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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
HumAnoydd. Some text has been taken from the Diaspora System Reference Document.ea. and are not meant to challenge ownership of such ideas.com/. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. Darth Illithid. Their home page can be found here: http://www. I first had to find a system that could do it justice. chiefly Brad J. Also. Bioware’s Mass Effect and its sequels. despite the available scope of the setting.vsca.Introduction Welcome to the updated version of my first attempt at system hacking. Assembling a group of champions.com/. Barbacobra. and Stacie_gmrgrl.wikia.TTF. and more. gear or mods don‘t quite suit your game. Bioware could only put so much into the game. Yook. For those looking for the font I used for the titles and headings. Special thanks goes out to my playtesters. Some things were hinted at. fellow RPG. Please see the Licence section for further details. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version. and can be found in their fantastic completeness here: http://masseffect. the process of taking an established setting and creating. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1. Silent Wayfarer. stunts. Mass Effect told the story of a group of civilisations about to meet their doom. and are used in this document with Fair Use intent. ChopSockey. What you see here is the culmination of my efforts to blend the two. rescuing colonists. battling synthetic intelligences. As you can imagine. the player trekked across the game setting exploring uncharted worlds. Travellingdave. I acknowledge that Mass EffectTM and all related races. I hope you find this document useful.net members Stevenls. don‘t be afraid to make up your own versions. it‘s a freeware font called Slider.0a (see page 90). PolkaNinja. zircher. and that you undertake and enjoy the adventures that are waiting for you. That‘s where VSCA Publishing’s Diaspora comes in. Murray (Halfjack). prototype00. Matthew Gooding (Reaganstorme) May 2012 ACKNOWLEGDEMENTS I would like to thank the creators of Diaspora. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds. Introduced to Diaspora by friends on RPG. 4 . others left as blank slates. but if some of the sample aspects. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License.html. were fantastic games that begged to be explored.ca/Diaspora/diaspora-srd. and Propagandor for their comments and encouragement.net. which can be found here: http://www. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void. James the Dark. EonTrinity. I realised I had found a game system that would suit my needs. Mass Effect 2 and 3. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom.
You add up the +s.75 0 1 2 3 4 19/81 23.The DIASPORA Mini-Games Diaspora is a set of mini-games.24 -3 4/81 4. Treating the -5 and 5 results as zero keeps the expected range though. and 5-6 as +. in that the term Fair is replaced by Decent. it is often the difference between two rolls that might determine the quality of success. through the invocation of Aspects. which might be someone else's roll or might be a level imposed by the referee. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. Since an apex Skill is at level 5.35 4/81 4. and other elements from the FATE system but they each have other distinctions. in which a player roll is compared against a referee roll. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. which yields a result between -4 and +4.75 10/81 12. A Fudge die is a d6. this is functionally the same as rolling 4d3-8. Without special dice. subtract the -s. when all things are considered. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. Refer to the provided links if you wish further clarification of any rules based information. Each of these use fate dice.46 16/81 19. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. are single digits.95 1/81 1. in an opposed roll. You roll your set of four fudge dice. If one is looking for appropriate adjectives to describe an action. most numbers in the game. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. 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. This yields a particular curve. with better chances for extreme results. you add an appropriate skill. results of 7 against 5 represent a decent success. available on the Internet. with two faces marked -. and you have a total. 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. 3-4 as blank. successes and difficulties are rated by numbers or by the terms on the Ladder. 5 . and then you compare against some difficulty level. around which the game is built. you could treat 1-2 as -.95 -2 10/81 12. two faces marked +. The words are only applicable directly when a single character acts. yielding a range from -4 to +4. Our Ladder here is slightly different from the Spirit of the Century Ladder. and two faces blank.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice.35 -1 16/81 19. While higher numbers are possible. So. Aspects.
The Citadel. 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. and their focus. In the Mass Effect setting. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. and the usages of their Element Zero based technologies. In anticipation of intelligent life reaching for the stars. the last great technological society. allowing them to tap into dark energies to reduce their mass. This "mass effect" is used in countless ways. An advanced hybrid race of sentient synthetic/organic warships. Using the energy field created by the mass relays. allowing higher rates of acceleration. or military antiproton drive) in addition to the FTL drive core. or "eezo". allowing high speed travel with negligible relativistic time dilation effects. In fact. commercial fusion torch. slumbering in hibernation.000 years ago. Very massive ships or very high speeds are prohibitively expensive. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. economy ion engine. with a few catches. With only a core. behind them when they again leave for millennia. By leaving the mass relays. It is most prominently used to enable faster-than-light space travel. the idea of technological advancement to the point of collapse is here. In particular. skilled navigators are able to propel the ships light-years in only a few hours. a ship has no motive power. were the Reapers. the Reapers wait for the coded signal from their keepers that technology is progressing. and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. as are limited FTL routes. emits a dark energy field that raises or lowers the mass of all objects within it. FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. ELEMENT ZERO AND THE MASS EFFECT Element Zero ("Eezo") When subjected to an electrical current. from generating artificial gravity to manufacturing highstrength construction materials. 6 . They discovered that in the dark spaces between galaxies. Starships still require conventional thrusters (chemical rockets. are not in-fact the creators of the mass relays scattered through the galaxy. and that the time to feed has come again. This effectively raises the speed of light within the mass effect field. all currently discovered uses for element zero based effects generate a heat debt that must be managed. dubbed the Protheans. and the heat debt acquired by interstellar travel. The amount of element zero and power required for a drive increases exponentially to the mass being moved and the degree it is being lightened. the Reapers provide the building blocks for their next harvest. These routes are only able to be navigated using space ships with special Element Zero power cores.The MASS EFFECT Premise SETTING BACKGROUND Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect. Navigation is only possible between relays. the rare material dubbed element zero.
mass is increased. mass is decreased. this manifests as an occasional static shock when they touch metal or other people. personal networks are everywhere. and protect starships in planetary orbit or during space battles. who have jump started their technological creations and exploit Element Zero and mass effects themselves. In space. 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 greater the magnitude of the dark energy mass effect. and each system can have several planetary systems reachable by ships. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. as with regular Diaspora T4 societies. The Geth are a prime example of the doom that is pending with the development of AIs. driving the Quarians from their homeworld and taking over. 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. and both are susceptible to combat hacking. Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. the enormous excess energy shed in the form of lethal Cherenkov radiation. In manufacturing. Whilst there are still advances to be made. When the table sits down to create the cluster. 7 . For Biotics. but all Biotics are sensitive to the presence of mass effect fields. it's much more efficient to use the mass relays to navigate the galaxy. The military makes extensive use of mobility enhancing technologies. This requires intensive training. In starship drive cores. to prevent the electricity discharging into the hull and causing catastrophic damage. low-mass fields permit the creation of evenlyblended alloys. It also means that most weaponry will be energy weapons. This reflects back to the Cluster generation mini-game quite easily. The ship is snapped back to sublight velocity. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. while high mass compaction creates dense. High-mass fields create artificial gravity and push space debris away from vessels. whilst limited FTL is possible. the effects are catastrophic. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. Even colonists have access to advanced tech. we see the presence of technology everywhere. either by touching a planet surface or interacting with a planet's geomagnetic field.If the field collapses while the ship is moving at faster-than-light speeds. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. the slipstreams become the links between the mass relays. and plenty of scientific secrets still to be discovered. The least developed of the races is humanity. and cybernetic implants. Ubiquitous Technology In the games. this charge must be grounded at regular intervals. many Biotics can also create and manipulate their own mass effect fields. and we never see any nontechnical races competing for resources. The stronger the current. amongst a variety of other effects. With a negative current. the world of Mass Effect is on the brink of imminent collapse. but can produce impressive offensive or defensive effects. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. sturdy construction materials. This still gives us plenty of conflict to game. Some Biotics' talents are not strong enough to be offensively viable. With a positive current. So.
representing a very minimal structure of a handful of people at most. especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. or other associate species of the Council. Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. and those who commit crime and are caught generally face the appropriate penalties. There's plenty of variance in the levels of Order in societies during the missions in the game. What started as measures to protect the public good are beginning to become quite restrictive. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. the Citadel. Example – The Citadel 8 . we need a new stat to represent variances between worlds. Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station. so whilst today's criminal ganglords might provide some measure of stability. there are multiple layers of bureaucracy.Cluster Creation Mini-Game Changes NEW SYSTEM STAT: ORDER Due to the universally high level of access to technology. O+0: Stability Those employed to look after the public generally do. although there are still those willing and able to rort the system without bringing too much attention to themselves. revocation and enforcement of many activities. weapons. period. systems and societies. At this level of order. Example – The Zhu‘s Hope colony on the world of Feros O-2: Establishment Research stations and other corporate facilities often require places where they control exactly which rules they choose to follow. Any sufficiently charismatic or forceful individual can set whatever rules they like. where slaves. tomorrow's gang leaders may die in a hail of blaster fire. those in charge are more concerned with their own power than in serving the public interest. O-1: Corruption Whilst relatively stable. from the relatively lawless Omega. There is a substantial administration system geared towards the issue. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything. Example – The world of Illium. Example – Any homeworld of the Council races. the rules and restrictions are beginning to pile up. I've picked ORDER. validation. and all manner of other restricted goods are available for sale. all exploited by those wanting to work around them. licensing and policing of those granted licences are the primary methods of keeping order. Example – The completely corporate and privatised world of Noveria. Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. verification. controlled or illegal narcotics. O+2: Licensed At this level of order. Life is strictly survival-of-the-fittest. to the totally controlled centre of galactic politics. O+1: Progress Typically touted as a fair system for all.
including baseline humans. After all.Making it Work. “anything should be able to be modelled with an appropriate balance of Skills. 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. They may suggest some Skills should be higher than others. (Diaspora. Aspects. There are some suggestions on how to model variances to the Diaspora setting in the SRD. Page 221) There are fifteen racial backgrounds in Mass Effect. 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. I‘ve incorporated two of them: new races and special powers. but are included in this section for completeness. 9 . These differences form the mechanical description of the race.Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. Some of the racial backgrounds described on the following pages should not be taken as options for player characters as they are more suitable for use as antagonists or in social interactions. or that some should be lower. 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. and of those ideas. and Stunts”. they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type. Chapter 9 . as the SRD states. and Stunts that would be more common in the race than in humans.
A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. and Biotic talent. there are not many of them. culture/tech. mercenaries. develop their stealth and close combat skills as huntresses. Asari typically have the Agility skill quite high. and some all of them at somepoint in their life. The Asari were instrumental in proposing and founding the Citadel Council." The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. Fortunately. Asari have had a long time to develop many other skills. not all develop their skills. Asari have been bartenders and dancers. a hunter's eye. Asari can be found in all walks of life. diplomats and warriors. The Asari. but taking ranks in Biotic training is optional. and usually have at least one space skill. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. Biotics are common enough that some capability is a requirement to be trained as a huntress. depending on the tactics preferred in their town. Asari characters favour a few skills over others. bureaucracy. and have been at the heart of galactic society ever since. One-on-one. and some kind of profession. lack of Biotic talent excludes a young Asari from military service. A very long lived race. Politically minded Asari will have good arts. diplomacy. possessing profound tactical insight. As such. Out of physical combat. and as such often have the resolve skill. they possess an alarming proficiency for killing. Whilst they are natural Biotics. but often have good charm or intimidation ranks.Asari from that point is dedicated to sharpening their mind and body for that sole purpose. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. a huntress is practically unbeatable. native to the planet Thessia. 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. and their education 10 . This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight. Asari choose to be warriors at a young age. and to discover and inhabit the Citadel. and a dancer's grace and alacrity. traders. are often considered the most powerful and respected sentient species in the known galaxy. Asari characters must take the Natural Biotic stunt. and when focused on building their martial abilites are fearsome huntresses. Reflecting their physical attributes. Huntresses fight individually or in pairs. When they retire.
The custom is so deeply ingrained in Batarian culture that they consider the Council's anti-slavery standing to be prejudicial. Batarians place an extremely high value on social caste and appearance. Batarians strongly believe that species with less than four eyes are less intelligent. fuelling the stereotype of the Batarian thug. and have high combat and intimidation. make Batarian counter-culture rebels almost impossible to find. preferencing vanguard and sentinel packages. 11 . The indoctrination by their govenment and caste systems. Most Batarians at large in the galaxy will therefore be mercenaries or pirates. It is not known what the average Batarian thinks about their enforced isolation. becoming an inward-looking rogue state. negotiations with a Batarian are likely to be conducted at gunpoint. and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations.Batarians Slavery is an integral part of the Batarian caste system. When humans began to colonise the Skyllian Verge. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. Given the Batarian government's oppressive nature. as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. is still hostile to the Systems Alliance. and overstepping one's place is frowned upon. despite being illegal according to Council law. known as the Batarian Hegemony. and related skills such as demolitions and tactics. Almost universally despised. a region the Batarians were already actively settling. Rogue Batarian slave rings are feared throughout the galaxy. it is speculated their supreme leadership is autocratic or totalitarian in nature. but beneath the notice of the powerful Council races. as well as the threat of slavery by their own kind. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. The rest of the galaxy views the Batarians as an ignorable problem. Their government. despite the fact that their exile is largely self-imposed. though in more lawless regions of the galaxy like Omega. Casting aspersions on the monetary worth of a social better is considered a serious insult. especially among colonists. who are forbidden to leave Batarian space by their omnipresent and paranoid government. Their shock troopers are known to be Biotically talented. They have a reputation for being shrewd businessmen and merchants. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. It should be noted that these criminals do not represent average citizens. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest". The Council refused.
