at all" Phase Two . have more respect for the law. Garrus is now free to do things his way. discussions with his new friend. One of a thousand potential candidates for the Citadel's elite Spectre training.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. Garrus' father intervened to prevent him going. Due to his military training. However. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce.On Your Own Released from his obligations to others. Garrus meets the humans assigned to the case. Under extreme time pressure. shown to be able to headshot an enemy under difficult conditions. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman. • "More to life than C-Sec" • "Finish the job once started" Phase Five . • "Idealistic and Hot Headed" • "The one that got away" Phase Four . and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. • "Military Training" • "Father knows best" Phase Three . Palaven. aka CSec. culminating in a disasterous situation. Garrus frequently got into heated arguments with his superiors over his methods.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. and new Spectre. described as a hot head who still thinks he can change the world and should 38 . Garrus later left the military and followed in his father's footsteps by joining C-Sec himself. and were already as good as dead." We'll take these for our aspects. Commander Shepard and the crew of the SSV Normandy. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all.Growing Up Not a lot is known of Garrus' past from the game. as being hot. including his decision to accept his father's wishes in not taking Spectre training.
Racial Background and Class Package options as guides. Medicine. Repair. • Resilient: The player may use four Consequences instead of three. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. breaking the trainer's neck. Engineering(space).Growing Up The son of a serving Alliance military man. and First Aid Tech Talents. and Kaidan's retorts singled him out for punishing lessons. we now have to choose some Tech Talents as part of the stunts. Stealth • Rank 1: Culture/Tech(Turian Hierarchy. with Damping. Kaidan immediately jumped to the rescue of his closest friend and lost it. The Turian used aggressive and provocative tactics.Moment of Crisis Realising their mistakes. scarred from his childhood training. 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. Tactics • Rank 2: Gunnery(space).Starting Out Attempting to accelerate the training. The fourth is another mild Consequence. Brawling(combat). a veteran of the First Contact war between humans and Turians. Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. Kaidan and his friend drifted apart. Decryption. Overload. other skills as befit a military background. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. no matter the cost. he aghast 39 . so I stuck close to them. Conatix hired an ex-military Turian. and the guts to do things his way. Choosing Aspects Phase One . Resolve(track). The Citadel). conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. unleashing a full Biotic charge. Tech Training • Rank 3: Agility. By taking the Tech Training skill. Electronics. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. and head of the SSV Normandy's Marine detail. Intimidation. This represents Garrus' commitment to finish a job once started. 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. Conatix quietly shut down the program and had the records sealed. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . Vehicle Garrus has a combination of five combat and space skills like most Turians. I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space).
Tech Training • Rank 2: Agility. Dropping off the radar awhile. • MG Tech Training: Always searching for ways to keep his squad alive. Stasis. and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level.Sidetracked Serving in the human Systems Alliance military. • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks. Using the Racial Background and Class Package options as guides. • "Be cautious. Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. Kaidan has extraordinary staying power for a human. Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO 40 .Ooh Rah!" • "Implant Migraines" Phase Five . EVA. Kaidan explored alternatives to using his Biotic powers. He knows Barrier. Energy Weaons(combat). sought ways of completing missions without raising alarm. Lift.at what he was capable of. Kaiden focused on other ways of being useful without necessarily using his Biotic powers. and learnt how to keep his squad alive through the tough missions. as he is familiar with Decryption. and give him an edge if he is to pay back the Geth for his friend's death. Turian Hierarchy). Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. as his father did before him. By having both Biotic Training and Tech Training skills. Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up. Refusing the risky surgery to upgrade his L2 implant. from a Geth attack that killed his best friend. be in control" • "There's got to be another way" Phase Four . Demolitions. Stamina(track). Receiving several commendations for his actions. • "Alliance Marines . Tactics • Rank 1: Culture/Tech(Systems Alliance. we now need to pick his Biotic Effects and Tech Talents. • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects. before deciding to return to the Alliance and join the military. Kaiden has added the Medicine Talent to his Tech Training options. he attempted to figure out what to do with his life. Communications(space). Computer(space). Medicine Forced to his limits and beyond. He trained extensively with Omni-tools. Commander Shepard. and Throw. and she fearful that he would lose control again. I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training. Electronics. and has trained to use a military grade Omnitool to keep his squad alive. he also has the skills to function on the ship he serves on. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further. Keeping his squads alive through alternatives to open firefights. Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's Spectres. and First Aid.On Your Own After being saved by his new First officer. Stealth • Rank 3: Alertness.
which in the current cultural times is considered taboo. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. Liara has honed her natural Biotic abilities to protect herself from pirates.Sidetracked She is discovered. and relishes the time spent getting to know each other. one Commander Shepard. a great insult among contemporary Asari. an ancient Prothean defence that she triggered by accident. Liara began studying what little was known about the last great space-faring race before the Asari. Liara has no idea who her father is. but look at that over there!" Choosing Skills A pre-eminent Archaeologist. Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. Liara suspects that "he" was another Asari.Starting Out Liara does not relish her role as Benezia's daughter and has shied away from her mother's life as an important figure in galactic affairs. and joins the squad to help in the upcoming battles. so it's considered wasteful for Asari to reproduce together. • "Think. Liara begins to feel the pull of attraction towards her new commander. Liara also has exceptional Biotic abilities and other technical skills. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . the Protheans. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. • "My Mother the politician" • "Feared Pureblood shame" Phase Two . since genetic traits and cultural insight is gained from mating outside their species. by the first human Spectre. slavers and other dregs of the galaxy. With all this unexpected time spent with the team. Deciding to avoid the issue altogether. 41 . I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training.Moment of Crisis Spending much of her time alone on strange and often dangerous planets. They frown upon intra-species conception.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. however. she is initially jealous that her decades of research seem to have been for nothing. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers. Raised alone by her mother. The results of such unions are occasionally referred to as "purebloods".Growing Up Daughter of prominent politician Matriarch Benezia. due to the almost entire lack of actual ruins to investigate. She begins to calm down when she realises that her expertise. Science Choosing Aspects Phase One . and her ability to meld using Biotics. • "Escape the present" • "Obsessive about Protheans" Phase Three .On Your Own Peeling back the mystery. and then rescued from the newly rampant Geth. are the only way to help Shepard to interpret the vision. but evidence is anecdotal. Think!" • "What does this button do?" Phase Four . Liara earned her Doctorate and has become the foremost authority on Prothean ruins. Liara. she has very little practical knowledge about them to go on. Using the Racial Background and Class Package options as guides.
• 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.
Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. and the four quads to see it through. Resolve(track). This emulates the Krogan biological redundancy. Profession (Mercenary) • Rank 3 Skills: Brawling. Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. Oratory Wrex has excellent combat skills. Survival. Equivilent to a current L4 generation BioAmp without the VI interface. but better Biotic skills. I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training. Throw. He has the words to diffuse a situation. Culture/Tech (Krogans. adding +2 penetration to Brawling attacks. and +1 to Brawling rolls in defense. Energy Weapons • Rank 2 Skills: Intimidation. • Military Grade Brawling: used to represent a lifetime of mercenary work. Stasis. it grants Wrex the Barrier. Tactics • Rank 1 Skills: Agility. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO 45 . Mercenary Groups). or incite one. The blood of a thousand battles runs through his two hearts and four lungs. Close Combat. Animal Handling. This applies to Consequences mitigating hits to any track. • Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. and Warp effects. Alertness. Using the Racial Background and Class Package options as guides.
it is not recommended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts. After all. Both Barrels/Double Tap Transfer Aspect. and the Advanced Optics. Double Tap. sniper rifles should not have a minimum range below 3. generally have low accuracy and damage per shot. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. 46 . Cost 1bp. shotguns should have a range of 0/2 and take the Limited Range stunt.Personal Combat Mini-Game Changes WEAPON TYPES To aid narration. but the Both Barrels and Dispersed Fire stunts should be considered. we have a pretty good idea of the expected differences between different types of weapons. Double Tap and High Recoil stunts are all appropriate. Assault Rifles Awkward at close range. and that all weapons should take the Thermal Clip stunt. and Advanced Optics stunts. Limited Range2 Transfer Aspect. New T3+ Energy Weapon Stunts The following stunts may be taken on any energy weapon unless noted below. offset by their clip size and rate of fire. and cannot both be placed on the same weapon. "Overheated" tag must be free to use this stunt. I began by deciding at what level to set for the purposes of equipment design. and a low penetration of 1 or 2. They benefit from the Dispersed Fire. Time for some fun with equipment. and keep some consistency as the table creates their own weapons. doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. Here‘s a brief set of guidelines to help you design your own. Cost 1bp. Shotguns The ultimate close range weapon. Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical. Advanced Optics2 Transfer Aspect. SMGs often have similar ranges to pistols (0/2). which then clears at the end of the players next turn. They should have the Dispersed Fire and High Capacity stunts. naming conventions should be considered. this weapon is unable to be used for ranges other than those specified. EQUIPMENT In creating the gear below. pistols should have a range of 0/2. Sniper Rifles The ultimate long range weapon. Sub-Machine Guns Designed for rapid fire. Cost -1bp. assault rifles should have a range of 1/3. They should not have much penetration power. They benefit from both the Double Tap and Advanced Optics stunts. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. A high penetration is valuable. I decided to have all weapon and armour gear at T3 across the board. Cost -1bp. Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. Penalty reduced from -2 to -1. Pistols Designed for use over short to middle distances.