Since their subtlety can lead to misunderstandings with other species. These recalls are so vivid and detailed that some Drell may mistake it for reality. With their help. making them deliberate and conservative.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. This process can be involuntary. The Elcor were just making their first forays into space travel when the Asari made contact with them. as well as all space and combat skills. had established a regular trade route to the Citadel. The Elcor are native to the high-gravity world Dekuuna. the Elcor discovered the closest mass relay and. Elcor speech is heard by most species as a flat. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. standing on four muscular legs for increased stability. which the Drell fulfill by taking on tasks that the Hanar find difficult. an evolved response to an environment where a fall can be lethal. who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. ponderous monotone. but primarily ones that involve physical tasks. such as combat. scent. The Drell possess eidetic memory. The memories are so strong that an external stimulus can trigger a powerful memory recall. EVA and repair. stamina. but as being requested to serve is a great honour. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. Any Drell may refuse to serve. They are massive creatures. The Elcor quickly became one of the more prominent species in Citadel space. Since then. resolve. alertness. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact. Elcor move slowly. and survival. so many have high ranks in agility. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. such as demolitions. an adaptation to a world where they must remember the location of every necessary resource (vegetation. Drell have quite a few physical skills due to their harsh development. Their Compact with the Hanar allows them to develop many other skills. though they still have to share an embassy with the Volus. This has coloured their psychology. These are filed away in huge libraries of data discs 12 . The Elcor follow the recommendations of their Elders. drinkable water and prey migration paths) across vast distances. extremely slight body movements. few turn down the offer. Amongst themselves. within a single lifetime.
lumbering Geth Armatures. separating their technology base from the rest of the galaxy. the Quarians attempted to exterminate them. they should not have combat skills. which could house every single Geth program. and are fond of making thorough. The Geth continued development of new technology and variations of mobile platforms. only slightly larger than the Alliance's. pirates. to the gigantic. The Geth did not repopulate the now barren Quarian worlds. The Elcor economy is small. bureaucracy. Fortunately. the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers. Due to their conservative nature. Because their slow. This makes Elcor policies very predictable. They don't need to trade for any resource—they have all they require to supply their own needs. assault. Elcor make better colonists than sailors. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest. 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. Little is known about the Geth in the time between the Morning War and the present. and trade only in finished goods. Elcor warriors don't carry small arms. the Geth monitored communications and the Extranet. The slow speed and immense size of the Elcor makes them easy targets. 13 . Over time. High brokerage. The Geth won the resulting war. their durable hide allows them to shrug off most incoming fire. specifically).any ships that ventured into Geth space were immediately attacked and destroyed. recon and repair drones. instead choosing to exist in the computer hubs aboard massive space stations. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. Any attempt to embargo their space would be fruitless. While they prevented any contact by other races with themselves. consequently having fewer space related skills. the Elcor rely on sophisticated VI combat systems.and are consulted when needed. and reduced the Quarians to a race of nomads. The Geth also utilise turrets and drones (rocket. to bouncers. provided one has done a great deal of research. They adopted an extremely isolationist attitude. Geth The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. 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. When the Geth became sentient and began to question their masters. The Geth were created sometime around 1900 CE by the Quarians. instead relying on equipment stunts if in military roles. They see no point to rushing things. Elcor occupy all sorts of positions. and stamina. but extremely well developed. serial killers and actors. These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists. century-long development plans. They obtained an ultimate goal in this time period. colonists. from traders and business operators. as labourers and tools of war.
accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. but are not strong enough to lift more than a few hundred grams each. Several hundred years ago. Now the Drell serve as a client race of the Hanar. water-native Hanar cannot support their own weight in normal gravity. and although to outside observers the relationship can be construed as a form of slavery. have access to Tech Talents. 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. Hanar The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. the Hanar made contact with the Drell on their nearby homeworld of Rakhana. the reality is very different. and their strong religious beliefs regarding the Protheans. the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal. However the invertebrate. Geth encountered beyond the Veil will have programs developed equivalent to skills.Approximately three centuries after the Morning War. in exchange for their assistance. whom they refer to as "the Enkindlers". where they integrated into Hanar society with the remaining Drell dying out. A small percentage of Geth. The majority of the Geth dismissed the offer. They were allowed to peacefully leave the main Geth network. 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. Hanar are known for their intense politeness when speaking. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology. and vary according to role. Their limbs can grip tightly. although most of their height is in their long tentacles which have three fingers at the base. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. When interacting with mainstream galactic society. Many Drell become unofficial members of the 14 . however. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. The Hanar 'stand' slightly taller than a human. Drell have integrated with every level of Hanar society.
possibly as a homage to the Human detective that the Hanar character is based on." The face name is used as a general label for use by strangers and acquaintances. Drell servants usually carry out Hanar assassinations. For example. Hanar characters should have no combat skills at all. Instead they refer to themselves as "this one. As such. Few standard technologies (designed for bipedal and fingered species) are available in their space. and will remain formal even with those it wishes dead. and tend to be poetic. Most Hanar take offense at improper language. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers. Hanar characters will be exceptional by choosing to associate with non-Hanar races. almost to a fault. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. The Hanar have two names. Few Hanar are willing to deal with other species.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) -. as the Hanar are too cumbersome out of the water to participate in a physical fight. Economic contacts are limited to a handful of trade stations on their borders. a movie about a Hanar Spectre who has "a gun in every tentacle.and speak with scrupulous precision and extreme politeness. The soul name is kept for use among close friends and relations." It is only around those who know their soul name that they would ever consider using the first person. which occasionally causes clashes with other Citadel races. and some even earn the privilege to learn their masters' soul names." or the impersonal "it. though they are still capable of strangling someone in favourable conditions. Hanar are extremely polite. and must take special courses to unlearn this tendency if they expect to deal with other species. a Hanar will still maintain exquisite poise. Even when flustered or angry.family. 15 . "This one wonders if the criminal scum considers itself fortunate"." That said. The Hanar communicate using sophisticated patterns of bioluminescence -. the trailer also shows another key scene where the Hanar says. Due to this self-imposed isolation and the unique physiology of the race. so should have some driving Aspects to explain why. games and movies such as Blasto: The Jellyfish." Famous for it's tagline "Enkindle this" followed by a gunshot. a "face name" and a "soul name. and they produce very few goods that are usable by others. One industry that Hanar seem well suited to is the Entertainment Industry. their economy is small and isolated from the rest of the galaxy. frequently appearing in magazines.
they will be able to influence the Council's rulings. which caught the Turians by surprise and ex- 16 . This makes human genetic material useful in biological experiments. Led by Admiral Kastanie Drescher. and the mass relay networks shortly thereafter. Human ambassadors have been pushing to induct a human into the Spectres. The Council forced the Turians to pay heavy reparations. It has been noted that humans are unusual in the galactic community. The conflict began when the Turians attacked a human fleet attempting to activate a mass relay (illegal under Council law) and then occupied the human colony of Shanxi. The conflict caught the attention of the Citadel Council. the Alliance became the representative and supranational governing body of humanity. As a consequence of the Alliance's swift and decisive action during the First Contact War. the Council's elite operatives. opening any mass relays they could find.Humans pelled them from Shanxi. begun in 2157. Discovering information on a mass relay orbiting Pluto. which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. thus introducing humans to the galactic community. Since then. humans expanded to other systems. the Second Fleet then launched a massive counter-attack. though they are trade partners with the Turians and Asari. Without alliances or key political positions. with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. protect their own interests and have a say in the governing of Citadel space. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. humans have had to follow the edicts of the Council without having much influence on their decisions. Humans. Once humanity does get a seat. a global rush began to decipher the petabytes of data from the outpost. They independently discovered a Prothean data cache on Mars in 2148. are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. from the planet Earth. humans have no close allies among the other races. Unlike many species in Citadel space. humans have rapidly risen in prominence. explorers managed to open the Charon Relay and discovered it led to Arcturus. although the repercussions from the First Contact War are still being felt. While religions tried to assimilate this discovery into their doctrine. because they have far greater genetic diversity compared to other species with more peaks and valleys. Human explorers on Mars uncovered a longruined Prothean observation post. as a control. known by humans as the First Contact War. as the first step to getting a seat. With the help of the fledgling Systems Alliance.
and extreme heat and cold. the Krogan were 'uplifted' into galactic society. Krogan typically have few social graces. Many who have left Tuchanka have found employment as professional mercenaries. ultimately. causing a severe drop in births and. but actually thrived in the extreme conditions. and should also invest in brawling. Krogan characters should have the stamina skill in one of the top three tiers.Krogan Krogan have always had a tendency to be selfish. after the Rachni were eradicated. They respect strength and self-reliance and are neither surprised nor offended by treachery. scarce resources. as Krogan society became more technologically advanced so did their weaponry. The Krogan managed to not only survive on their unforgiving homeworld. and security enforcers for gangsters. and overabundance of vicious predators. and they are highly resistant to environmental hazards. Unfortunately. The weak and selfless do not live long. private armies. and governments alike. eliminating the Krogan numerical advantage. and blunt. but due to the overabundance of predators on their home planet. Their thick hides are virtually impervious to cuts. population. Ironically. In their culture. including toxins. With the help of the Salarians. 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 world known for its harsh environments. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). This genetic 'infection' dramatically reduced fertility in Krogan females. As such. close combat and resolve. 17 . Biotic individuals are rare. bodyguards. radiation. perhaps excluding intimidation. starting the Krogan Rebellions and forcing the Turians to unleash the genophage. though those who do possess the talent typically have strong abilities. scrapes or contusions. "looking out for number one" is simply a matter of course. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. unsympathetic. the rapidly-expanding Krogan became a threat to the galaxy in turn.
After being refused aid from the Citadel Council. Soon after. the Quarians live aboard the Migrant Fleet. Approximately three hundred years ago the Quarians created the Geth. a huge collection of starships that travel as a single fleet. 18 . some take all six. resolve. effectively cutting the Quarians out of Citadel politics as a punishment for their actions. Most Quarians focus on two space skills. but they also take ranks in repair. However. The most important fact of Quarian biology is their weak immune system. The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. a species of rudimentary artificial intelligences. the Quarians became terrified of possible consequences and tried to destroy their creations. the Council stripped the Quarians of their embassy. If they travel on a sterile ship of the Migrant Fleet. As a result. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems.Quarians Quarians are trained extensively before they leave on their pilgrimge. science and survival. and quickly develop high EVA and medical skills to protect themselves. to serve as an efficient source of manual labor. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. to protect them from disease or infection if they are injured. Their suits can be compartmentalised in the event of a tear or similar breach to prevent the spread of contaminants (similar to a ship sealing off bulkheads in the event of a hull breach). the Quarians fled in the Migrant Fleet while the Geth took over their systems. Ever since. when the Geth gradually became sentient. this aspect changes to "No substitute for home cooking" or something similar. and favour MicroG combat or energy weapons. Since their homeworld Rannoch was conquered. All Quarian characters should take the Aspect "Life seen through a window". all Quarians habitually dress in highly sophisticated enviro-suits.
and tactics. The Salarians provided the Krogan with advanced technology and a new. spearheaded in the field by Special Tasks Groups (STG). but some races. The peaceful home planet and better technology put less strain on the Krogan as a species. including a few humans. and as such are well suited as traders and mercenaries. especially the Elcor. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. bureaucracy. Unfortunately. The Salarians also played a significant role in the evolution of the Krogan species. Also valued are all space based skills. They are constantly experimenting and inventing. numbers and energy to spread through Citadel space. using their brokerage. Salarians are known for their observational capability and non-linear thinking. Though their military is nothing special. This comparatively easy life. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. other species seem sluggish and dull-witted. Salarian Characters excel at invention. 19 . a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth. and move fast. their metabolic speed leaves them with a relatively short lifespan. demolitions. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. medical. as they did before contact with the Salarians. the Salarians are warm-blooded amphibians with a hyperactive metabolism. allowed the Krogans the time. Salarians over the age of 40 are a rarity. To Salarians. aggressively claiming formerly allied planets as their own. talk fast. preferring to use cutting-edge technology rather than settle for anything less. combined with their exceedingly high birth rate. science. see the Salarians as manipulators. repair. Salarians think fast. Salarians often have ranks in intellectual skills such as archaeology. Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. With this in mind.Salarians The second species to join the Citadel. and it is generally accepted that they always know more than they are letting on. tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). Many Salarians have high alertness informing their decisions. and EVA skills to augment their chosen professions. As such they are well respected. The Salarians see information gathering and even spying as a matter of course when dealing with other races. This manifests as an aptitude for research and espionage.