applying its offensive roll to each target in a zone. 47 . Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork. this is a basic assault rifle.Sample Weapons Manufacturer: Hahne-Kedar Equipment: Kessler class Pistol Stats: Range: 0/2 Harm: 3 Penetration: 1 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Civilian (Makes the weapon available to those without the Military-grade Stunt for energy weapons) Cost: 3 This is your basic mass effect driven pistol. Manufacturer: 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. 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. This shotgun has been rigged to take an extra shot for massive damage at the expense of immediately requiring cool down time. Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Stats: Range: 0/2 Harm: 4 (8 when using Both Barrels) Penetration: 0 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Dispersed Fire (weapon can fire as an Area of Effect weapon.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. and is available extensively.
but rarely differs substantially from other weapons of the same type. Note 2: See the Spectre Gear Options section on page 49.Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. 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. but may be retrieved from defeated Geth. but for gaming purposes there is little need to differentiate one manufacturer from another due to the variability of weapons able to be created with the Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Skunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 energy weapon creation rules on page 233 of the Diaspora rulebook. Sample Weapon Manufacturers Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. 48 . Instead. This weaponry is always in demand for research purposes.
and Master Spectre Omni-tools augment three Talent variables. so there is no Spectre rated armour available for purchase. they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. and cannot be changed afterward. This may be a further +1 increase to a skill bonus. Basic Spectre Bio-Amps augment one Effect numerical value. Advanced Spectre gear costs 6. an additional -1 penalty to the armour defense rating of an enemy. This may be a further +1 bonus to the effective armour defense rating of the character. Advanced Spectre Omni-tools augment two Talent variables. Spectres may authorise squadmates to purchase and use such gear. They can choose to add 3 Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents. lasting 4 turns or until another Biotic effect is used. an additional -1 penalty to enemy skill checks. Advanced Spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased. one additional zone able to be reached by a talent. and Master Spectre gear costs 7. and Master Spectre weapons are built with a +2bp bonus. Creation Basic Spectre weapons should be created with a +1bp bonus. Alternatively.Spectre Gear Options High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. to the effective armour of the character for the purposes of the defense roll against energy weapons. and Master Spectre Bio-Amps augment three Effect variables. for use solely by the Citadel Council‘s elite Spectre units. lasting 3 turns or until another Biotic effect is used. Advanced Spectre Bio-Amps augment two Effect variables. but any nonauthorised users will be tracked down by other Spectre agents for item retrieval. or an extension by one additional turn of an effect. There are no Spectre armour manufacturers. Some examples are below: 49 . or extending the effect by one additional turn. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres. For example: A character that knows the BarrierBiotic Effect with a HMBA Basic Bio-Amp has two choices. Duration based effects must cool down between uses by one turn per increase. They cannot choose to increase both the armour bonus and extend the duration of effect unless they buy a HMBA Advanced or HMBA Master Spectre BioAmp. Basic Spectre Omni-tools augment one Talent numerical value. Costs Basic Spectre gear costs 5. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects.
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. The character must now wait two turns after using this Talent before being able to use it again.A character that knows the Decryption Tech Talent with a HMOT Basic Omnitool can provide a +2 on computer skill checks during the damage control phase of space combat. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. there are other ways of obtaining these items. and not augment any other known Talent. or to assist in narration. Bribery. instead of the standard +1 bonus. infiltrating manufacturers warehouses. 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. and corruption are all viable tactics for underhanded characters to use. being hunted. Whilst such advanced gear would seem to favour characters with a high assets skill rank. and all lead to potentially interesting stories of obligation and debt. Use the lists below to inspire aspects. 50 . theft. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets. Alternatively. there are plenty of corporations out there to choose from. blackmail. Sample Omni-tool Manufacturers Manufacturer Aldrin Labs Ariake Technologies Armali Council Kassa Fabrication Serrice Council Sirta Foundation Elkoss Combine Spectre Gear1 Spectre Gear1 Spectre Gear1 Manufacturer Bluewire Tool Logic Arrest Tool Nexus Polaris Savant Chameleon Tool Cipher Tool HMOT Basic HMOT Adv HMOT Master Note 1: See the Spectre Gear Options section above. and the place of law and order in the galaxy. character histories. and cannot be changed afterward.
If available. ―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. Requires the "Shields" stunt also. "Taking Cover!" is cleared when the character moves. Transfer Aspect. 51 . the benefit of this stunt is also negated. Cost -1bp. this stunt provides more energy to run any systems that draw their power from the armour. armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. but until they do. Recharge Booster Transfer Aspect. Provides a +2 bonus to agility checks. Booster Power Pack Transfer Aspect. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. but cannot be spent on the same turn that "Shields are Down!" has been tagged. Cost 1bp. confers the taggable aspect "Taking Cover!". Shields require spending a fate point to recharge. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged. Cost 1bp. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. 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. Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn.New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite. using a mass effect field to protect the wearer.
whereas others like the Serrice Council produce solely for one race. will manufacture for all races. Elcor.Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. Manufacturer1. and are 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. Some. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. like Devlon Industries. use this table as inspiration to describe or inspire character aspects. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖. Instead. and is here purely for reference and inspiration for aspects or plots.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. and Hanar all produce their own armour. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. 52 .
• Harm of the weapon is reduced to 0. • causes 2 additional shifts on a successful hit.New T3+ Energy Weapon Ammunition The variety of adversaries in the Mass Effect setting can be dealt with more easily by ensuring that you are using the appropriate ammunition. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn. High Explosive Rounds Designed to shred flesh and other organic matter. • -1 Penetration to targets with an armour defense rating greater than or equal to 2. Cryo Rounds New Variant Ammunition: Anti-Personnel Rounds Cooling lasers collapse ammunition into small Bose-Einstein condensate . Chemical Rounds Designed to detonate on impact. criminals and mercenaries. these rounds are particularly effective against synthetic targets. • +1 Harm to targets with a 0 armour defense rating. 53 . Ammunition must be purchased separately from weapons. • -1 Harm. this could mean back in the attacking character's zone. +2 Pen to targets with an uncompelled Shields stunt.a mass of super-cooled subatomic particles .) • if used in two successive rounds. With nine different ammo types. All variant ammunition costs 3 to purchase. and provide +2 shifts if tagged by another player who successfully hits. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. Successful hits confer the free taggable aspect "Toxic Shock" to the target. 1dF zones away (yes. there's plenty of opportunity for customisation. activates the weapon's "Overheated" tag and extends it for one additional round. places a free taggable aspect "Massive Fireball!" around the target. • on an unsuccessful attack. high explosive rounds have one major drawback: a massive increase in weapon overheating. • If installed on a weapon with a maximum range not exceeding 2. Popular with pirates.capable of snap-freezing impacted objects. Armour Piercing Rounds Specifically designed to puncture metal. these rounds are coated with a highly toxic compound. removes the Thermal Clip stunt. and can only be installed or removed from the weapon during the refresh phase of the game. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. They are similar in construction to hollow point rounds. these rounds are particularly effective against living targets.
the actual damage done to the target is typically less than what's done by a standard round. It would have its base stats against any other target. causes +1 shift to all subsequent successful attacks against target until player's next turn. Penetration 2. For example. knocks the target over and confers the free taggable aspect "Knocked prone". usually one that occurs between scenes. Sledgehammer Rounds These rounds hit with incredible force. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". Low Recoil. However. a hit will place the tag on all targeted enemies. inducing low levels of radiation sickness in targets. or disappears after a short rest. This makes them perfect for shotguns. This sickness makes it more difficult for Biotic or Tech abilities to be deployed. • on a successful hit. Harm 4. • extends the "Overheated" tag for one additional turn after being compelled. or with a tagged Shield aspect "Shields are Down!" These rounds are stamped with a minuscule amount of radioactive material. knocking opponents completely off their feet. then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour. +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. as due to their Dispersed Fire stunt. This consequence can be removed by a character with the First Aid Tech Talent. • +1 Harm to targets with one or both Biotic Training and Tech Training skills. • -2 Harm. 54 . upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. a weapon's Harm and Penetration are as per listed normally for the weapon. if Cryo Rounds were installed into the sample Assault rifle listed on page 31 (Range 1/3. Thermal Clip).Incendiary Rounds Radioactive Rounds Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance. • on a successful hit. Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. which is greater than maximum of 2 zones required for the ability to take effect. For situations not discussed in the details of the Ammunition stunts. Phasic Rounds Instead of projectiles.
High Caliber Barrel New Weapon Mods Combat Scanner Designed to interface with the Sensor packages installed on powered armour. • +2 to Harm. • -1 to Agility checks. Agility checks now at -3 if no "Servo" stunt on armour. • After every turn in which the weapon is fired. that's when you need to go and upgrade your guns. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". and cannot be applied to weapons with the "Civilian" aspect. They are more expensive to obtain than other weapon mods. Stacks with Alertness bonus from Powered Armour "Sensors" aspect. • +2 to Penetration. If weapon and armour are separated. If "High Recoil" is already present. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal.New T3+ Energy Weapon Modifications Sometimes. and can be installed or removed from the weapon during the refresh phase of the game. and must be installed on higher quality weapons. • +4 to Penetration. 55 . • Replaces "Low Recoil" aspect with "High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). Kinetic Coil Frictionless Materials give rounds more power at impact. the player rolls 1dF. it instead clears at the end of the players current turn. this mod ceases to provide its bonuses and penalties. This allows it to be compelled again before the player's next turn. Combat Scanners increase the chance of detecting enemies. When you want to get that edge back. • -1 to Harm. This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. if it would normally clear at the beginning of their next turn. Users already prone still receive the free taggable aspect. 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. Weapon Mods must be purchased separately from weapons. For example. All weapon mods cost 3 to purchase. Frictionless Materials Increases the damage of the weapon at a cost of increased recoil. Weapons can only accept two Weapon Mods at any time. variant ammunition isn't enough to give you an edge over your enemies. • +1 to Alertness when operated by an individual in powered armour. this mod cannot be applied. • Cost of this mod is 4. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy.
Recoil Damper Ablative Coating Reduces kickback to improve accuracy at the cost of decreased power. element zero microcores and firewall technology to give the wearer brute strength. • +3 to Harm. and which may be compelled for all sorts of scene effects. • +2 bonus to Defense rating of Armour. These mods may only be installed or removed from the armour during the refresh phase of the game. • Replaces "High Recoil" aspect with "Low Recoil" aspect. redirecting the energy of incoming projectiles away from the body. • -1 to Harm. resistance to weapons force and resistance to Biotic and tech attacks. the player rolls 1dF. Advanced VI functionality reduces weapon kickback to improve accuracy. Comes at a cost of reduced power. until the bonus is reduced to a minimum of +0 for the remainder of the scene. • +1 to Harm. • After every turn in which the weapon is fired. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat. Rail Extension New Armour Mods Modifies the length of the barrel to increase damage. Scram Rail Ablative coating is designed to chip away when impacted. and each armour can be modified to take a maximum of two Armour Mods. All mods require the aspect "Powered Armour" to be installed. negating the benefits of the "Lightweight" aspect.Kinetic Stabiliser New T3+ Powered Armour Modifications With all those lethal variant ammunition and weapon mods out there. but causes a greater chance of weapon overheating. • . All Armour Mods cost 3 to purchase unless otherwise stated. it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive. • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. increasing their effectiveness. 56 . • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. Hardened ceramic plates can be applied to body armour suits. • +4 bonus to Defense rating of armour. If "Low Recoil" is already present. Armour Plating This prototype upgrade greatly increases damage. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect. Combat Exoskeleton This prototype armour upgrade combines mechanical augmentation. it now becomes more difficult to move due to its awkwardness. • -1 to Harm. this mod cannot be applied.1 to Agility checks. • Armour gains the "Very Heavy" aspect. On anything other than a +1 result the weapon automatically activates the "Overheated" tag from Thermal Clip aspect immediately and it does not clear until the end of the player's next turn. such as Cryo Rounds or the Improved Heat Sink weapon mod.
First Aid Interface A prototype upgrade designed specifically for heavy combat use. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the bonus against A complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks. • 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. 57 . • This armour costs 4 to purchase. and counts as two Armour mods. • -2 to Agility checks as the mod draws power from the system intended for the servos. • Grants a +2 bonus to Close Combat checks. Energised Plating Mechanical augmentation increases the brute strength of the wearer. Energized Weave Microprocessors wired into a combat suit can monitor vital functions and release small. • This armour costs 4 to purchase. • +6 bonus to Defense rating of armour. • 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). • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2.Biotic Effects and Tech Talents. localised doses of medi-gel to accelerate the healing process. and also remove the Defense and agility penalties. this armour provides maximum protection for the user. Designed for heavy combat use. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4. • -2 to Agility checks as the mod draws power from the system intended for the servos. and counts as two Armour mods. • 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. • -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. it provides maximum protection for the user. and counts as two Armour mods. Exoskeleton • +4 bonus to Defense rating of armour.
and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions To generate kinetic barriers. • 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). • This armour costs 4 to purchase.Kinetic Buffer (this prevents an opponent using the Consequence to your disadvantage). • Any time the "Shields are Down!" tag is activated. the shield bonus from this mod is also negated. • -1 to Stamina checks (this does not confer any changes to the Health stress track). causing a -1 to Agility checks. • This very bulky armour mod decreases the power available to run other systems. combat suits rely on capacitors to store energy from a generator. • Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. and counts as two Armour mods. • Chemical rounds are unable to confer the "Toxic Shock" aspect. causing a -2 to Agility checks. Shield Battery A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. the more potent the barrier. Medical Interface This mod draws on the user's stamina to boost their agility. and counts as two Armour mods. • +2 Shield bonus to Defense rating of armour. the shield bonus from this mod is also negated. • This bulky armour mod decreases the power available to run other systems. • +3 to Defense rating of armour. 58 . maximising healing and minimising recovery times for the user. Requires the Shield aspect on the armour to be installed. • Any time the "Shields are Down!" tag is activated. • +1 to agility checks. • +1 to Agility checks. localised doses of medigel to accelerate the healing process. • 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. Medical Exoskeleton Specialised microprocessors wired into a combat suit monitor vital functions and release small. Kinetic Exoskeleton This prototype armour upgrade combines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. • +2 Shield bonus to the Defense rating of the armour. The greater the capacitor storage. This interface also provides resistance to toxic attacks. Requires the Shield aspect on the armour to be installed. • This armour costs 4 to purchase.
Relying primarily on her Tech Training. Tali knows that the Geth nearly always have shielded systems. • If installed on a weapon with a maximum range not exceeding 2. Tali needs a weapon that she can rely upon if the battle gets too close. and causes a -2 penalty to Agility checks. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. • Chemical rounds are unable to confer the "Toxic Shock" aspect. 59 . 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. Here's a look at some of the possibilities. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. Costs: Pistol 4. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes. 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. • +1 to Biotic Training and Tech Training skill checks.) • Harm: 3 (2 against shielded armour) • Penetration: 1 (3 against shielded armour) • Low Recoil (weapon can be fired without penalty in low gravity) Purchased from one of the citadel markets.Stimulant Pack Advanced Gear All weapon and armour gear starts at T3 across the board. removes the Thermal Clip stunt. +2 Penetration to targets with an uncompelled Shields stunt. • -1 to Harm. Although it has reduced stopping power. though they count as two mods instead of just one. The prototype armour mods provide some of the better bonuses. and a host of other toxins. gases. Cryo Rounds 3. and become unreliable when dramatically necessary. Toxic Seals Sample Advanced Gear Specially-sealed body armour provides increased protection against radiation. She also added the ammunition mod at the same time so that the weapon will never overheat. Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. • 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. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. May not be compelled two turns in a row. and that penetrating those shields is paramount.
1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. Rail Extension 3. With enough protection to allow him to get up close and personal in a fight. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. ―Out of Juice‖ taggable aspect) • Servos (removes agility penalty) • Shields (taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. and counts as two Armour mods. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. 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.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. Wrex becomes a battlefield juggernaught. and knows that with correct field placement. • .) • Thermal Clip (weapon has the Aspect "Overheated" which may be compelled to prevent firing) • Advanced Optics (allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. Combat Exoskeleton 4. Frictionless Materials: • +2 to Penetration. may be compelled for all sorts of scene effects. negating the benefits of the "Lightweight" aspect. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. He appreciates the ability to take down highly armoured foes from great distances. Frictionless Materials 4. the awkwardness of his modified rifle should never become a deciding factor. Little tricks. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. a Krogan Battlemaster running in at a charge is terrifying beyond belief. Assisting this was his access to some of the best mods available. and clears"Shields are Down!" tag automatically. 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. 60 . No movement required to activate. and cannot be applied to weapons with the "Civilian" aspect. Costs: Armour 4. like the defense against Biotic Effects and Tech Talents. +2 bonus on armour defense the turn after "Taking Cover!". AP Rounds 3. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . unstoppable warrior. • +4 bonus to Defense rating of armour. Rail Extension: • +1 to Harm. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. • This armour costs 4 to purchase. Costs: Rifle 4.1 to Agility checks. • Cost of this mod is 4.
Frictionless Materials: • +2 to Penetration. knocks the target over and confers the free taggable aspect "Knocked prone". clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. • Cost of this mod is 4. • Both Barrels • Limited Range • On a hit. knocking them all prone in the process. 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: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. and cannot be applied to weapons with the "Civilian" aspect. Improved Heat Sink 3. applying its offensive roll to each target in a zone). and apply that to every target in an area. • -1 to Harm. Costs: Rifle 4. knocks targets over and confers "Knocked Prone" free tag. 61 . 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.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. Frictionless Materials 4.