It is rare to find one who puts his needs ahead of the group. intimidation. it is an allencompassing public works organisation. All Turians characters should have at least five skills from the combat and space skill sets reflecting time spent in public service. Known for their militaristic and disciplined culture. The fire brigades serve the civilian population as well as military facilities. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. oratory. It is not just an armed force. from a construction engineer to a sanitation worker. and eventually gained a Council seat in recognition of their efforts. Aspects should also be chosen to reflect their loyalty to the team. they accepted the mercantile Volus as a client race. and power stations.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. as anything from a soldier to an administrator. Also prominent are bureaucracy. water purification plants. schools. Every citizen from age 15 to 30 serves the state in some capacity. the Turians are the most recent of the Citadel races invited to join the Council. The Turians then filled the peacekeeping niche left by the oncecooperative Krogan. The Turians deployed a Salarian-created biological weapon called the genophage. The corps of engineers builds and maintains spaceports. which virtually sterilised the Krogan and sent them into a decline. offering protection in exchange for their fiscal expertise. stamina and survival. The merchant marine ensures that all worlds get needed resources. 20 . Turians have a strong inclination toward public service and self-sacrifice. Turians are noted for their strong sense of public service. The military police are also the civic police. repair. so they tend to be poor entrepreneurs. The Turian military is the center of their society. demolitions. To compensate.
is a selfaware computing system capable of learning and independent decision making. A virtual intelligence (VI) is a sophisticated program designed to make modern computer systems easier to use.I. To gain some measure of control over the creation and study of AI.Virtual Intelligence and A. Some VIs have 'personality imprints'. as VIs are only utilised to assist the user and process data (although. conscious entity deserving the same rights as organics. only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. An AI cannot be transmitted across a communication channel or computer network. and in Citadel space they are technically illegal.s A VI going ―rogue‖ is akin to software not working correctly—that is in fact the cause. just made with clever programming. Manufacturers of the blue box hardware required for the creation of AIs are also similarly restricted. Creation of a conscious AI requires adaptive code. They are not to be confused with artificial intelligences like the Geth. react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation. the L4 iteration. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports. as variations in the quantum hardware and runtime results create unpredictable variations. A lot of armour upgrades use VI enhancements. although it is illegal to make VIs based on currently living people. like AIs. The Geth serve as a cautionary tale against the dangers of rogue AI. speech pattern and appearance based on specific individuals. the term "synthetic" is considered the politically correct alternative. Though they appear to be intelligent. they can still get out of hand). but not the definition. This is what gives Rogue VI its definition—had the VI simply not worked. The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent. when the Geth rebellion put an end to most of their research into synthetic intelligence. An Artificial Intelligence (AI). and a specialized quantum computer called a "blue box". a slow. The newest biotic implants. to create a kind of virtual immortality. with their behaviour parameters. an AI is no more than data files. so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user. Without its blue box. however. 21 . it would be more broken than rogue. that an AI is a living. Loading these files into a new blue box will create a new personality. A VI is Rogue when it no longer does what it is intended or instructed to do. however. they aren't actually self aware. expensive education. They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life. Advocacy groups argue. use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential.
They hail from Irune. 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. Volus must develop EVA skills to keep themselves safe.Volus Vorcha The Volus are an associate race on the Citadel with their own embassy. Known for their unique biology and aggressive behavior. resources. which is a sore point for many Volus individuals. and their presence is generally seen as a blight. 22 . work as some of the best financial advisers in Citadel space. whether it be of land. and many. the Volus must wear pressure suits and breathers when dealing with other species. and they have a long history on the Citadel. The Vorcha are not themselves a space-faring race. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. Like the Quarians. as should some profession such as banking. younger members will depart to start a new clan elsewhere. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. The rest of galactic civilization regards them as pests and scavengers. more militant species. and only two at most. As a result. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. When a clan population grows too large. as do oratory and tactics. They are comfortable with bureaucracy. Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. they have never been invited to join the Council. both against rivals of their own species and against any alien who stands in their way. They are extremely aggressive. Volus culture is dominated by trade. trader or accountant. but are also a client race of the Turians. Vorcha society is built around combat. they tend not to be very violent. In fact. 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. The Volus have a reputation as traders and merchants. both singly and in groups. Brokerage should be in the top three tiers. such as Omega. "know your customer's need better than they do". or even other tribe members. and can even seem overly-pacifistic and cowardly to other. Volus mostly make their influence felt through trade and commerce. Volus characters should not have any combat skills above tier four. the Vorcha use combat. although many have found their way off-world as stowaways on ships visiting their homeworld. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. Because the Volus are not physically adept. However. Because they are not physically adept compared to most species. as their default form of communication resulting in their communications being primarily non-verbal. and most have extensive assets to draw upon. Culture/tech skills are part of the business ethos. if at all. but are unlikely to have much in the way of space skills. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations.
Yahg society is built around a pack mentality. a triangular mouth adorned with sharp teeth. The Yahg are a sentient race of towering humanoids native to the world of Parnack. the Yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation. the Yahg possess unrivalled perceptiveness and mental adaptability. large body standing over a Krogan which provides considerable physical strength and agility. the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally. Yahg have four pairs of eyes. A group of Yahg will not cooperate until a single leader has attained dominance through either social maneuvering or brute force.Yahg The Yahg evolved to fill the niche of apex predator on Parnack. and two other fingers. two large horns and facial markings on their heads. each pair designed to track and predict the movements of prey. making it almost impossible to lie to a Yahg. 23 . Once the leader is established. Consummate predators. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species. as well as three toes on each foot. known for their violent and aggressive nature. Discovered by the Citadel Council in 2125 CE. They have scaly skin ranging from red to brown. The Yahg also possess a muscular. Their hands each have three fingers which include a thumb.
they should not have more than three combat skills in total and the highest at a tier one lower than their Biotic Training skill. they are by no means the only character concepts allowed. so don‘t worry too much if you have an idea for a character that doesn‘t seem to fit with any of the classes presented below. Whilst still prevented from taking Biotic Training. Adepts should have the Biotic Training skill in the first or second tier. The weapon and combat specialist. Possessing an unusual combination of skills. They should have no ranks in Biotic Training or Tech Training. and should have no ranks in the Biotic Training skill. Also. with one of them at tier two and the other at tier three. Such specialised fields leave little time to develop combat skills. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. Whilst still prevented from taking Tech Training. Soldiers should have at least three or four combat skills. such as charm. They should also take ranks in stamina and resolve. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. The Biotic specialist. they should not have more than three combat skills in total and the highest at a tier one lower than their Tech Training skill. all ranked relatively highly with one in tier one or two. The Tech specialist. I came to the realisation that classes are not all that different from non-human races. if at all. stamina. intimidation. but should have ranks in demolitions.CLASS PACKAGES After a bit of tinkering. They should also consider taking advantage of the Combat Excellence stunt. and tactics. The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. whilst there are only six basic classes in the game. They lack advanced combat training. stealth and tactics. Engineers should have the Tech Training skill in the first or second tier. Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three. with resolve and stamina also valuable. should have only one combat skill at tier five. in that to play as a certain class type some skills should be valued over others. Sentinels are Biotics with Tech training. They lack advanced combat training. and should have no ranks in the Tech Training skill. and as such. or oratory. and their attendant specialisations. with the highest combat skill at tier four. 24 . Receiving more combat training than the Adepts. with the highest combat skill at tier four. They should also take ranks in agility. Receiving more combat training than Engineers.
This effectively inverts the function of the "Civilian" weapon stunt. Biotics were typically discovered at a very young age. about one in ten exposures will result in a person with moderate. are individuals who were exposed to dust-form element zero in utero and. generate protective barriers or restrain enemies. or gainfully employed? Biotics All Asari are natural Biotics from birth. Weapons are an important aesthetic from the games. and as a result many Biotics develop their powers with military application in mind. did not manifest Biotic talents. In humans. can develop them in puberty through further exposure to element zero. beating the odds. Biotics of other species. Once trained.usually at puberty . slow process. however if they don't there are still stories that can be told about characters who didn't receive training. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. but not all. there is a risk the eezo will cause medical complications instead. However. though not all choose to develop their abilities. then outfitted with a surgically implanted amplifier in the brain . All Biotics are sensitive to mass effect fields. could also have been influenced by their Biotic Powers. and so on. but each Biotic must first be trained. Usually. Most. With Mass Effect being Space Opera in theme. then the character needs a Military Grade weapon stunt to utilize it. The medical risk to their body. The events leading to their Moment of Crisis.NEW SKILLS AND STUNTS Another of Mass Effect's differences is the presence of Biotic and Tech related powers. the quality of their implant. such as terminal cancer. entered military service when they reached their Starting Out phase. The first one we can do with an appropriate Aspect. In extremely rare cases. yet 25 . or after being Sidetracked. This is done using a technique called 'physical mnemonics'. and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. if a weapon does not have the ―civilian‖ aspect. they aren't always permanent. and even if Biotic talents manifest themselves. In the core rules. producing the effects seen as Biotic abilities. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. and the extent of their training are the core concepts we want to integrate. though some left. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. or otherwise went rogue.to use their talents to any useful degree. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. Two new skills are introduced to allow characters to access these abilities. or escaped and became mercenaries. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. and the last with a new skill. developed eezo nodules throughout their nervous system. there is no real issue with ignoring that particular rule. stable Biotic talents that are worth training. They were also probably raised away from their parents. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. as it suits the genre and play style from the games. or who had defective implants. A Biotic has to essentially develop conscious control of their nervous system. such as humans. The natural electrical impulses in the body can create mass effect fields from these nodules. humans who were exposed in utero. the second with a stunt. Finally. the expensive procedure is performed by the military. a Biotic can generate and control dark energy to move objects. which is a long. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. and are handled a little more freely here than in the original version of the Diaspora rules.
When activated. Place an appropriate Aspect on the target as you would for a maneuver. such as crates or pieces of furniture. so a charging enemy will rush over the characters heads. Some examples are listed below. freezing the target in place and making them unable to attack. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect. These effects all require a successful Biotic Training skill roll to activate. a player may choose a number of effects equal to their Biotic Training skill level. and last until the next turn only unless otherwise specified. This effect lasts 2 turns. modified by their BioAmp Implant stunt. or until another Biotic effect is used. Shift an enemy one zone on a successful activation. Singularity This gravitational power sucks multiple enemies within a radius to a single area. and place an appropriate Aspect lasting till the characters next turn. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. It can also attract objects from the environment. Place an appropriate Aspect on the target zone as you would for a maneuver. Powers are available at two levels. increasing the damage the enemy takes. 26 . This effect lasts 3 turns. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field. Primary and Advanced. Barrier Using this effect creates a barrier against the skin to protect against energy weapon attacks. as well as dealing damage over time. making them more vulnerable to attack. During character creation. This effect conserves the momentum of its target. and so on. Throw / Pull In combat. In game terms. this effect is mostly used to keep opponents at a distance. When activated. Place an appropriate Aspect on the target as you would for a maneuver. Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. Warp This effect lowers the armour on a target. by either launching them away or knocking them over.New Skill: Biotic Training Mass effect fields are difficult to generate and control without training. If the same target is Warped for two consecutive turns. or until another Biotic effect is used. leaving them floating helplessly and vulnerable to attack. rendering them helpless when they land. Thus. Primary Biotic Effects Stasis This effect causes an enemy to be temporarily locked in a mass effect field. and so on. Lift Using Lift will cause enemies to float helplessly in the air. Advanced powers usually combine effects and require much more skill and fine control to manifest. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. the Biotic Training skill allows the character to create various effects. Enemies in Stasis also become impervious to damage. an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects.
and the benefits of the Barrier Effect to themselves if they have it. move or reduce any barrier ratings for their current turn in preparation for their attack. After the attack. place an "Immobilised and Helpless" aspect on the target. Next turn. the player makes an attack against the target. move or reduce any barrier ratings for their current turn in preparation for their attack. the character may make a Close Combat check. Next turn. place manouvers. Place a "Dominated" free tag on the target until the player's next turn. rank 5 = +3 to defense). whilst also giving a temporary defensive bonus when the power is used against unprotected organics. This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1.2 = +1 to defense. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. When the character attacks an unprotected organic. the target becomes immune to further domination attempts. the character is unable to act for one turn. they take a full turn move as per the standard rules (Diaspora page 102).4 = +2 to defense. Reave Prerequisites: Warp Effect. After the attack. The character applies the effects of the Throw Effect to the target if they have it. place manouvers. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception. as well as Close Combat present in the skill pyramid. the character must not attack. To use this Effect. Higher pass costs must be eroded with shifts as normal. which does not count toward the next use of this Effect. Dominate Prerequisites: Stasis Effect. attuning themselves to their declared target. the character can spend 1 FP to gain a bonus to their defense against attacks from other organics. To use this Effect. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. and applied to each separate border/barrier. or +2 against armoured or synthetic targets. with a bonus of +4 against unarmoured biological targets. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. as well as Medicine present in the skill pyramid. There must be multiple enemies present to activate this talent. The following round. with the exception that they may ignore any border pass costs equal to 1. That target is unable to act next turn and loses the applied aspect at the end of that turn. but only on a successful result against their defense. If the target is no longer valid. 27 . Charge Prerequisites: one of either Barrier or Throw Effects. rank 3. but on an organic target instead.Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers. the character loses all benefits and must start again. less one from this Effect. and if the target is still alive. as well as Resolve present in the skill pyramid. the character must not attack. At the end of the move.