There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. though unarmoured. Cerberus operatives accept that these methods are brutal. Their core belief is that humans deserve a greater role in the galactic community. Husks. Cerberus bases are usually guarded by the following forces: • Cerberus Commandos: Highly trained shock troops armed with assault rifles or pistols. Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse. destroying Batarian pirate and slaving rings. but which has now gone rogue. Due to their widespread network. Any methods of advancing humanity's ascension are justified. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on. 62 . • Cerberus Snipers: Often found indoors. Cerberus operates many other kinds of cells than purely para-military focused ones. Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. However. Cerberus also runs several front corporations meant to fund and support their operations. Cerberus has operatives all over Citadel space and the Terminus Systems. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. Led by a mysterious figure known only as the Illusive Man. ranging from political to scientific but all united under the common goal of advancing humanity. collecting bounties on escaped Tech criminals. there are other races. or hunting rogue psychotic Asari purebred Biotics. which includes Rachni (soldiers and workers). reporting regularly. • Cerberus Defenders: Found protecting research technicians. This ensures that should one cell be compromised. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts. thus rendering the Illusive Man blind in those areas. and use modified shotguns (page 61). the others would not be captured.ADVERSARIES Apart from chasing after rogue Spectre agents. Cerberus effectively has access to almost every settled system. and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers. due to their activities. Cerberus Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. or other dangerous nasties. these snipers find cover and hit with Assassination. but believe history will vindicate them. They have also been described as a pro-humanity terrorist or paramilitary group. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. they use powerful Throw attacks." and may have been edited by Cerberus agents to discourage casual explorers. which they don‘t just use against vehicles such as the M35 Mako. Cerberus is very well-funded. and colony in the galaxy. terrorist activities. • Research Technicians: The technicians are normally Biotics. highly armoured. major trade stop. Each cell is led by an operative who reports directly to the Illusive Man. they are rapidly deployed. creatures and organisations out there for the characters to encounter. sabotage and assassination. including illegal or dangerous experimentation.
• Geth Dropship: Standard troop transport and Geth equivalent to a frigate. Carnage (see page 20) and the ability to recharge shields. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. Heavily shielded and very resilient with shield rechargers. The Geth are entirely synthetic creatures. with the number of Talents equal to the skill rating. • Geth Rocket Trooper: Equipped with Geth pulse rifles. and vary according to role. practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). Specialised for close quarters combat. and Jamming. shielding and rocket launchers. and thus immune to effects that target only organics. 63 . barriers. Overload. have access to Tech Talents. • Geth Hopper: Cyberwarfare and ambush platform. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. Has shielding but no rechargers. has the ability to charge. • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. Attacks using the Geth sniper beam. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping). and Toxic rounds. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. Extremely resilient to small arms and ground vehicle fire. Capable of Radar Jamming but no shield recharging. Some have a stunt that grants them the equivalent abilities of an Omni-tool. Resilient to gunfire. Has the Geth Shield Boost ability (treat as Ablative Armour). Extremely strong armour and shields with recharger. Capable of using Assassination (see page 20). Geth barriers and capable of recharging shields. • Geth Sniper: Armed with Geth sniper rifles and shielding. specialised for long-range combat. Very strong shields and extremely resilient with shield recharger. Also possesses shields.Geth As described in the Racial Backgrounds section. Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. such as the Neural Shock Tech Talent. Equipped with Geth pulse rifles and rocket launchers. Utilize both disruptor and scram rockets heavy weapons platforms. Geth encountered beyond the Veil will have programs developed equivalent to skills. • Geth Juggernaut: Similar to Geth Destroyers. and can utilise Carnage.
A LOKI Mech that switches to its security protocols is easily identified. blood is changed to a sickly green fluid. They have an inbuilt level of equivalent armour with a defense rating of 2. partly as a trap and partly as a warning to other organic races not to enter their space. They count as both biological and synthetic creatures for the purposes of Tech Talents. as an individual husk can only generate one electrical blast. When a human is captured they are placed on impaling devices. give off a powerful electrical blast which disables shields and causes massive damage. if marines try to recover their dead comrades – the Husks are released and attack. the MSV Cornucopia. allowing their programs to be easily overridden and turned upon their owners. they have also seen use in groups on the shiftier side of the law when raw manpower is needed. Over time the body's organs. once close enough. prior to determining whether the effects of the blast generate composure track shifts. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. MECHs Earth based weapons manufacturer HahneKedar has become a major supplier to the Systems Alliance military. When the spikes are approached – say. commonly called MECHs. LOKI. LOKI Mechs are incapable of any complex tactics. with an equivalent skill level of 3 ranks. Many mercenary groups make extensive use of them. and YMIR classes of mechanical infantry units. and the body generates an electrical charge. The Geth used a ship full of Husks. Originally used by the Alliance for colony guard duty. Unfortunately for those that encounter them. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. 64 . The husks will charge at their enemies and. Husks that reach the same zone as any character attack first with an electrical blast. • 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. the dual "eye" on the unit turns from white to red. and is also the manufacturer of the FENRIS. and so on. often fielded by the Alliance. No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. variant weapon ammunition.Husks Husks are synthetic "zombies" created by the Geth. there is never only one husk around. typically as expendable assault units. husks attack with a brawling skill level of rank 2. never seek cover during a firefight. huge spikes that Alliance marines have nicknamed "dragon's teeth". skin and water content are converted into cybernetic materials. They possess a basic personality suite and are easily programmed for various security tasks. and their civiliangrade firewalls are insufficient to deal with modern hacking. or where the use of organics for "around the clock" shifts is unfeasible. though it is effective psychological warfare to make soldiers fight their own dead. Thereafter.
the mech will deactivate and remain stationary. 65 . bringing the target down with its front legs in an animalistic pounce-like motion. walk and cannot attempt to climb steps. They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. or Model 34-A. noisy. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions. they are stunned by a taser device embedded in the 'head' of the FENRIS. or overridden by an experienced hacker. is a massive killing machine designed for anti-infantry purposes. • YMIR Mech: The Battle YMIR Mech. FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. and indeed to all mechs. As a military model. In order to fire either weapon.• FENRIS Mech: Like other mechs produced by Hahne-Kedar. Kinaesthetic programming is limited due to the complexity of the design. and FENRIS Mechs can be turned against those they are tasked with serving. A major disadvantage to FENRIS Mechs. used in the same manner bomb. YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. and have been seen deployed alongside LOKI Mechs. If shot while in this deactivated state. limiting its movements to a slow. it must pause to fire rockets to ensure a stable launching platform. To protect the workings of the weapon arms from small arms fire.and drugsniffing dogs would. they are fitted with protective actuated shield covers. a FENRIS Mech will accelerate to a set speed and jump with its rear legs. these covers must open. the YMIR Mech has better firewalls than other models. Whilst it can fire its twin Cannons on the move however. giving warning to those able to see the mech. When a FENRIS Mech is severely damaged. they are identifiable by their white armor and red lights. For many humans. altered. the YMIR does have a few limitations. Heavily armoured and shielded. Despite its fearsome weaponry. When attacking. the mech will explode. After the target is struck. is that their software programming can be hacked. as they tend to constantly advance on enemies to engage at point-blank range. but is still vulnerable to hacking by dedicated hackers.
• Eclipse. Mercenaries are usually found at their bases on remote worlds. or by individuals who want protection or assassination services.a Turian group based on Omega. Their use of Throw and Warp makes them dangerous. Batarians or Krogan. They control 20% of Omega. a biotic can be found amongst mercenary bands. mercenaries tend to use superior weapons and armour. mercenaries will commonly raid remote outposts or unprotected starships when unemployed. though are most commonly Turians.a major mercenary corporation active in the Terminus systems.Mercenary Organisations Mercenary bands operate throughout the Attican Traverse and the Terminus Systems. Notable Mercenary organisations • Blood Pack.a 'private security' firm and one of the most powerful groups in the Terminus Systems. Given that their occupation requires them to be efficient and capable. which prefer to select equipment from a single company).a minor mercenary band. and line up for an Assassination shot. • Blue Suns. most fill one of the following roles: • Mercenary: The standard mercenary. Sometimes euphemistically referring to themselves as 'private security organisations'. They often have the ability to use Immunity. Mercenaries hail from all races and backgrounds. • Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers. • Mercenary Adept: Very occasionally. or protecting their employer's investments or operations. They are usually hired by criminal organisations that require "heavy muscle". meaning their equipment is usually produced by a variety of manufacturers (unlike military forces. • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders. Krogan mercenaries regenerate their shields particularly quickly in a fight. mostly wiped out by Council Spectre agent Saren Arterius. 66 . • The Talons. • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher. smuggling tainted element zero. Able to field a variety of personnel to fulfil their contract. consisting exclusively of Krogan and Vorcha. but they are lightly armed and armoured. Humans. and focus on vehicles such as the M35 Mako. usually equipped with an assault rifle or a shotgun. • The Grim Skulls. they are usually lightly armoured.a pirate group that acts as the"muscle" of Omega.