instead of the ground. leaving it on the table for the remainder of the turn. If the character has 3 or more ranks in science. the character must not use their free move this turn. All targets take damage if the check exceeded their defense rating. etc). and any shifts are dealt to armour first. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects. The character draws a straight line across the map. and benefits from Science present in the skill pyramid. which otherwise resolves after all other characters have acted. placing an appropriate aspect on a target. If the character has 3 or more ranks in the Science skill. the target loses all momentum becoming stationary as the ability takes effect. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2. 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 character rolls their Biotic Training skill with a +2 bonus for having one of the required Effects (Lift or Singularity) and a +4 bonus for having both. Targets with the Shielding armour stunt that are hit are unable to move next turn. To use this Effect. The following effects are applied to all valid targets along that line. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. equal to the number of shifts generated. they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. The Shockwave is present until the start of the next turn. they may pay 1 FP to immediately resolve the following effect. unlike Lift. the character must not use their free move this turn. New Option: Biotic Combos As an additional option. and the originating character may not use another Biotic Effect until after the end of the next turn. including airborne targets close to the ground.Shockwave Prerequisites: one of either Lift or Singularity Effects. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. The character uses Slam like they would use their Biotic Lift ability. NPC's. unsecured objects (explosive barrels. When Slam resolves. The target rolls to defend only. This ability is unable to be used in consecutive turns. which can only be tagged by other Biotic skill checks. and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. To use this Effect. However. The character applies the effects of the Lift Effect to all unshielded targets if they have it. as well as Tactics present in the skill pyramid. The player must decide which scope the aspect belongs to at the time they place the aspect. equal to (Tactics Rank -1) zones in length from their position. 28 .
others are strong but unstable. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. cumulatively. If raised above 5. this is the effective rating of the skill for the remainder of the scene. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. The purpose of this implant was not to develop combat powers. but without the associated drawback aspect.New Stunt: Bio-Amp Implant Unless your character is an Asari. Players choose which track they will apply the damage to each time. the character is unable to manifest any Biotic Effects this scene. If reduced to zero or below. Natural Biotic (Asari only) As the only known species that are all natural Biotics. but suffer discomfort from their implants. If reduced to zero or below. Geth are unable to be Biotics. while a few are powerful and stable. the character begins to take one composure or health track damage for every successful activation. Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. but to save the life of the character. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts. Asari have no need to augment their innate abilities with a Bio-amp. L2 Implant The results of this implant vary wildly. because the L1s were implanted after puberty. the character is unable to manifest any Biotic Effects this scene. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. Asari are only restricted by training to the number of Biotic Effects they can produce. but must still invest in the Natural Biotic stunt below. Their implants are almost universally equivalent to current L4 Bio-Amps. some L2s are hardly stronger than an L1. also determining the number of Biotic effects the character can manifest. this is the effective rating of the skill for the remainder of the scene. and can reduce this damage by taking Consequences like normal. Krogan characters with Bio-Amps are called Battlemasters. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. also determining 29 . New Bio-Amp Implant Stunts the number of Biotic effects the character can manifest. The character may not take the Biotic Training skill at any level. but assume any drawbacks associated as well if implanted. being a Biotic is an acquired ability. The effective rating of the Biotic Training skill varies each time the character begins combat. but haven‘t been created for at least 300 years as the surgery is deemed too risky to the borderline extinction level of the current population.
There are no officially acknowledged side effects.L3 Implant A good. this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. There is no restriction to the maximum rating of the Biotic Training skill. with many Battlemasters still alive today. and force police or military personnel to kill them to stop the devastating rampage. 30 . although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. They would make good candidates for L1 implants. stable implant. Also restricted to a 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. L3-R Implant Short for 'L3-retrofit'. with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. if they could ever be convinced to do so. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities. They spend those years in increasing levels of pain. Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies. before eventually going insane with the agony. Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI".
and light alloys. it can also be used to augment another character's Computer (space) check. It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. Apex: a character who has invested this much time and effort to raise their skill to this level has almost limitless options when they use them. and must cool down until the end of their next turn. Electronics New Skill: Tech Training Anyone can play games or watch news clips on their omni-tool. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. and access secure systems. or the target of elite Special Forces themselves. as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). They're either elite military. unless otherwise stated below. Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. such as hacking. After a successful attack in this manner. and even starship systems. The fabrication module can rapidly assemble small three-dimensional objects from common. Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill. Decryption Used to unlock sealed doors. bypass security alarms. Systems crash at the blink of their eye. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. as well as the reuse of salvaged equipment. reusable industrial plastics. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character. and even enemy weapons malfunction on command. 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. from a distance. most common energy weapons. preventing them from firing for one turn. This allows for field repairs and modifications to most standard items. and minifacturing fabricator. 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. the target's weapon is too hot from the sudden draining to be used immediately. no codes are safe from their access. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. decryption. including weapons and armour. 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. ceramics. 31 . and can be used to disrupt Biotics. sensor analysis pack. Primary Tech Talents Damping This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. or repair. Versatile and reliable.Omni-tools Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. Due to the highly technical nature of most devices. They are handheld devices that combine a computer microframe.
during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. 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. Harm 2. causing a -2 penalty to alertness checks. Place a "system rebooting" free tag on the target until the player's next turn. Place a "disoriented and confused" free tag on the target until the player's next turn. 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 target becomes immune to further overload attempts. your Hacks to disrupt an artificial or synthetic life form‘s targeting systems are able to be repeated against the same target. Overload Artificial or synthetic lifeforms attacked with this talent can be shut down for one round by overloading their power systems. 32 . the target becomes immune to further hacking attempts. Place a "targeting malfunction" free tag on the target until the player's next turn. Advanced Hacking Prerequisite Talent: Hacking. The character must have at least one rank in the medicine skill to use this talent. and also can also be attempted against lone targets. The character must have at least one rank in the medicine skill to use this talent. Once destroyed. the Combat Drone is unavailable until the next refresh phase. as well as their linked Primary talent. Have-a-Thing: Combat Drone Range: 0/1.First Aid Used in this way. Repair The diagnostic tools in a MG Omni-tool allow a character with ranks in repair to substitute their ranks in tech training to the skill roll instead. Advanced Tech Talents All advanced Tech Talents require the Computer (space) skill to be present in the pyramid. Jamming Broadcasting a signal that mimics the properties of solar interference. The following round. as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvantage). or other appropriate point in play. granting a cumulative penalty to alertness checks. 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. Combat Drone Prerequisites: Hacking Talent. This talent may be taken multiple times.Have-aThing (Combat Drone) Stunt. This effect lasts 2 turns when activated. There must be multiple enemies present to activate this talent. Penetration 2. The following round. this talent allows the user to reduce the effectiveness of enemy scanners. The character must have at least one rank in the repair skill to use this talent. By investing in this talent and the linked Stunt. 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. Through superior technique or inspired creativity. NonLethal.
the highest capabilities come from having and training with military grade omni-tools. This talent is unable to be used in successive turns. 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. Attacks made against the character reduce the bonus by 1 for every shift. New Option: Tech Combos As an additional option. Tech Armour Prerequisites: Hacking Talent. Advanced Overload Prerequisite Talent: Overload. and unshielded targets must resist 3 shifts of Composure damage.Cryo Blast Prerequisite Talent: Neural Shock. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1. On a success. or else immediately end their turn. New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common. and others. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. and make a Tech Talent roll against a difficulty of 2. boosting the user's shields by +3 until deactivated. 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. Your base Jamming duration is extended by one additional turn. or passing through. the user's Omni-Tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius. many MG Omni-tools find their way onto the black market and into the hands of criminals. Target the zone you are in. which can only be tagged by other Tech Training skill checks. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated. and when neutralised through any means except voluntary deactivation. all targets within. This talent is unable to be used in successive turns on the same enemy. 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. When activated. All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. absorbed by armour as usual. Tactical Cloak Prerequisite Talent: Jamming. Armour with Shields Stunt. 33 . or removed by ablation. that zone must make a Stamina check against the number of shifts you rolled. Illegal to have without being a current. Incinerate Prerequisite Talent: Energy Drain. excluding the user. The player must decide which scope the aspect belongs to at the time they place the aspect. Until the aspect expires. serving member of a military organisation or affiliate. mercenaries. causing Health stress equal to the number of shifts. 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. Tech talents can only be used with such an omni-tool due to their specialised nature. place a ―Frozen and Immobilized‖ aspect on the zone for one turn. the weapon detonates. causes a detonation that disrupts the zone the character is in. or one adjacent zone. On a success.
a character with this stunt whose ―Shields are Down!‖ aspect has been compelled gains a +4 bonus to armour defense if they activate their Recharge Booster aspect "Taking Cover!" in addition to the bonus granted by that aspect. this stunt allows the player to double the Harm rating of one of their weapons for one turn. Primary Combat Excellence Abilities Military Grade Assassination (Combat Excellence) Long term training with Sniper Rifle Energy Weapons has enabled the character to replicate the effects of the Weapon Modification ―Double Tap‖. 34 . the player doubles the Harm rating of the weapon for their next turn. although there are limitations on what is required to take it. the weapon immediately activates the free ―Overheated‖ tag. 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‖. and regain their balance and protection. Once per scene. With one round of focus. Once the shot is taken. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. Once per scene. but must meet all other prerequisites and possess an appropriate weapon to use them.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. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. The character must meet all requirements to use this stunt. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. It then immediately activates the free ―Overheated‖ tag on the weapon. many hours of experience under heavy fire. Tactics skill present in the pyramid. The character must not do anything for that turn except shoot. Military Grade Immunity (CombatExcellence) Representing many.
granting them more time to refine their actions. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. 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. Fortification reinforces armour when struck. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. You may continue to pay a FP each round until the end of the scene to continue this effect. 35 . As a combat action. providing a brief. You may remove any current variant ammunition for normal rounds. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. Assign an aspect to the temporary consequence as usual. when it then activates the ―Shields are Down!‖ tag on the armour. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. armour with the Shields stunt. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. 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 pay a Fate Point to activate this ability and gain a +3 to your next roll. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. Until the ―Overheated‖ aspect is tagged. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. or the end of the scene occurs. or replace normal rounds for a variant ammunition type. the character takes enough stress to be Taken Out again. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. You may not use this ability in consecutive turns. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. and may be at any rating. Once per scene. allowing them to rejoin the scene. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. The finely tuned senses of the user seem to slow down time around them. This consequence is additional to any that the character already possesses. you may change out the ammunition used by your weapon.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. As a full round action. 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. huge bonus through overcharging. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings.
Charm is linked with Paragon actions. Swapping with his Arts skill again. During the next refresh. he must start counting again. John's Turian Spectre now has Intimidate 3. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. Charm 2. the character now has Intimidation 3. when the player has the option to promote a skill up the skill pyramid. being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. Here are some examples: John is playing a Turian Spectre candidate character with rank 2 Intimidation and rank 1 Charm. John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice. A few sessions later. and Intimidate with Renegade choices. If they used either skill the number of times that they have ranks in it. John's character has the opportunity to sway his superior's actions when he discovers that they are planning to renege on the deal he brokered with the hostage takers. Option 1: Skill Progression To emulate the progression of the character's path towards Paragon and Renegade. Sent to recover an important member of the finance ministry. therefore. Later in the same session. then he'd have to successfully use it three times. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. If he wants to promote the skill further. the new rank of the intimidation skill. John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. Swapping with his rank 3 Arts skill. In this option. Even though he used charm twice last session. John now has the option to promote the Charm skill up the pyramid. He intimidates his way into the club where he is to meet her. and Arts 1. the player should record the number of times they use them. A good action will not make up for an evil one. the Turian manages destroy the smuggler's base whilst saving the informant in the process. During play. If they do so. they must count their usages for both skills from this point. Now. 36 . After an exciting session of combat. the same number of times as the number of ranks his character has in the skill. By threatening to follow through himself if they break the deal with another successful intimidation check. the one they should move is the one they used the most out of charm and intimidate. players are tracked with respect to how they treat other characters in social situations. characters should take both the charm and intimidation skills at tier five at character creation. he must use intimidate at least three times or charm twice.PARAGON AND RENEGADE EMULATION In the Mass Effect games. John's character forces them to keep the deal. Arts 2 and Charm 1. Mass Effect keeps track of the Paragon and Renegade points on separate scales. and they must be used more than the other. To promote either skill further. as he used it more times than he used Intimidate and more times than he currently has ranks in it. once he promoted it. John's Turian has been accepted into the ranks of Spectre agents. His first assignment is to find the location of a smuggler base from an inside source in the cartel. then in the refresh phase. before successfully charming the information out of her.
Increase the Paragon track for good or positive actions that benefit others. for good or ill. Additionally. one for tracking Paragon status. This option uses the generation of Spin to increase your Status tracks. and are 6 boxes in length. You may only take this stunt once. Cult of Personality Others spread words of your deeds and misdeeds far and wide. 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. an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. Lasting Reputation Events that you are a part of are particularly memorable for those involved. allowing you to generate Status Consequences sooner than others. the player can begin to generate Status Consequences for that track. The track must be raised to full again before more Consequences can be generated. or the way your gaze seems to have a particular intensity. When a character that has a full Status track gets more Spin. and do not count against the maximum number of consequences allowed for stress taken on the original Health. and the Renegade track for conduct that is selfish or callous. Perhaps it is something in your voice. Status Consequences are rated 2/3/4 instead of 1/2/4. Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. they may choose to spend that +1 Spin bonus to add one to an appropriate Status track. 37 . The Consequence may be tagged by the player for the rated bonus outside of combat. 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. In Diaspora. beating your opponent in an opposed roll by three or more shifts generates Spin. one Moderate (+2). You are able to bank an extra Minor (+1) consequence in addition to the existing three you can bank. the effect on you is that you can leverage your status more effectively than others. Status Consequences are recorded separately from consequences generated on normal stress tracks. representing the preceding reputation of the character. NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect. In the event that the roll generates Spin when a Status Consequence was tagged. When a track is full. one Minor (+1).Option 2: Status Stress Tracks This style of play adds two new Status Stress tracks to each PC character. self-interest or gossip. but may still be spent as normal instead. players may take one of the following stunts during character creation. Composure and Wealth stress tracks. Status consequences are removed from the character once tagged by the player. It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. the player can choose to generate one Status Consequence. Whether it‘s due to admiration or fear. Both tracks start empty at character creation. You may reduce one Status track to 5 boxes instead of the normal 6. the other for Renegade status. that Spin cannot be used to raise a Status Track. Whenever a character would generate spin outside of a direct combat situation. and one Severe (+4).
he has strong Tech Training skills. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. Garrus is now free to do things his way. • "More to life than C-Sec" • "Finish the job once started" Phase Five . Garrus' father intervened to prevent him going. also becoming an Investigator. Palaven. Garrus frequently got into heated arguments with his superiors over his methods. • "Idealistic and Hot Headed" • "The one that got away" Phase Four . 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. discussions with his new friend. However. Under extreme time pressure. and is at home on starships having useful gunnery skills. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. 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. Using the Choosing Aspects Phase One . Garrus later left the military and followed in his father's footsteps by joining C-Sec himself. He attends the ship's landing craft as an engineer. Commander Shepard and the crew of the SSV Normandy." We'll take these for our aspects. This fresh perspective frequently contrasts against things his father demanded of him. aka CSec. One of a thousand potential candidates for the Citadel's elite Spectre training. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. Garrus meets the humans assigned to the case. Garrus is forced to admit that he has no proof. Denied.SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. • "Military Training" • "Father knows best" Phase Three . He does refer to the world of his birth. and new Spectre. He displays exceptional weapon skills. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs. and were already as good as dead. as being hot. Due to his military training. and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. Garrus is told to drop the investigation. as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing.Growing Up Not a lot is known of Garrus' past from the game. and that he had a very by-the-book father. and being a former C-Sec Investigator. but does have a lead he needs more time to follow. culminating in a disasterous situation. • "Palaven was hot" • "Do it right or don't do it at all" Phase Two .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. have more respect for the law.Moment of Crisis Passionate about his job. including his decision to accept his father's wishes in not taking Spectre training. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects. shown to be able to headshot an enemy under difficult conditions. described as a hot head who still thinks he can change the world and should 38 .
Overload. The fourth is another mild Consequence. no matter the cost. breaking the trainer's neck. Tactics • Rank 2: Gunnery(space). Engineering(space). By taking the Tech Training skill. 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. Choosing Aspects Phase One . Repair. conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. Electronics. Intimidation. Brawling(combat). He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. so I stuck close to them. and the guts to do things his way. I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space). • Resilient: The player may use four Consequences instead of three. The Turian used aggressive and provocative tactics. unleashing a full Biotic charge.Starting Out Attempting to accelerate the training. Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. Kaidan and his friend drifted apart. Stealth • Rank 1: Culture/Tech(Turian Hierarchy. a veteran of the First Contact war between humans and Turians. we now have to choose some Tech Talents as part of the stunts. Kaidan immediately jumped to the rescue of his closest friend and lost it. Conatix quietly shut down the program and had the records sealed. and head of the SSV Normandy's Marine detail. and Kaidan's retorts singled him out for punishing lessons. with Damping. Resolve(track). scarred from his childhood training. • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . he aghast 39 . Medicine. The Citadel).Moment of Crisis Realising their mistakes.Racial Background and Class Package options as guides. Tracks • Health: OOO • Composure: OOO O • Wealth: OOO Kaidan Alenko Initial Concept Kaidan Alenko is a human Systems Alliance Biotic sentinel with a stable L2 implant. Conatix hired an ex-military Turian. Tech Training • Rank 3: Agility. Decryption. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. and First Aid Tech Talents. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . other skills as befit a military background. Vehicle Garrus has a combination of five combat and space skills like most Turians. This represents Garrus' commitment to finish a job once started.Growing Up The son of a serving Alliance military man. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore.
Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO 40 . as his father did before him. Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. Medicine Forced to his limits and beyond. Using the Racial Background and Class Package options as guides. he attempted to figure out what to do with his life. Stasis. sought ways of completing missions without raising alarm. before deciding to return to the Alliance and join the military. • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks. • MG Tech Training: Always searching for ways to keep his squad alive. he also has the skills to function on the ship he serves on. we now need to pick his Biotic Effects and Tech Talents. from a Geth attack that killed his best friend. • "Alliance Marines . • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects. He trained extensively with Omni-tools. Stamina(track). Refusing the risky surgery to upgrade his L2 implant. Kaidan explored alternatives to using his Biotic powers.Ooh Rah!" • "Implant Migraines" Phase Five . He knows Barrier. and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level. and learnt how to keep his squad alive through the tough missions. Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's Spectres. By having both Biotic Training and Tech Training skills. • "Be cautious. Lift. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further. Tactics • Rank 1: Culture/Tech(Systems Alliance. I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training. and First Aid. Energy Weaons(combat). and Throw. Kaidan has extraordinary staying power for a human. and has trained to use a military grade Omnitool to keep his squad alive. Kaiden focused on other ways of being useful without necessarily using his Biotic powers. Electronics. Receiving several commendations for his actions. Tech Training • Rank 2: Agility. Stealth • Rank 3: Alertness. Communications(space). Computer(space). Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up.Sidetracked Serving in the human Systems Alliance military. be in control" • "There's got to be another way" Phase Four . as he is familiar with Decryption. Demolitions. Dropping off the radar awhile.at what he was capable of.On Your Own After being saved by his new First officer. Turian Hierarchy). Kaiden has added the Medicine Talent to his Tech Training options. and give him an edge if he is to pay back the Geth for his friend's death. EVA. Keeping his squads alive through alternatives to open firefights. and she fearful that he would lose control again. Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. Commander Shepard.
she has very little practical knowledge about them to go on. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure.Moment of Crisis Spending much of her time alone on strange and often dangerous planets. but look at that over there!" Choosing Skills A pre-eminent Archaeologist. are the only way to help Shepard to interpret the vision.Sidetracked She is discovered. a great insult among contemporary Asari. Liara has no idea who her father is. The results of such unions are occasionally referred to as "purebloods". Science Choosing Aspects Phase One . • "My Mother the politician" • "Feared Pureblood shame" Phase Two . slavers and other dregs of the galaxy. 41 . She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. Deciding to avoid the issue altogether. and joins the squad to help in the upcoming battles. and relishes the time spent getting to know each other. she is initially jealous that her decades of research seem to have been for nothing. which in the current cultural times is considered taboo. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. • "Escape the present" • "Obsessive about Protheans" Phase Three . She begins to calm down when she realises that her expertise. I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training. the Protheans. but evidence is anecdotal. so it's considered wasteful for Asari to reproduce together. an ancient Prothean defence that she triggered by accident. one Commander Shepard. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . Liara began studying what little was known about the last great space-faring race before the 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. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. however. Raised alone by her mother. With all this unexpected time spent with the team. Liara begins to feel the pull of attraction towards her new commander.Growing Up Daughter of prominent politician Matriarch Benezia. and her ability to meld using Biotics. due to the almost entire lack of actual ruins to investigate. They frown upon intra-species conception. Liara suspects that "he" was another Asari. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. • "Think.Dr Liara T'Soni Initial Concept Dr Liara T'Soni is an Asari scientist obsessed with the past about to be shocked into the present to protect the future. Liara. and then rescued from the newly rampant Geth. since genetic traits and cultural insight is gained from mating outside their species. Liara also has exceptional Biotic abilities and other technical skills. by the first human Spectre. Liara has honed her natural Biotic abilities to protect herself from pirates. Think!" • "What does this button do?" Phase Four .On Your Own Peeling back the mystery. Liara earned her Doctorate and has become the foremost authority on Prothean ruins. 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.
The blood of a thousand battles runs through his two hearts and four lungs. Equivilent to a current L4 generation BioAmp without the VI interface. Culture/Tech (Krogans. Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. and +1 to Brawling rolls in defense. adding +2 penetration to Brawling attacks. Resolve(track). it grants Wrex the Barrier. but better Biotic skills. He has the words to diffuse a situation. Stasis. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO 45 . Oratory Wrex has excellent combat skills. Animal Handling. • Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. Profession (Mercenary) • Rank 3 Skills: Brawling. • Military Grade Brawling: used to represent a lifetime of mercenary work. Survival. I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training. Throw. and Warp effects. This emulates the Krogan biological redundancy. Energy Weapons • Rank 2 Skills: Intimidation. Using the Racial Background and Class Package options as guides. Tactics • Rank 1 Skills: Agility. This applies to Consequences mitigating hits to any track. Close Combat.Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. Mercenary Groups). and the four quads to see it through. Alertness. or incite one.
naming conventions should be considered. we have a pretty good idea of the expected differences between different types of weapons. Time for some fun with equipment. Cost -1bp. and the Advanced Optics. and Advanced Optics stunts. After all. I began by deciding at what level to set for the purposes of equipment design. I decided to have all weapon and armour gear at T3 across the board. Cost -1bp. but the Both Barrels and Dispersed Fire stunts should be considered. 46 . Double Tap. and cannot both be placed on the same weapon. They should have the Dispersed Fire and High Capacity stunts. Sniper Rifles The ultimate long range weapon. pistols should have a range of 0/2. this weapon is unable to be used for ranges other than those specified. Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. Limited Range2 Transfer Aspect. New T3+ Energy Weapon Stunts The following stunts may be taken on any energy weapon unless noted below. Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical. Shotguns The ultimate close range weapon. They benefit from the Dispersed Fire. They should not have much penetration power. Double Tap and High Recoil stunts are all appropriate. generally have low accuracy and damage per shot. and keep some consistency as the table creates their own weapons. Both Barrels/Double Tap Transfer Aspect. Pistols Designed for use over short to middle distances. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. Sub-Machine Guns Designed for rapid fire. Advanced Optics2 Transfer Aspect. Penalty reduced from -2 to -1. They benefit from both the Double Tap and Advanced Optics stunts. offset by their clip size and rate of fire. it is not recommended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts. and that all weapons should take the Thermal Clip stunt. Here‘s a brief set of guidelines to help you design your own. assault rifles should have a range of 1/3. Cost 1bp. SMGs often have similar ranges to pistols (0/2). which then clears at the end of the players next turn. EQUIPMENT In creating the gear below. shotguns should have a range of 0/2 and take the Limited Range stunt. sniper rifles should not have a minimum range below 3. A high penetration is valuable.Personal Combat Mini-Game Changes WEAPON TYPES To aid narration. Cost 1bp. and a low penetration of 1 or 2. doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. "Overheated" tag must be free to use this stunt. Assault Rifles Awkward at close range. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range.
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. and is available extensively. Manufacturer: Haliat Armoury Equipment: Equalizer class Sniper Rifle Stats: Range: 3/5 Harm: 4 Penetration: 3 Aspects: High Recoil (can only be fired every other round unless the firer is prone. Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. 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. this is a basic assault rifle.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions.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. This shotgun has been rigged to take an extra shot for massive damage at the expense of immediately requiring cool down time. 47 . applying its offensive roll to each target in a zone.
This weaponry is always in demand for research purposes. but may be retrieved from defeated Geth. 48 . 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. Note 2: See the Spectre Gear Options section on page 49. Sample Weapon Manufacturers Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. but for gaming purposes there is little need to differentiate one manufacturer from another due to the variability of weapons able to be created with the Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Skunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 energy weapon creation rules on page 233 of the Diaspora rulebook.Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. but rarely differs substantially from other weapons of the same type. Instead.