Rachni Queens are capable of possessing the minds of other Biotics.Rachni The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. The Brood Warrior has abilities comparable to a standard Rachni Soldier. Defended by Brood Warriors who will die to protect them. Rachni Queens are the largest and most intelligent of the species. and rarely. they likely fill the niche occupied by drones in other hive species. but much larger creatures than Rachni Workers. who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. Intelligent but highly aggressive. have encountered them. causing heavy toxic damage. then its highly likely that other governments have as well. These tentacles are used to impale enemies . The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. They normally inhabit extremely hazardous worlds. they respond with brutal force. although its attacks inflict more damage. the spacefaring Rachni were driven to expand and defend their territory. Best handled at a distance. the humans. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). They are most at home in vents and tunnels. Rachni Soldiers are slower. Acting in swarms. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. it will occasionally place a squad member in Stasis and appears to use a form of Barrier. and other hidden locations. The Rachni are territorial. Given their name. It stands to reason that if the galaxy‘s newest spacefaring race. on difficult to terraform worlds. Should their territory be invaded on purpose or even by accident. seen. determined to remain isolated from the rest of the galaxy. with thin tentacles ending in little pods. They were eventually defeated and completely eradicated by the Krogan. The Rachni aren't as extinct as the galaxy had been led to believe. able to survive environments that kill most sentient species. they rush up to the squad and explode in suicide attacks. if ever. They are the 'elder males' of the hive that usually mate with the queen. Rachni soldiers are cunning and like to ambush their enemies. 67 . Bred in captivity away from a brood queen. Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. tending to the needs of the queen. they are quite fragile. in fear of being plunged into another galactic war.the Rachni can use weapons but prefer to use these tentacles to impale their victims. It is also unique among Rachni in that it possesses some Biotic ability. using them as proxies to translate and communicate when necessary. They can also spit acid. It is said that they only attack when the hive is particularly strained for warriors. they are effectively giant sized locusts intent on death and destruction of all sentient life around them. causing heavy toxic damage which ignores shields.
and must wait one round between attacks to recharge their spit. They live alone in nests spanning large areas underground. and move if shifts are successfully generated against them. 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. or they may take an additional zone of movement when they take their free move when fully underground. and do not inhabit rolling hills. When moving underground. 68 . They reproduce via spores that lie dormant for millennia. penetration 6. only the head and tentacles erupt from the earth to attack. They also have rank 4 skills agility. asteroids or moons with little or no atmosphere. violent creatures that burst up from the ground without warning when disturbed. and smashing with their claws in close range while emitting infrasound.Thresher Maws Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. and are a menace to any structures or vehicles in their nesting area. Their attacks consist of spitting powerful viscous acid that splashes on contact. Threshers commonly have some sort of "lure" in their nest. and their burrowing style of movement. and a new skill called Acid Spit. thresher maw spores appear on many worlds. They may use their one free move to rise up or drop back underground. • Dauntless: Thresher Maws have no composure or wealth tracks. Aggressive and highly territorial. Treat Thresher Maws as having an armour defense rating of 6. Due to their size. the Thresher Maw cannot be targeted. with a range of 2/5. mountains. 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. Owing to the nature of their attacks. thresher maws usually live in large flat open spaces on uninhabited planets. thresher maws are immobile above ground. which is a combined combat skill and weapon. They can grow to be in excess of 30 metres tall above the ground. Fortunately. but there are some "stray" nests. • Native Burrower: Thresher Maws never fully leave the ground they live in. They have Natural Weapons as an apex skill. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets. The body of an adult thresher maw never entirely leaves the ground. or valleys. They are enormous. burrowing up from beneath their prey. and instead have an extended health track of 3dF+9 Thresher maws are solitary creatures. As a result. with a harm rating of 8 and must wait one round between attacks due to their size. two or three at most can be found on a single planet. they completely ignore shields. with a body nearly twice that size beneath the surface. they can reach one additional zone with their claws when using their natural weapons. identifiable only by their landscape profiles. such as a crashed probe to draw unwary scavengers. harm 8. but can move incredibly quickly below. Give them the following stunts: • Extended Reach: Due to their immense size. and are immobile when they raise up to attack. They always attack the closest target. spread by previous generations of space travelers. They can take a lot of damage and can be very hard to kill.
Vorcha The Vorcha originate from a small. However. leading to the rather unusual nickname 'fishdogs'. Krogan Blood Pack mercenaries often sweep pockets of Vorcha. their continual lack of resources have kept Vorcha society extremely primitive.Varren Varren are omnivores with a preference for living prey. Even as their population grows. wreaking havoc with the native ecology. 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. Krogan – and some other species. savage species. Seeing the potential of the Vorcha's individual adaptability. smarter. varren infestations have followed. A common subgenus of varren has metallic silver scales. Their supreme adaptability. Vorcha ―trained‖ by this ordeal are stronger. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. they are – like most life from Tuchanka – savage. clannish. To this day. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds. Originally native to the Krogan homeworld of Tuchanka. hostile. gathering them up and literally beating them into soldiers. alternately fighting them for territory and embracing them as treasured companions. the Vorcha constantly fight each other in fierce competition over basic necessities. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. and more resilient than other members of the race. including Batarians – raise them as beasts of war. Virtually everywhere the Krogan have been. faster. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. The Krogan have had a love-hate relationship with varren for millennia. wild varren hunt in packs and are so vicious they'll even take on the Geth. and consummate survivors. 69 . each additional Vorcha magnifies the gang‘s combat ferocity exponentially. Gaining even a few Vorcha gives a mercenary band a formidable advantage.
who use magneto-hydrodynamics to power them. All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system. • Dreadnaughts are the largest vessels in Council space. one man ships. The only ones who use an actual Beam weapon are the Reapers. is not important. depending on the individual size and age. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. or T2 level for the larger designs. assigned a dedicated crew to operate all systems. • Carriers are usually the same size as Cruisers at T3. with severe consequences for variation from those limits so imposed. usually fielded by carriers. • Frigates are designed at a level of T2 (17bp). Spacecraft and Tech Levels Diaspora made the design decision that ship size. and are limited in number to only a few operated by each member race. or at T3 with a few sink stunts. Warships in Mass Effect are classified in one of four weight classes: Frigates. Using this idea. larger than anything else built by the council races. • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" 70 . Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). we have a quick and easy way to define and differentiate our ships. for a hard sci-fi genre. so are well represented by the T1 (11 bp) level. such as luxury cruisers. Geth dropships are classed as Frigates. we just say that they are limited by size. 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). and Dreadnaughts.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. and have access to shipyard facilities that supply dedicated repair engineers. cargo freighters and colony ships usually sport minimal or no weaponry. but use the optional rules for Fighters on page 228 of the main rules. • Reapers are sentient ships. and built with 8bp. These behemoths are built at T4 (29 bp). Crew must adhere to the standard operating procedures of the government. • Cruisers are firmly in the realm of T3 (23bp) ships. Cruisers. With this small tweak. New Spacecraft Stunts Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers. thus Technology is the difference between ships. • Fighters are small. so that instead of limiting ships build points by technology. We can adjust this for our game. we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships. All ships of this type must take the Civilian stunt. New T0+ Spacecraft Stunts Government Subsidy Spacecraft with this stunt are officially part of the navy of the government. Carriers.
then divide those by ten. but the stored heat must eventually be radiated. This experimental system may only be installed on spacecraft with a 71 . Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. and thus reserved for critical operations. These shields safely deflect small objects traveling at rapid velocities. or drift passively through a system for days before having to vent and give away her position. This system does not operate during mass relay travel as the heat generated is too much to absorb. New T1+ Spacecraft Stunts Mass Effect Drive The pinnacle of interstellar drive design. Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. See Diaspora page 69 for standard travel times. torpedos. except when such consequences were gained when the aspect chosen above was tagged. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks. Cost 1bp. Cost 2bp. Spacecraft can go to 'silent running' for around 2-3 hours. whilst also powering the Internal Emissions Sink. and allows ships to move ten times faster between their destinations for the same reaction mass. and provides a +1 bonus to V-Shift. and provides a +2 bonus to Heat Track as well as a +2 bonus to the Navigation check during the Detection phase of space combat. Requires the Tantalus Core Stunt.• • • • • • • • • • • • • • • • • • "Incorporates Dodgy Alien Tech‖ "Infamous Captain" "Is It Meant To Do That?‖ "Known Weakness in Tactics" "Last Generation Tech‖ "Money Sink‖ "Must Not Shoot First" "Not Built To Do This‖ "Operating Beyond Its Limits‖ "Pirate Doppelganger‖ "Poorly Maintained‖ "Protection Obligations" "Rules and Regulations by the Book" "Should Have Retired Years Ago‖ "Slow To Respond‖ "Sub-standard Sub-systems‖ "Variable Training Levels" "We Have An Operative Aboard‖ Trade stat of 0. or it will build up to levels capable of cooking the crew alive. Cost 1bp. This stunt also provides a +2 bonus to maintenance checks when at government facilities. a Mass Effect Drive is required to access the mass relay system. Cost 4bp. 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. Cost: -1bp. and mass effect accelerated projectiles. This affords protection from micro-meteorites. and a +2 bonus to repair checks to remove consequences.
fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. it is expected that a follow-up class incorporating "lessons learned" will be produced. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. nimble. is a prototype "deep scout" frigate. she is optimised for solo reconnaissance missions deep within unstable regions. 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. 72 . +2 to Nav check) • Kinetic Barriers • Interface Vehicle Cost: 8 Final Spacecraft Stats: • V-Shift: 5 • Beam: 3 • Torpedo: 2 • EW: 3 • Trade: 0 • Frame Track: OOO • Data Track: OOO O • Heat Track: OOO OOO • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal.Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. 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. codeveloped with the Turian Hierarchy. using state-ofthe-art stealth technology powered by an experimental drive core. Should the Normandy‘s design prove useful in field tests.