Basic Spectre Omni-tools augment one Talent numerical value. and Master Spectre Bio-Amps augment three Effect variables. This may be a further +1 bonus to the effective armour defense rating of the character. Some examples are below: 49 . Advanced Spectre gear costs 6. They can choose to add 3 Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents. There are no Spectre armour manufacturers. This may be a further +1 increase to a skill bonus. for use solely by the Citadel Council‘s elite Spectre units. they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. Duration based effects must cool down between uses by one turn per increase. Spectres may authorise squadmates to purchase and use such gear. one additional zone able to be reached by a talent. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased. or an extension by one additional turn of an effect. 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. Advanced Spectre Omni-tools augment two Talent variables. an additional -1 penalty to the armour defense rating of an enemy. to the effective armour of the character for the purposes of the defense roll against energy weapons. and cannot be changed afterward.Spectre Gear Options High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. Creation Basic Spectre weapons should be created with a +1bp bonus. lasting 4 turns or until another Biotic effect is used. Advanced Spectre Bio-Amps augment two Effect variables. lasting 3 turns or until another Biotic effect is used. but any nonauthorised users will be tracked down by other Spectre agents for item retrieval. or extending the effect by one additional turn. Costs Basic Spectre gear costs 5. Advanced Spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free. an additional -1 penalty to enemy skill checks. and Master Spectre Omni-tools augment three Talent variables. Basic Spectre Bio-Amps augment one Effect numerical value. so there is no Spectre rated armour available for purchase. Alternatively. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects. and Master Spectre gear costs 7. and Master Spectre weapons are built with a +2bp bonus. They cannot choose to increase both the armour bonus and extend the duration of effect unless they buy a HMBA Advanced or HMBA Master Spectre BioAmp.
and cannot be changed afterward. Bribery. Both of these Talents now require one turn of cool-down between uses of the same Talent. character histories. 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 plenty of corporations out there to choose from. Sample Omni-tool Manufacturers Manufacturer Aldrin Labs Ariake Technologies Armali Council Kassa Fabrication Serrice Council Sirta Foundation Elkoss Combine Spectre Gear1 Spectre Gear1 Spectre Gear1 Manufacturer Bluewire Tool Logic Arrest Tool Nexus Polaris Savant Chameleon Tool Cipher Tool HMOT Basic HMOT Adv HMOT Master Note 1: See the Spectre Gear Options section above. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. The character must now wait two turns after using this Talent before being able to use it again. Alternatively. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased. and all lead to potentially interesting stories of obligation and debt. and corruption are all viable tactics for underhanded characters to use. Whilst such advanced gear would seem to favour characters with a high assets skill rank. instead of the standard +1 bonus. infiltrating manufacturers warehouses. blackmail. Sample Bio-Amp Manufacturers Manufacturer Aldrin Labs Armali Council Armax Arsenal Kassa Fabrication Serrice Council Sirta Foundation Spectre Gear1 Spectre Gear1 Spectre Gear1 Bio-Amp Solaris Amp Prodigy Gemini Polaris Savant Unity Amp HMBA Basic HMBA Adv HMBA Master Note 1: See the Spectre Gear Options section above. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. being hunted.A character that knows the Decryption Tech Talent with a HMOT Basic Omnitool can provide a +2 on computer skill checks during the damage control phase of space combat. and the place of law and order in the galaxy. there are other ways of obtaining these items. 50 . Use the lists below to inspire aspects. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets. or to assist in narration. theft. Characters that knows both the Hacking and Overload Tech Talents with a HMOT Advanced Omni-tool can place a "targeting malfunction" free tag on a target for its next two turns instead of the usual one turn. and not augment any other known Talent.
doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. but until they do. Booster Power Pack Transfer Aspect. Requires the "Shields" stunt also. 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. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged. confers the taggable aspect "Taking Cover!". Cost 1bp. the benefit of this stunt is also negated. ―Out of Juice‖ taggable aspect) Servos (removes agility penalty) Sensors (Alertness checks at +1) Shields Recharge Booster Cost: 4 An example of Turian standard light military armour. using a mass effect field to protect the wearer. If available. Recharge Booster Transfer Aspect. Cost 1bp. Transfer Aspect. this stunt provides more energy to run any systems that draw their power from the armour. 51 . Provides a +2 bonus to agility checks. but cannot be spent on the same turn that "Shields are Down!" has been tagged. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. 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. Cost -1bp. "Taking Cover!" is cleared when the character moves. Shields require spending a fate point to recharge.
whereas others like the Serrice Council produce solely for one race. use this table as inspiration to describe or inspire character aspects.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 is here purely for reference and inspiration for aspects or plots. and Hanar all produce their own armour. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. Manufacturer1. will manufacture for all races. Instead.Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. like Devlon Industries. Some. For gaming purposes there is little need to differentiate one manufacturer from another due to the variability of armour able to be created with the armour creation rules on page 235 of the Diaspora rulebook. and are not available to other races. 52 . Elcor.
activates the weapon's "Overheated" tag and extends it for one additional round. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. these rounds are particularly effective against synthetic targets.) • if used in two successive rounds. 1dF zones away (yes. and provide +2 shifts if tagged by another player who successfully hits. Ammunition must be purchased separately from weapons. • on an unsuccessful attack. Chemical Rounds Designed to detonate on impact. • Harm of the weapon is reduced to 0. criminals and mercenaries. • -1 Penetration to targets with an armour defense rating greater than or equal to 2.capable of snap-freezing impacted objects. They are similar in construction to hollow point rounds. • -1 Harm. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4.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. With nine different ammo types. Cryo Rounds New Variant Ammunition: Anti-Personnel Rounds Cooling lasers collapse ammunition into small Bose-Einstein condensate . and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn. places a free taggable aspect "Massive Fireball!" around the target. All variant ammunition costs 3 to purchase. high explosive rounds have one major drawback: a massive increase in weapon overheating.a mass of super-cooled subatomic particles . High Explosive Rounds Designed to shred flesh and other organic matter. +2 Pen to targets with an uncompelled Shields stunt. these rounds are particularly effective against living targets. these rounds are coated with a highly toxic compound. there's plenty of opportunity for customisation. Popular with pirates. 53 . • causes 2 additional shifts on a successful hit. Successful hits confer the free taggable aspect "Toxic Shock" to the target. • If installed on a weapon with a maximum range not exceeding 2. • +1 Harm to targets with a 0 armour defense rating. this could mean back in the attacking character's zone. and can only be installed or removed from the weapon during the refresh phase of the game. Armour Piercing Rounds Specifically designed to puncture metal. removes the Thermal Clip stunt.
This consequence can be removed by a character with the First Aid Tech Talent. the actual damage done to the target is typically less than what's done by a standard round. as due to their Dispersed Fire stunt. Phasic Rounds Instead of projectiles. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. knocking opponents completely off their feet. a hit will place the tag on all targeted enemies. This makes them perfect for shotguns. knocks the target over and confers the free taggable aspect "Knocked prone". For situations not discussed in the details of the Ammunition stunts. • extends the "Overheated" tag for one additional turn after being compelled. Sledgehammer Rounds These rounds hit with incredible force. usually one that occurs between scenes. inducing low levels of radiation sickness in targets. However. then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour. 54 . This sickness makes it more difficult for Biotic or Tech abilities to be deployed. Thermal Clip). • +1 Harm to targets with one or both Biotic Training and Tech Training skills.Incendiary Rounds Radioactive Rounds Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance. Penetration 2. or with a tagged Shield aspect "Shields are Down!" These rounds are stamped with a minuscule amount of radioactive material. upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. It would have its base stats against any other target. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. which is greater than maximum of 2 zones required for the ability to take effect. Harm 4. • on a successful hit. • -2 Harm. +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt. For example. causes +1 shift to all subsequent successful attacks against target until player's next turn. • on a successful hit. 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. Low Recoil. or disappears after a short rest.
Agility checks now at -3 if no "Servo" stunt on armour. • +4 to Penetration. Kinetic Coil Frictionless Materials give rounds more power at impact. if it would normally clear at the beginning of their next turn. it instead clears at the end of the players current turn. and must be installed on higher quality weapons. this mod ceases to provide its bonuses and penalties. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". Users already prone still receive the free taggable aspect. • +1 to Alertness when operated by an individual in powered armour. variant ammunition isn't enough to give you an edge over your enemies. Combat Scanners increase the chance of detecting enemies. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. Stacks with Alertness bonus from Powered Armour "Sensors" aspect. This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. High Caliber Barrel New Weapon Mods Combat Scanner Designed to interface with the Sensor packages installed on powered armour. They are more expensive to obtain than other weapon mods. this mod cannot be applied. that's when you need to go and upgrade your guns.New T3+ Energy Weapon Modifications Sometimes. • -1 to Agility checks. • -1 to Harm. This allows it to be compelled again before the player's next turn. • +2 to Harm. 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. • After every turn in which the weapon is fired. If weapon and armour are separated. • +2 to Penetration. • Replaces "Low Recoil" aspect with "High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). the player rolls 1dF. and can be installed or removed from the weapon during the refresh phase of the game. Weapons can only accept two Weapon Mods at any time. 55 . Frictionless Materials Increases the damage of the weapon at a cost of increased recoil. When you want to get that edge back. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. Weapon Mods must be purchased separately from weapons. If "High Recoil" is already present. For example. All weapon mods cost 3 to purchase. and cannot be applied to weapons with the "Civilian" aspect. • Cost of this mod is 4.
Advanced VI functionality reduces weapon kickback to improve accuracy. resistance to weapons force and resistance to Biotic and tech attacks. • +1 to Harm. • Armour gains the "Very Heavy" aspect. Recoil Damper Ablative Coating Reduces kickback to improve accuracy at the cost of decreased power. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat. element zero microcores and firewall technology to give the wearer brute strength. redirecting the energy of incoming projectiles away from the body. Rail Extension New Armour Mods Modifies the length of the barrel to increase damage. until the bonus is reduced to a minimum of +0 for the remainder of the scene. Comes at a cost of reduced power. • . • +2 bonus to Defense rating of Armour. and which may be compelled for all sorts of scene effects. If "Low Recoil" is already present. Scram Rail Ablative coating is designed to chip away when impacted. These mods may only be installed or removed from the armour during the refresh phase of the game. All mods require the aspect "Powered Armour" to be installed. • -1 to Harm. it now becomes more difficult to move due to its awkwardness. the player rolls 1dF. • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. On anything other than a +1 result the weapon automatically activates the "Overheated" tag from Thermal Clip aspect immediately and it does not clear until the end of the player's next turn. • -1 to Harm. increasing their effectiveness.1 to Agility checks. • Replaces "High Recoil" aspect with "Low Recoil" aspect. this mod cannot be applied. • After every turn in which the weapon is fired. • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. Hardened ceramic plates can be applied to body armour suits. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect. it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive. and each armour can be modified to take a maximum of two Armour Mods. negating the benefits of the "Lightweight" aspect. All Armour Mods cost 3 to purchase unless otherwise stated. • +4 bonus to Defense rating of armour. but causes a greater chance of weapon overheating. Combat Exoskeleton This prototype armour upgrade combines mechanical augmentation. Armour Plating This prototype upgrade greatly increases damage.Kinetic Stabiliser New T3+ Powered Armour Modifications With all those lethal variant ammunition and weapon mods out there. • +3 to Harm. such as Cryo Rounds or the Improved Heat Sink weapon mod. 56 .
and also remove the Defense and agility penalties. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2. Energised Plating Mechanical augmentation increases the brute strength of the wearer. • -2 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. it provides maximum protection for the user. 57 . • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the bonus against A complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks. • -2 to Agility checks as the mod draws power from the system intended for the servos. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4. • This armour costs 4 to purchase. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the Defense bonus and remove the agility penalty. Designed for heavy combat use. First Aid Interface A prototype upgrade designed specifically for heavy combat use.Biotic Effects and Tech Talents. • -2 to Agility checks as the mod draws power from the system intended for the servos. and counts as two Armour mods. • This armour costs 4 to purchase. this armour provides maximum protection for the user. Hardened Weave A prototype armour with a complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks. and counts as two Armour mods. • Grants a +2 bonus to Close Combat checks. and counts as two Armour mods. • This armour costs 4 to purchase. Energized Weave Microprocessors wired into a combat suit can monitor vital functions and release small. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. localised doses of medi-gel to accelerate the healing process. • 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). Exoskeleton • +4 bonus to Defense rating of armour. • +6 bonus to Defense rating of armour. • -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour.
and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. Shield Battery A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. and counts as two Armour mods. Requires the Shield aspect on the armour to be installed. causing a -2 to Agility checks. • +1 to Agility checks. • +2 Shield bonus to the Defense rating of the armour. Medical Exoskeleton Specialised microprocessors wired into a combat suit monitor vital functions and release small. Kinetic Exoskeleton This prototype armour upgrade combines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. the shield bonus from this mod is also negated. • The armour disables the first free tag gained from the Health stress track of the wearer as a combat action (this prevents an opponent using the Consequence to your disadvantage). Requires the Shield aspect on the armour to be installed. • Any time the "Shields are Down!" tag is activated. the more potent the barrier. causing a -1 to Agility checks. This interface also provides resistance to toxic attacks. • +1 to agility checks. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions To generate kinetic barriers. • This armour costs 4 to purchase. The greater the capacitor storage. • Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. • This armour costs 4 to purchase. the shield bonus from this mod is also negated. maximising healing and minimising recovery times for the user. localised doses of medigel to accelerate the healing process. Medical Interface This mod draws on the user's stamina to boost their agility. • This bulky armour mod decreases the power available to run other systems. • Chemical rounds are unable to confer the "Toxic Shock" aspect. combat suits rely on capacitors to store energy from a generator. • 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. • +2 Shield bonus to Defense rating of armour. and counts as two Armour mods.Kinetic Buffer (this prevents an opponent using the Consequence to your disadvantage). • Any time the "Shields are Down!" tag is activated. • +3 to Defense rating of armour. • -1 to Stamina checks (this does not confer any changes to the Health stress track). • This very bulky armour mod decreases the power available to run other systems. 58 .
Relying primarily on her Tech Training. Cryo Rounds 3. gases. She also added the ammunition mod at the same time so that the weapon will never overheat. 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. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes.Stimulant Pack Advanced Gear All weapon and armour gear starts at T3 across the board. Costs: Pistol 4. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. • +1 to Biotic Training and Tech Training skill checks. • Chemical rounds are unable to confer the "Toxic Shock" aspect. Although it has reduced stopping power. and that penetrating those shields is paramount. though they count as two mods instead of just one. May not be compelled two turns in a row. and a host of other toxins. Tali knows that the Geth nearly always have shielded systems. The prototype armour mods provide some of the better bonuses.) • 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. Here's a look at some of the possibilities. and causes a -2 penalty to Agility checks. • 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. removes the Thermal Clip stunt. +2 Penetration to targets with an uncompelled Shields stunt. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. Tali'Zorah's Pistol Manufacturer: Devlon Industries Equipment: Stinger class Pistol Base Stats: • Range: 0/2 • Harm: 4 • Penetration: 1 Aspects: • Low Recoil • Thermal Clip Cryo Rounds: • -1 Harm. and become unreliable when dramatically necessary. • 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 Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. 59 . • -1 to Harm. Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. Toxic Seals Sample Advanced Gear Specially-sealed body armour provides increased protection against radiation.
may be compelled for all sorts of scene effects. 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. negating the benefits of the "Lightweight" aspect. and counts as two Armour mods. 60 . Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. Frictionless Materials: • +2 to Penetration. AP Rounds 3. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • .1 to Agility checks. like the defense against Biotic Effects and Tech Talents. and knows that with correct field placement. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. Wrex becomes a battlefield juggernaught. Little tricks. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4.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. the awkwardness of his modified rifle should never become a deciding factor. Costs: Armour 4. Costs: Rifle 4. and clears"Shields are Down!" tag automatically. • +4 bonus to Defense rating of armour. a Krogan Battlemaster running in at a charge is terrifying beyond belief. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". Rail Extension 3. He appreciates the ability to take down highly armoured foes from great distances. and cannot be applied to weapons with the "Civilian" aspect. Assisting this was his access to some of the best mods available.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. unstoppable warrior. Combat Exoskeleton 4. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite.) • 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. +2 bonus on armour defense the turn after "Taking Cover!". Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. No movement required to activate. • Cost of this mod is 4. • . Frictionless Materials 4. With enough protection to allow him to get up close and personal in a fight. • This armour costs 4 to purchase. ―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. Rail Extension: • +1 to Harm. 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.
clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. knocks targets over and confers "Knocked Prone" free tag. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. 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. • -1 to Harm. Sledgehammer Rounds 3. This shotgun is able to double its Harm rating every turn. • Cost of this mod is 4. Frictionless Materials: • +2 to Penetration. Improved Heat Sink 3. Costs: Rifle 4. knocks the target over and confers the free taggable aspect "Knocked prone". Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra. knocking them all prone in the process. • Both Barrels • Limited Range • On a hit. 61 . applying its offensive roll to each target in a zone). Frictionless Materials 4. and apply that to every target in an area. and cannot be applied to weapons with the "Civilian" aspect.Cerberus Defender Modified Shotgun Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Base Stats: • Range: 0/2 • Harm: 4 (8 when using Both Barrels) • Penetration: 0 Aspects: • Low Recoil • Thermal Clip • Dispersed Fire • Both Barrels (doubles Harm for next shot and tags ―Overheated‖ aspect until end of next round) • Limited Range Sledgehammer Rounds: • On a successful hit.
Cerberus effectively has access to almost every settled system. 62 . They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. Cerberus bases are usually guarded by the following forces: • Cerberus Commandos: Highly trained shock troops armed with assault rifles or pistols. Cerberus also runs several front corporations meant to fund and support their operations. or other dangerous nasties. • Cerberus Defenders: Found protecting research technicians. • Cerberus Snipers: Often found indoors. Cerberus operates many other kinds of cells than purely para-military focused ones. these snipers find cover and hit with Assassination. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts. Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse. • Research Technicians: The technicians are normally Biotics. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. and colony in the galaxy. they are rapidly deployed. they use powerful Throw attacks. This ensures that should one cell be compromised. major trade stop. Cerberus is very well-funded. Cerberus operatives accept that these methods are brutal. destroying Batarian pirate and slaving rings. and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. highly armoured. They have also been described as a pro-humanity terrorist or paramilitary group. though unarmoured. Led by a mysterious figure known only as the Illusive Man. reporting regularly. Their core belief is that humans deserve a greater role in the galactic community.ADVERSARIES Apart from chasing after rogue Spectre agents. Cerberus has operatives all over Citadel space and the Terminus Systems. terrorist activities. there are other races. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers. but believe history will vindicate them. Cerberus Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. due to their activities. and use modified shotguns (page 61). sabotage and assassination. Due to their widespread network. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. However. but which has now gone rogue. thus rendering the Illusive Man blind in those areas. or hunting rogue psychotic Asari purebred Biotics." and may have been edited by Cerberus agents to discourage casual explorers. which includes Rachni (soldiers and workers). ranging from political to scientific but all united under the common goal of advancing humanity. which they don‘t just use against vehicles such as the M35 Mako. Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on. Any methods of advancing humanity's ascension are justified. the others would not be captured. creatures and organisations out there for the characters to encounter. Each cell is led by an operative who reports directly to the Illusive Man. Husks. collecting bounties on escaped Tech criminals. including illegal or dangerous experimentation.
• Geth Sniper: Armed with Geth sniper rifles and shielding. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. has the ability to charge. Capable of Radar Jamming but no shield recharging. Some have a stunt that grants them the equivalent abilities of an Omni-tool. Very strong shields and extremely resilient with shield recharger. • Geth Hopper: Cyberwarfare and ambush platform. such as the Neural Shock Tech Talent. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). specialised for long-range combat. shielding and rocket launchers. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. and can utilise Carnage. and thus immune to effects that target only organics. and Jamming. with the number of Talents equal to the skill rating. The Geth are entirely synthetic creatures. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. Geth barriers and capable of recharging shields. Also possesses shields. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping). Heavily shielded and very resilient with shield rechargers. barriers. Resilient to gunfire. Attacks using the Geth sniper beam.Geth As described in the Racial Backgrounds section. Has the Geth Shield Boost ability (treat as Ablative Armour). Specialised for close quarters combat. Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. Overload. Carnage (see page 20) and the ability to recharge shields. and vary according to role. • Geth Juggernaut: Similar to Geth Destroyers. • Geth Rocket Trooper: Equipped with Geth pulse rifles. Geth encountered beyond the Veil will have programs developed equivalent to skills. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers. Equipped with Geth pulse rifles and rocket launchers. Extremely resilient to small arms and ground vehicle fire. have access to Tech Talents. Utilize both disruptor and scram rockets heavy weapons platforms. • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. and Toxic rounds. Capable of using Assassination (see page 20). 63 . Extremely strong armour and shields with recharger. Has shielding but no rechargers.
Over time the body's organs. commonly called MECHs. and so on.Husks Husks are synthetic "zombies" created by the Geth. prior to determining whether the effects of the blast generate composure track shifts. A LOKI Mech that switches to its security protocols is easily identified. Husks that reach the same zone as any character attack first with an electrical blast. the dual "eye" on the unit turns from white to red. 64 . they have also seen use in groups on the shiftier side of the law when raw manpower is needed. When the spikes are approached – say. • 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. with an equivalent skill level of 3 ranks. as an individual husk can only generate one electrical blast. once close enough. and is also the manufacturer of the FENRIS. allowing their programs to be easily overridden and turned upon their owners. or where the use of organics for "around the clock" shifts is unfeasible. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. LOKI. there is never only one husk around. They count as both biological and synthetic creatures for the purposes of Tech Talents. often fielded by the Alliance. husks attack with a brawling skill level of rank 2. They possess a basic personality suite and are easily programmed for various security tasks. the MSV Cornucopia. huge spikes that Alliance marines have nicknamed "dragon's teeth". Originally used by the Alliance for colony guard duty. Unfortunately for those that encounter them. though it is effective psychological warfare to make soldiers fight their own dead. LOKI Mechs are incapable of any complex tactics. variant weapon ammunition. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. Thereafter. They have an inbuilt level of equivalent armour with a defense rating of 2. if marines try to recover their dead comrades – the Husks are released and attack. The husks will charge at their enemies and. No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. skin and water content are converted into cybernetic materials. give off a powerful electrical blast which disables shields and causes massive damage. never seek cover during a firefight. blood is changed to a sickly green fluid. and their civiliangrade firewalls are insufficient to deal with modern hacking. MECHs Earth based weapons manufacturer HahneKedar has become a major supplier to the Systems Alliance military. partly as a trap and partly as a warning to other organic races not to enter their space. typically as expendable assault units. and YMIR classes of mechanical infantry units. The Geth used a ship full of Husks. Many mercenary groups make extensive use of them. When a human is captured they are placed on impaling devices. and the body generates an electrical charge.
and drugsniffing dogs would. or Model 34-A. Whilst it can fire its twin Cannons on the move however. the YMIR does have a few limitations. 65 . and have been seen deployed alongside LOKI Mechs. When attacking. limiting its movements to a slow. a FENRIS Mech will accelerate to a set speed and jump with its rear legs. or overridden by an experienced hacker. noisy. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions. bringing the target down with its front legs in an animalistic pounce-like motion. YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. but is still vulnerable to hacking by dedicated hackers. For many humans. they are stunned by a taser device embedded in the 'head' of the FENRIS. • YMIR Mech: The Battle YMIR Mech. the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. and indeed to all mechs. as they tend to constantly advance on enemies to engage at point-blank range. As a military model. To protect the workings of the weapon arms from small arms fire. the mech will explode. altered. When a FENRIS Mech is severely damaged. and FENRIS Mechs can be turned against those they are tasked with serving. A major disadvantage to FENRIS Mechs. is a massive killing machine designed for anti-infantry purposes. they are fitted with protective actuated shield covers. it must pause to fire rockets to ensure a stable launching platform. the mech will deactivate and remain stationary. they are identifiable by their white armor and red lights. is that their software programming can be hacked. After the target is struck. these covers must open. Kinaesthetic programming is limited due to the complexity of the design. the YMIR Mech has better firewalls than other models. walk and cannot attempt to climb steps. In order to fire either weapon. Heavily armoured and shielded. FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. Despite its fearsome weaponry. If shot while in this deactivated state.• FENRIS Mech: Like other mechs produced by Hahne-Kedar. giving warning to those able to see the mech. used in the same manner bomb.
• Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers. a biotic can be found amongst mercenary bands. which prefer to select equipment from a single company). • Eclipse. They are usually hired by criminal organisations that require "heavy muscle". mercenaries will commonly raid remote outposts or unprotected starships when unemployed.a pirate group that acts as the"muscle" of Omega. Notable Mercenary organisations • Blood Pack. Humans. Krogan mercenaries regenerate their shields particularly quickly in a fight. • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders. • Mercenary Adept: Very occasionally. • The Grim Skulls. consisting exclusively of Krogan and Vorcha.a major mercenary corporation active in the Terminus systems. 66 . and line up for an Assassination shot. mostly wiped out by Council Spectre agent Saren Arterius. • The Talons. they are usually lightly armoured. Given that their occupation requires them to be efficient and capable. Mercenaries are usually found at their bases on remote worlds. Batarians or Krogan. usually equipped with an assault rifle or a shotgun. • Blue Suns. Mercenaries hail from all races and backgrounds. mercenaries tend to use superior weapons and armour.a 'private security' firm and one of the most powerful groups in the Terminus Systems. smuggling tainted element zero. meaning their equipment is usually produced by a variety of manufacturers (unlike military forces.a Turian group based on Omega. most fill one of the following roles: • Mercenary: The standard mercenary.Mercenary Organisations Mercenary bands operate throughout the Attican Traverse and the Terminus Systems. or by individuals who want protection or assassination services. but they are lightly armed and armoured. Able to field a variety of personnel to fulfil their contract. They control 20% of Omega.a minor mercenary band. and focus on vehicles such as the M35 Mako. or protecting their employer's investments or operations. • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher. Their use of Throw and Warp makes them dangerous. Sometimes euphemistically referring to themselves as 'private security organisations'. They often have the ability to use Immunity. though are most commonly Turians.