Designed with killing much larger ships in mind. except when "NonStandard Design" was tagged) • Oversize Drive Core • Kinetic Barriers Cost: 8 Aspects • Government Owned and Operated (Asari Republics) • Non-standard Design • Shields Down! • Oversize Drive Core • As Graceful as she is Deadly • Shields as tough as a Dreadnaught’s The Cybaen is an Asari cruiser-class warship. bring down their kinetic barriers. Cerberus fields its own defense ships around their secret research stations. Cerberus Fighter/Bombers Manufacturer: Cord-Hislop Aerospace Ship Class: Fighter Spacecraft Stats: • V-Shift: 5 • Beam: 1 • Torpedo: 3 • EW: 3 • Trade: 0 • Frame Track: O • Data Track: O • Heat Track: OO Stunts: • Vector Randomiser: Base defense 2 against Beams • Kinetic Barriers Cost: 7 Aspects • Missileer Formation Tactics • Out of Ammo (Torpedos) • Shields Down! Manufactured in secrecy. and then cause them to catastrophically vent their atmosphere. The Oversize Drive Core stunt provides a +1 bonus to the Heat track. A mix-up during the cruiser's construction left it with an unusually large drive core and engineers redesigned the ship around the excessive power source. explosive style. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts.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. and +2 to to V-Shift for 4bp. these fighter craft work as a unit to jam the comms of any intruding vessels. 73 .
the Defenders gain an extra aspect ―Power Drained‖. the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour. this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately. Anti-Air. as well as +1 to one of the Signals or Camouflage skills. There are no new platoon skills added in this section. Whether on a starship or a soldier's suit of armour. However. Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking. Shield Projector Kinetic barriers. Command. Additionally. there is an opportunity to explore larger scale events through multiple squads in the Platoon level combat minigame. Additionally. change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. Similarly. All normal rules for character association with units apply as per Diaspora page 192. the infiltrators gain an extra aspect ―Power Drained‖. Platoon Creation Changes When constructing platoons. or Direct Fire. At creation choose one of Armour or Hand-to-Hand. Biotic Specialist (Infantry) As fearsome as they are in direct combat. colloquially called "shields". New Platoon Stunts The following stunts may be taken by any unit that meets the type restriction (if any). provide protection against most mass accelerator weapons. this stunt grants +1 to the Signals skill of the unit. 74 . Tech Specialist (Infantry) Seizing control of the electronic battlespace. and receive a -1 penalty to Camouflage next turn. or Armour. Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. offensive Biotic abilities are unfortunately visually flashy and distinctive. Tech Infiltrator (Infantry) Using their jamming skills to great effect. Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. At platoon level. At the gaming table. as well as +1 to one of the Observation or Armour skills.Platoon Combat Mini-Game Changes Mass Effect Platoons The Mass Effect computer games are played from the point of view of one small squad in a very large galactic struggle. as well the ability to try to use a manouver to remove a free tag on an ally that is currently within Command range. This stunt provides a +1 to Hand-toHand. the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals. and +1 to one of Direct Fire or Anti Air. there are a few ways Mass Effect characters can augment their assigned platoon. though. The unit receives +2 to this skill when used defensively. Additionally. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. Direct Fire. Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand. the basic principle remains the same. determined at creation. while no less potent to their unit. the Specialists gain an extra aspect ―Power Drained‖.
Direct Fire 3. taking out support units and delivering marines to weak points in the enemy formations. Hand-to-Hand 2. no spot of enemy units required Battlefield Genius: platoon units gain Command Range +1 Command and Control of the Battlespace Overheated Weapons As Protective As a Papa Bear A61 Mantis Multirole Gunship (Citadel Races Only) The Gunship is driven by vectored-thrust engines. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . Movement 1. Command 1. allowing it to take off vertically and hover in place using minimum fuel. a fighter. the Grizzly has had a long career protecting its troops well. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. the Mantis remains in service in dozens of armies across the galaxy. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. Whilst slower and bulkier than its successor.Example Platoons All platoons are created at tech level T3. and was a bane against the Turians during the First Contact War. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. Armour 1. disrupting communications. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. The Mantis houses an element zero core which lightens the engines with a mass effect field. Direct Fire 3. The only role the Mantis cannot perform is that of a true deep-space fighter. Alliance Marines (T3 Infantry) Direct Fire 3. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. a high-altitude bomber. Movement 1. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. the M35 Mako. as it has no FTL drive. First rolled off the assembly lines in 2170. “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. Signals 2. Max Move +1 Scout: able to continue move when entering a zone containing an enemy Wireless: Command Range +1 Reach Out with Precision Fire Overheated Weapons Alliance M29 Grizzly Infantry Fighting Vehicle (T3 Armour) Armour 5. Movement 1. 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. Observation 2. Anti-Air 2.
they are adept at ambush. Armour 2. demoralizing and defeating their enemies through intense. A61 Mantis Gunship . and assassination. Direct Fire 2 Morale OO Interceptor: able to respond and act to enemy aircraft if on LAUNCH box 76 .Shield Projector (TE): Armour +1 Boosters (TE): Movement +1 Highly Trained: Morale +1 Surprise! I'm Back! Overheated Weapons A61 Mantis Gunship – Bomber Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. Movement 3.Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5.Air Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Anti-Air 4. Bombing Run From Nowhere! Out of Ammunition (prevent Mine laying) Overheated Weapons (prevent Direct Fire) Asari Huntress Platoon (Asari Republics) • 2x Asari Commandos • 1x Asari Huntresses • 1x Asari Bodyguards • 1x Asari Matriarch • Platoon Fate: 6 FP Asari choose to be warriors at a young age. possessing profound tactical insight. and their education from that point is dedicated to sharpening their mind and body for that sole purpose. a hunter's eye. Huntresses fight individually or in pairs. 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 . Movement 3. focused guerrilla strikes. Movement 3.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. and a dancer's grace and alacrity. One-on-one. 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 . infiltration. Armour 2. Movement 4. a huntress is practically unbeatable. Armour 2. Like an army of ninja. depending on the tactics preferred in their town. 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.
+1 to Direct Fire.Biotic Specialist: +1 to Hand-to-Hand. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Hand-to-Hand 3. Veteran 1. Observation 2. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Movement 2. Command 1. Veteran 1. Anti-Air 2. Camouflage 1. Veteran 1. This makes them extremely efficient in battlefield conditions. +1 to Anti-Air. Camouflage 1. Direct Fire 2. 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 . Direct Fire 3. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. Armour 1." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. +1 to Direct Fire. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. Armour 2. they don't even breathe. Movement 3. they may communicate their exact thoughts and ideas at the speed of light. The Geth make perfect ambushers—"they don't move. Movement 2. Highly Trained: Morale +1 Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Peerless Biotic 50+ Years of Battle Experience Asari Commando Team (T3 Infantry) Hand-to-Hand 4. Direct Fire 2. Armour 1. Morale OOO OOO O Geth Platoons All Geth are networked to each other. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. Geth can even be packed tightly into crates and left in storage. The key element of Geth warfare is surprise. shutting down their power sources to stay undetected. they don't make noise. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Movement 1. +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. Direct Fire 1.
Movement 1. Geth Troopers (T3 Infantry) Hand-to-Hand 3. Armour 1. Armour 3. Armour 2. which varies depending on which Leader is assigned to a Platoon. Movement 2. Direct Fire 2. or reduce its mass for limited evasive or positioning manouvers. which can be used to increase mass and provide greater traction. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. 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. Though the interior is cramped. 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. It is designed to fulfill the role of rapid deployment that its predecessor. Anti-Air 2. fell short of accomplishing. 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. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. 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. It is equipped with microthrusters and a small element zero core. 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 . Movement 1. Observation 1. Anti. Geth repair their morale using Signals instead of Command. and that they are extensively reliant on digital communication for interaction. Signals 2. the M29 Grizzly. Signals 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. Movement 2. Observation 1. Armour 2.Air2. Observation 1. Observation 1.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.
Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. STG Recon Unit (T3 Infantry) Camoflage 3. 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. Armour 3. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. performing dangerous missions such as counterterrorism. Armour 1. Signals 1. additional aspect ―Power Drained‖ to remove these bonuses. 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. Movement 1. STG operators work in independent cells. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . Hand-to-Hand 2 Armour 1. usually deployed by the Citadel Council. 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. reconnaissance. assassination. and sabotage. These include a recon drone controller. devoted to accomplishing their mission regardless of the cost involved to others or themselves. 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. infiltration. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. Observation 3. Direct Fire 3. Hand-to-Hand 2. Observation 2. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. Movement 1. Direct Fire 1. a mobile air defense platform. STG operators are brutally practical. +1 to Observation.
able to use manouver to remove free tag on ally in command. Armour 1. Hand-to-Hand 1.STG Infiltrators (T3 Infantry) Camouflage 3. Wireless: Command Range +1 Never Where You Thought They Were Overheated Weapons Power Drained Other Platoons and Units These are just a small sample of the potential types of units that can be created for the Platoon mini-game. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. Direct Fire 2. Indirect Fire 1. or perhaps some of the ones on the list below: • • • • • • • • • • • • • • • • • • • Batarian Slavers Blood Pack Mercenaries Blue Suns Mercenaries Cerberus Mobile Infantry Council Spectres Drell Assassination Squad Eclipse Mercenaries Elcor Heavy Weapons Geth Armatures Husk Zombies Krogan Beserkers Krogan Biotic Battlemasters Mass Driver Orbital Artillery Quarian Commandos Quarian Engineers Rachni Swarms Thresher Maws Vorcha Irregulars Wild Varren Pack STG Cell Leader (T3 Infantry Leader) Command 4. Tech Infiltrator: +1 to Armour. Signals 1. Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Always Has a Plan Overheated Weapons Command of the Airwaves Power Drained 80 . +1 to Camouflage. Anti-Air 1 Morale OOO O Omni-Tool Master: able to use Command skill for Sensors Special Forces: not automatically spotted when it shares a zone with an enemy unit. Hand-to-Hand 2. additional aspect ―Power Drained‖ to remove these bonuses. Armour 2. I encourage you to create your own versions of these units. additional aspect ―Power Drained‖ to remove these bonuses. Tech Defender: +1 to Command. Movement 3. Movement 2.
humans have an active role in galactic commerce and settlement. as well as how individuals choose to operate within. Humans also discovered the mass relay network that threaded the galaxy. Humans are still discovering what it takes to survive on these newly discovered worlds. exploring ancient ruins and fabulous cities alike. as well as confronting the prevailing opinions of humans as intelligent. such as 81 . beginning the First Contact War. there are hard limits on what you can do and where you can go. they began activating every mass relay they could find. which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry. unpredictable. Hoping to expand their territory and driven by immense curiosity about the galaxy. or outside. and Turians in the decision making process. and some members of those races resent the appearance that humans are going to jump the queue ahead of them. battling aliens and making allies (and vice versa). Salarians. Character creation works in a similar way. encountering various alien races and establishing itself on the galactic stage. no one in the wider galactic community had ever heard of humans. permitting instantaneous passage across thousands of light-years. as the structure of the Diaspora RPG cluster and character creation is designed to help you. This is the setting history established in the first Mass Effect game. to join the Asari. Cluster creation is intended for each player to suggest themes they‘d like to explore. Whilst you can explore hundreds of worlds across the series. At the time of the first game. by its very nature as programmed entertainment. our options are not so limited. humanity learned the secrets of mass effect physics and element zero. abnormally ambitious. highly adaptable. 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. those confines. 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. At the gaming table. They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. Taking control of a pivotal character in the events of the game. This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. unlocking faster-than-light travel. Humans are new to the galaxy A little over 35 years ago. Whilst the Citadel is seen as the primary location of galactic rule. with steps designed to help link your characters to each other. 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.Campaigns and Themes Mass Effect is set in the year 2183 CE. and are heavily petitioning for full member status in the Citadel Council. With the technology from these ruins. Humanity began its journey among the stars. creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. Many races have petitioned for elevation to this status for a long time. individualistic and thus. there are many places that the reach of the council doesn‘t extend. In this section. moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space. you get the chance to explore the galaxy. Law and Order The Mass Effect games place strong emphasis on the theme of law and order in the galaxy.
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. there is much appeal to playing highly competent beings breaking heads and taking names. Just choose one. lest the same mistakes get made. You can always fill in the rest as you play. take some time to decide why your character is so good at that particular skill. from a synthetic point of view. C-Sec is a volunteer organisation. you can always begin by using one of those characters as a starting point to developing your own. The Quarian peoples are adrift in space. exiled from their home planet by their own creations. The introduction of both a Geth character. and you‘re good to go. or even the elite Council Spectres. or circumvent. many mercenary groups employ humans as hired muscle. With only one skill at the Superb (+5) level. They have successfully incorporated humans into their structure to help with policing and patrol duties. the covert and clandestine Salarian Special Tasks Group. Diaspora supports this style of play with its pyramid skill structure. aspect. when other inspiration is taking a while to surface. Special Operations and Apex Skills When there are dangerous missions to perform. Tying into the first theme of humans being new to the galaxy. with them making up the largest of the minorities. At the personal level. Whether they are the biotic powerhouse Asari Huntresses. An AI gives the view from the other side of the fence when it says that. the Geth. ―Hacking Diaspora: Threats. they are all you need to begin to create a character. a stunt or two. Conversely. Sometimes. Organics vs Synthetics In the large scale. and is always happy to take new recruits. you have probably noted things of interest you‘d like to explore. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. nor impossible to work around. notably Blue Suns and Eclipse. resources and attitude for the character. banning AI research almost entirely. name them. 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. give ‗em that race. Partial Characters and Cool Stuff As you have read through this book. an ability or race. 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. so they have no need to trade resources or information with them. Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. The apex skill represents a significant investment in time. to provide protection to interests not necessarily desired by the Council. 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. Unfortunately for the council races. 82 . or the corporate control of Noveria. However. the law. The companion document to this rules hack. or stunt that interested you.the iron fisted rule of the Asari crime lord Aria on Omega. Along these lines. so too is the nature of how organics deal with synthetic intelligences. and Elite special operations groups are one place to develop them. these potentially disastrous outcomes are neither certain. "all organics must destroy or control synthetic life forms". there are those who are sent in to do them. skills or abilities your character needs. The Citadel Council heavily controls all research into synthetic intelligences. When you are unsure what kind of aspects. this can be explored in the ways humans protect.
0 83 .HACKING DIASPORA TO Name Race Homeworld Class/Concept Rank 5 Skill Rank 4 Skills Rank 3 Skills Cluster Known Biotic Effects Tech Talents Or Combat Excellence Abilities Health Rank 1 Skills Composure Wealth Aspects Mild Consequence Medium Consequence Severe Consequence Weapon Range Stunts Rank 2 Skills / Harm Pen Stunt Stunt Stunt Gear Armour Stunts Defense Rating Ammunition Effects HD2ME Character Sheet Ver 2.
modified by Bio-Amp Implant stunt. adept at sneaky and subtle Public service peacekeepers. other combat skills not higher than rank 3. Conserves momentum. Primary Biotic Effects: Barrier +2 to own armour defense rating. admired and distrusted equally Synthetic AI race created by. Minimal combat training. Singularity Gravity sink. Place aspect on target. the Quarians Reptilian mercs and enforcers. Tech and Combat skills not higher than rank 4. Effects last until the next turn only unless otherwise specified. Broken by the genophage Evicted by own AI creations. client race of the Turians Aggressive. mono-gendered race of female appearance Pirates. Warp -2 to enemy armour defense. home is where the flotilla is. no Biotic Training. no combat skills. Lift Target floats helplessly. Biotic and Tech Training skills not higher than rank 4. omnitools and bio-amps. emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. Non-technical apex skill. If used two turns in a row. Stasis Target unable to move and takes no damage. no Biotic or Tech Training. Tech specialist. Lasts two turns. target takes one additional damage shift from any successful attacks. Combat specialist. Combat Excellence stunt available with ranks in Tactics. Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. no Tech Training. Zone aspect. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. reliable and affordable equipment such as armour. Biotic and Combat skills not higher than rank 4. Throw Shift enemy one zone. clannish primitives used as cannon fodder by mercs Towering. Place aspect on target. Lasts three turns. 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. Minimal combat training. New Skill: Biotic Training (Page 26) Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. now militantly serve the Hanar Ponderous giants. 84 . combat skills not higher than rank 3. Place aspect on target. slavers.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. and overthrew. Number of effects equal to skill training level. no Tech Training. no Biotic Training. Amphibious information seekers. Hate humans Rescued from their dying world. adaptive predators loyal only to the strongest Engineer Vanguard Sentinel Infiltrator Biotic specialist. Three or four combat skills.
Unstable L2 Implant Max skill rank = 3. then next turn make a full turn move. Then. make a Close Combat check at +2 bonus for having one of the required effects. or a +4 bonus to unarmed biological target. If >5. 85 . Reave Requires: Warp effect and Medicine skill. Shockwave Requires: Lift or Singularity effect and Tactics skill. Armax Arsenal Supplier of elite Turian military units. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. All zones affected must resist this attack. those without Shielding have the Lifted effect applied to them. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. Spend one turn focussing on a target. Spend one turn preparing this effect. Effects = Skill rank. otherwise resolves at the end of turn. high priced and very difficult to acquire for most non-Turians. Unable to use this effect in consecutive turns. or Throw to target. Advanced Biotic Effects (pages 27. Asari Biotic No implant required. Effects = Skill rank. rounding up against other biologicals. then next turn gain a +2 bonus to armoured or synthetic target. L3 Implant Max skill rank = 3 Effects = Skill rank. May pay a FP to resolve the effect immediately. No max skill rank. Add 1dF to skill rank before combat to determine skill level. They must then resist an attack equal to Biotic Training +2. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect. That target becomes immune to further Domination next turn. Make a Biotic check at +2 for one effect. or +4 for having both. Effects = Skill rank L1 Implant Cannot take skill. have no implant and cannot take skill.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. Must not take free move. Add 3dF to skill rank before combat to determine skill level. Effects = Skill rank. If target was unarmoured biological. Draw line on map from character (Tactics -1) zones in length. Next. Place ―Slammed‖ aspect on target. New Stunt: Bio-Amp Implant (Page 29) Modifies number of effects. you are unable to act the following turn. or both if you possess both effects. Younger than 300: are dying. L3-R Implant Max skill rank = 3 -1 to composure track. must start again. reducing any pass costs by 1. L4 Implant Aspect: ―Occasionally Distracted by VI‖. Finally. Effects = 0 Stable L2 Implant Max skill rank = 4. If target is invalid. Effects = Skill rank +1. Effected targets with the Shielding stunt are unable to move next round. Place ―Biotic Shockwave‖ aspect if have Singularity. Unable to use another Biotic effect next turn. Slam Requires: Lift effect and one of Throw or Pull effects. Dominate Requires: Stasis effect and Resolve skill. or +4 for both. If 0. one composure or health damage cumulative per use. apply Barrier to self. may spend a FP to gain a defense bonus equal to half Medicine ranks. Their weapons and armour are high quality. no effects avail. you are unable to act the following turn. Finally.
to weapons and armour. professional mercs. Multiple Redundancy: Use my Tech Training. A mobile weapon platform at your command. Drone Stats: Range 0/1. Substitute ranks in Tech Training for Medicine skill rolls. etc. access secure systems. heat or toxic exposure. Offensively. All targets in the zone. Advanced Tech Talents: Must also have Computer (space) skill. place a ―Frozen and immobilised‖ aspect on the zone for one turn. starships. That target becomes immune to further Hacking next turn. and lasts 2 turns when activated. place ―Suppressed by Tech‖ aspect on appropriate target. in same or adjacent zone to the character unless otherwise noted below. and to hack lone targets. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect. Pen 2. including Biotics. Elanus Risk Control Services A private security corp that can provide event security. Primary Tech Talents: Damping Use defensively to contest Biotic Effects. Must have at least 1 rank in Medicine skill. bypass alarms. Drone and Have-a-Thing: Combat Drone stunt. All Tech Talents last for one turn. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. Must have at least 1 rank in Medicine skill. Must have at least 1 rank in Repair skill. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. Harm 2. 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. Hacking Restrictions removed to allow repeated Hacking attempts on same target. On a success. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action.VARIANT RULES QUICK SHEETS Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold. 86 . Substitute ranks in Tech Training for Repair skill rolls. Decryption Unlock doors. ending their turn if they fail. Advanced Requires: Hacking talent. May be taken multiple times to stack penalty. Jamming -2 penalty to enemy alertness checks. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. Combat Requires: Hacking Talent. NonLethal. 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. or passing through must roll their Stamina skill against the number of shifts. Place ―System Rebooting‖ taggable aspect on synthetic target. Place ―Disorientated and Confused‖ taggable aspect on biological target. Target becomes immune to further Overloads next turn.
New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. and unshielded targets must resist 3 shifts of Composure damage. and no ranks in either Biotic Training or Tech Training. and Armour with Shields stunt. the Tech Armour detonates. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. 87 . When neutralised. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. MG Immunity Once per scene. Overload Restriction removed to allow repeated Overload attempts on same target. Tactical Cloak Requires: Jamming talent. Unable to be used on successive turns against the same enemy. 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. excluding the user. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1.VARIANT RULES QUICK SHEETS Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain talent. Armour bonus granted by Shields boosted by +3 when this talent is activated. though their armour lines are generally recognized as above average. but must still meet all other prerequisites. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. Attacks reduce this bonus by 1 per shift. target takes Health damage of number of shifts. New Stunt: Combat Excellence (Page 34) This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. Combat Excellence Requires: Energy Weapon skill of at least Rank 3. Advanced Requires: Overload talent. any level of Tactics skill. Their weapons are stock quality at best. 89) Hahne-Kedar Earth-based major supplier to the Systems Alliance military. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. On a success. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. Tech Armour Requires: Hacking talent. after ―Shields are Down!‖ compelled. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. including possessing an appropriate weapon. 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. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged. Base Jamming talent duration extends by 1 turn. absorbed by armour.
VARIANT RULES QUICK SHEETS
Advanced Combat Excellence Abilities: Adrenaline Requires: Alertness and Rush Agility skills. Spend a FP to gain a +3 to your next roll. You also gain +2 shifts to damage for any attacks you make until the beginning of your next turn. Unable to use this ability in consecutive turns. Concussive Requires: Science skill. Shot Spend a FP to replicate the effects of Sledgehammer rounds (page 54, 89) until the weapon‘s ―Overheated‖ aspect is tagged. Disruptive Requires: Repair skill. Shot Add +1 Harm to weapons with ammunition that impose penalties to the Harm rating of the weapon. Fortification Requires: Repair skill; Armour with Shields stunt. Spend a FP to gain a +4 shield bonus to Armour until the end of next turn, when it then activates the ―Shields are Down!‖ tag. Hot-Swap Requires: Agility skill. Ammunition As a full round action, change from normal rounds to a variant ammunition type, or from a variant back to normal. You may not switch one variant ammo for another variant without switching to normal rounds first. Unity Requires: Resolve and Oratory skills. Once per scene, you may spend a FP to grant a consequence (1/2/4) to an ally that has been Taken Out. This is in addition to any consequences they already possess. You take a penalty to all rolls equal to the consequence rating for the next round only. Assign an aspect to the consequence as usual. You may spend another FP next round to keep the character active in the scene, but you no longer incur the consequence penalty. The character resumes their Taken Out status and the consequence is removed when no FP are spent, they take enough stress to be taken out again, or the end of scene occurs. Haliat Armoury A smaller Turian weapons manufacturer that specializes in a line of basic level weapons that are actually of high quality.
Paragons and Renegades
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. New T1+ Spacecraft Stunts (Page 71) Mass Effect Drive Tantalus Drive Core Internal Emissions Sink (IES) Civilian Spacecraft Frigates Spacecraft Tech Levels T1 (11 BP) (Page 70) T2 (17 BP). Cost 2bp. 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). Adaptable dangerous pests that hunt in packs. Cost 4bp. "Government Owned and Operated" aspect. Crew must adhere to SOPs. Cost 1bp. or T6 (41 BP) Allows access to mass relay network. +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. Intelligent arachnid race with hive mind. 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. Cybernetic zombies created by Geth from captured Biological races. Additional aspect from list below (or similar). Mechanical robots used as supplementary guards. Humans. 91 .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. +1 to V-Shift. Stealth system gives +2 bonus to Nav check in detection phase. Batarians or Krogan. except when aspect was tagged. Huge solitary burrowing monsters with acid spit. sometimes used by Krogan Blood Pack mercenaries. Violent primitive race usually found in forgotten corners of dark places. Must also have one other high energy usage system (IES). Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. Mostly Turians. +2 to Heat Track. Synthetic AI race. and all travel times reduced by factor of 10.
which causes a -1 penalty to Camouflage the following turn. Geth repair their morale with Signals instead of Command. +1 to one of Camouflage or Signals. +1 to Signals. and ―Power Drained‖ aspect. and get a -1 penalty to Camouflage next turn. +1 to one of Armour or Observation.VARIANT RULES QUICK SHEETS New Platoon Stunts Shield Projector Biotic Defender (Infantry) (Page 74) Biotic Specialist (Infantry) +1 Tech Enhancement to Armour Choose one of Armour or Hand-to-Hand: +2 bonus when chosen skill is used defensively. Gain +1 spot marker after attacking with either of the two chosen skills. Tech Defender (Infantry) Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network +1 to Command and ―Power Drained‖ aspect. Ability to try to use a manuover to remove a free tag on an ally that is within command range. +1 bonus to one of Direct Fire or Anti-Air. 92 . +1 to Armour and ―Power Drained‖ aspect. +1 to Hand-to-Hand.
Note 2: See the Spectre Gear Options section on pages 49 or 89. and are not available to other races. and Hanar all produce their own armour. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. but rarely differs substantially from other weapons of the same type. Elcor. but may be retrieved from defeated Geth.VARIANT RULES QUICK SHEETS Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Shunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Weapon Manufacturers (Page 48) Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. and is here purely for reference and inspiration for aspects or plots. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. This weaponry is always in demand for research purposes. 93 . 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.
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