they are quite fragile. Given their name. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. Best handled at a distance. seen. Rachni Queens are the largest and most intelligent of the species. on difficult to terraform worlds. Defended by Brood Warriors who will die to protect them. causing heavy toxic damage. causing heavy toxic damage which ignores shields. The Rachni are territorial. who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. Bred in captivity away from a brood queen.Rachni The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. Acting in swarms. able to survive environments that kill most sentient species. Intelligent but highly aggressive. with thin tentacles ending in little pods. and rarely. 67 . The Rachni aren't as extinct as the galaxy had been led to believe. although its attacks inflict more damage. It is also unique among Rachni in that it possesses some Biotic ability. They are most at home in vents and tunnels. determined to remain isolated from the rest of the galaxy. Rachni soldiers are cunning and like to ambush their enemies. tending to the needs of the queen. They were eventually defeated and completely eradicated by the Krogan. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). They are the 'elder males' of the hive that usually mate with the queen. in fear of being plunged into another galactic war.the Rachni can use weapons but prefer to use these tentacles to impale their victims. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. These tentacles are used to impale enemies . have encountered them. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. It stands to reason that if the galaxy‘s newest spacefaring race. if ever. Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. Rachni Soldiers are slower. then its highly likely that other governments have as well. but much larger creatures than Rachni Workers. it will occasionally place a squad member in Stasis and appears to use a form of Barrier. Rachni Queens are capable of possessing the minds of other Biotics. they likely fill the niche occupied by drones in other hive species. they are effectively giant sized locusts intent on death and destruction of all sentient life around them. they respond with brutal force. using them as proxies to translate and communicate when necessary. They normally inhabit extremely hazardous worlds. They can also spit acid. the humans. The Brood Warrior has abilities comparable to a standard Rachni Soldier. and other hidden locations. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. It is said that they only attack when the hive is particularly strained for warriors. Should their territory be invaded on purpose or even by accident. the spacefaring Rachni were driven to expand and defend their territory. they rush up to the squad and explode in suicide attacks.
burrowing up from beneath their prey. with a range of 2/5. penetration 6. and their burrowing style of movement. harm 8. and are immobile when they raise up to attack. Treat Thresher Maws as having an armour defense rating of 6. the Thresher Maw cannot be targeted. They are enormous. they can reach one additional zone with their claws when using their natural weapons. They live alone in nests spanning large areas underground. They always attack the closest target. violent creatures that burst up from the ground without warning when disturbed. identifiable only by their landscape profiles. two or three at most can be found on a single planet. They reproduce via spores that lie dormant for millennia. Give them the following stunts: • Extended Reach: Due to their immense size. thresher maws are immobile above ground. and must wait one round between attacks to recharge their spit. and do not inhabit rolling hills. asteroids or moons with little or no atmosphere. Owing to the nature of their attacks. and are a menace to any structures or vehicles in their nesting area. • Native Burrower: Thresher Maws never fully leave the ground they live in. and instead have an extended health track of 3dF+9 Thresher maws are solitary creatures. • Dauntless: Thresher Maws have no composure or wealth tracks. As a result. They can grow to be in excess of 30 metres tall above the ground. but can move incredibly quickly below. and a new skill called Acid Spit. with a body nearly twice that size beneath the surface. They may use their one free move to rise up or drop back underground. mountains. such as a crashed probe to draw unwary scavengers. thresher maws usually live in large flat open spaces on uninhabited planets. only the head and tentacles erupt from the earth to attack. Threshers commonly have some sort of "lure" in their nest. The body of an adult thresher maw never entirely leaves the ground. with a harm rating of 8 and must wait one round between attacks due to their size. Fortunately. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets. Due to their size. 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. and move if shifts are successfully generated against them. they completely ignore shields. They have Natural Weapons as an apex skill.Thresher Maws Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. or valleys. which is a combined combat skill and weapon. and their acid attacks as though the shields stunts don‘t exist. Aggressive and highly territorial. They also have rank 4 skills agility. spread by previous generations of space travelers. but there are some "stray" nests. When moving underground. or they may take an additional zone of movement when they take their free move when fully underground. They can take a lot of damage and can be very hard to kill. and smashing with their claws in close range while emitting infrasound. Their attacks consist of spitting powerful viscous acid that splashes on contact. thresher maw spores appear on many worlds. 68 . yet are robust enough to survive prolonged periods in deep space and atmospheric reentry.
gathering them up and literally beating them into soldiers. Virtually everywhere the Krogan have been. Vorcha ―trained‖ by this ordeal are stronger. wreaking havoc with the native ecology. 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. A common subgenus of varren has metallic silver scales. hostile. and more resilient than other members of the race. clannish. leading to the rather unusual nickname 'fishdogs'. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. However. Seeing the potential of the Vorcha's individual adaptability. savage species. each additional Vorcha magnifies the gang‘s combat ferocity exponentially. Krogan – and some other species. and consummate survivors. Krogan Blood Pack mercenaries often sweep pockets of Vorcha. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds. Gaining even a few Vorcha gives a mercenary band a formidable advantage. Vorcha The Vorcha originate from a small. wild varren hunt in packs and are so vicious they'll even take on the Geth. smarter. including Batarians – raise them as beasts of war. faster. they are – like most life from Tuchanka – savage. the Vorcha constantly fight each other in fierce competition over basic necessities. alternately fighting them for territory and embracing them as treasured companions.Varren Varren are omnivores with a preference for living prey. their continual lack of resources have kept Vorcha society extremely primitive. The Krogan have had a love-hate relationship with varren for millennia. varren infestations have followed. Even as their population grows. Originally native to the Krogan homeworld of Tuchanka. To this day. 69 . Their supreme adaptability.
These behemoths are built at T4 (29 bp). but use the optional rules for Fighters on page 228 of the main rules. Warships in Mass Effect are classified in one of four weight classes: Frigates. With this small tweak. and are limited in number to only a few operated by each member race. such as luxury cruisers. depending on the individual size and age. one man ships. Crew must adhere to the standard operating procedures of the government. or T2 level for the larger designs. with severe consequences for variation from those limits so imposed. • Cruisers are firmly in the realm of T3 (23bp) ships. Spacecraft and Tech Levels Diaspora made the design decision that ship size. • Carriers are usually the same size as Cruisers at T3. All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system. spacecraft may not take the T4 Stunt "Dumps heat into another dimension". we have a quick and easy way to define and differentiate our ships. larger than anything else built by the council races. Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). for a hard sci-fi genre. and have access to shipyard facilities that supply dedicated repair engineers. thus Technology is the difference between ships. Geth dropships are classed as Frigates. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. All ships of this type must take the Civilian stunt. • Dreadnaughts are the largest vessels in Council space. cargo freighters and colony ships usually sport minimal or no weaponry. Carriers. so that instead of limiting ships build points by technology. Using this idea. we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships.Space Combat Mini-Game Changes SPACECRAFT Knowing that Mass Effect is not set in the hard sci-fi genre allows us to tweak the Diaspora starship creation rules to align with the Space Opera ideas that big ships with lots of people and weapons are possible. • Fighters are small. assigned a dedicated crew to operate all systems. who use magneto-hydrodynamics to power them. so are well represented by the T1 (11 bp) level. The only ones who use an actual Beam weapon are the Reapers. and Dreadnaughts. New T0+ Spacecraft Stunts Government Subsidy Spacecraft with this stunt are officially part of the navy of the government. • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" 70 . and built with 8bp. we just say that they are limited by size. These terrors of the black are built at T5 (35 bp) or T6 (41 bp). or at T3 with a few sink stunts. • Reapers are sentient ships. We can adjust this for our game. is not important. • Frigates are designed at a level of T2 (17bp). usually fielded by carriers. New Spacecraft Stunts Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers. Cruisers.
a Mass Effect Drive is required to access the mass relay system. except when such consequences were gained when the aspect chosen above was tagged. Cost 1bp. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. and thus reserved for critical operations. or drift passively through a system for days before having to vent and give away her position. and provides a +1 bonus to V-Shift. Spacecraft can go to 'silent running' for around 2-3 hours. Requires the Tantalus Core Stunt. Cost 1bp. and mass effect accelerated projectiles. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). then divide those by ten. but the stored heat must eventually be radiated.• • • • • • • • • • • • • • • • • • "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. This experimental system may only be installed on spacecraft with a 71 . and allows ships to move ten times faster between their destinations for the same reaction mass. 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. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks. This affords protection from micro-meteorites. This stunt also provides a +2 bonus to maintenance checks when at government facilities. whilst also powering the Internal Emissions Sink. 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 4bp. 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. Cost 2bp. or it will build up to levels capable of cooking the crew alive. torpedos. Cost: -1bp. These shields safely deflect small objects traveling at rapid velocities. and a +2 bonus to repair checks to remove consequences. This system does not operate during mass relay travel as the heat generated is too much to absorb. See Diaspora page 69 for standard travel times.
Should the Normandy‘s design prove useful in field tests. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. and with the sponsorship of the Citadel Council Ship Class: Prototype "Deep Scout" Frigate Base Stats: • V-Shift: 4 • Beam: 3 • Torpedo: 1 • EW: 3 • Trade: 0 • Frame Track: 3 • Data Track: 4 • Heat Track: 4 Stunts: • Mass Effect Drive • Government Subsidy (Experimental Design) • Tantalus Drive Core (+1 to V-Shift) • Internal Emissions Sink (+2 Heat Track. 72 . she is optimised for solo reconnaissance missions deep within unstable regions. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. codeveloped with the Turian Hierarchy.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. using state-ofthe-art stealth technology powered by an experimental drive core. it is expected that a follow-up class incorporating "lessons learned" will be produced. nimble. is a prototype "deep scout" frigate. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. +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.
explosive style. 73 . The Oversize Drive Core stunt provides a +1 bonus to the Heat track. these fighter craft work as a unit to jam the comms of any intruding vessels. Designed with killing much larger ships in mind.Asari Cruiser “Cybaen” (T3) Manufacturer: Asari Republics Ship Class: Frontline War Cruiser Spacecraft Stats: • V-Shift: 4 • Beam: 4 • Torpedo: 2 • EW: 0 • Trade: 0 • Frame Track: OOO OOO • Data Track: OOO O • Heat Track: OOO OOO Stunts: • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal. Cerberus 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. except when "NonStandard Design" was tagged) • Oversize Drive Core • Kinetic Barriers Cost: 8 Aspects • Government Owned and Operated (Asari Republics) • Non-standard Design • Shields Down! • Oversize Drive Core • As Graceful as she is Deadly • Shields as tough as a Dreadnaught’s The Cybaen is an Asari cruiser-class warship. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. bring down their kinetic barriers. and +2 to to V-Shift for 4bp. Cerberus fields its own defense ships around their secret research stations. 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. and then cause them to catastrophically vent their atmosphere.
Platoon Creation Changes When constructing platoons. colloquially called "shields". Tech Infiltrator (Infantry) Using their jamming skills to great effect. there are a few ways Mass Effect characters can augment their assigned platoon. Similarly. The unit receives +2 to this skill when used defensively. Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand. Additionally. the basic principle remains the same. this stunt grants +1 to the Signals skill of the unit. Anti-Air. At creation choose one of Armour or Hand-to-Hand. determined at creation. and +1 to one of Direct Fire or Anti Air. Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking. Command. the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour. while no less potent to their unit. At the gaming table. This stunt provides a +1 to Hand-toHand. this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately. Biotic Specialist (Infantry) As fearsome as they are in direct combat. the Specialists gain an extra aspect ―Power Drained‖. At platoon level. Whether on a starship or a soldier's suit of armour. the infiltrators gain an extra aspect ―Power Drained‖. Tech Specialist (Infantry) Seizing control of the electronic battlespace. provide protection against most mass accelerator weapons. Additionally. the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals. However.Platoon Combat Mini-Game Changes Mass Effect Platoons The Mass Effect computer games are played from the point of view of one small squad in a very large galactic struggle. or Direct Fire. the Defenders gain an extra aspect ―Power Drained‖. There are no new platoon skills added in this section. though. 74 . Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. or Armour. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. as well the ability to try to use a manouver to remove a free tag on an ally that is currently within Command range. Shield Projector Kinetic barriers. there is an opportunity to explore larger scale events through multiple squads in the Platoon level combat minigame. All normal rules for character association with units apply as per Diaspora page 192. New Platoon Stunts The following stunts may be taken by any unit that meets the type restriction (if any). Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. Additionally. change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. as well as +1 to one of the Observation or Armour skills. and receive a -1 penalty to Camouflage next turn. as well as +1 to one of the Signals or Camouflage skills. Direct Fire. offensive Biotic abilities are unfortunately visually flashy and distinctive.
Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. a high-altitude bomber. the M35 Mako. disrupting communications. The only role the Mantis cannot perform is that of a true deep-space fighter. allowing it to take off vertically and hover in place using minimum fuel. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. “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. taking out support units and delivering marines to weak points in the enemy formations. The Mantis houses an element zero core which lightens the engines with a mass effect field. First rolled off the assembly lines in 2170.Example Platoons All platoons are created at tech level T3. Anti-Air 2. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . Direct Fire 3. 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. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. Signals 2. Movement 1. the Mantis remains in service in dozens of armies across the galaxy. Armour 1. the Grizzly has had a long career protecting its troops well. Command 1. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. Observation 2. Alliance Marines (T3 Infantry) Direct Fire 3. Max Move +1 Scout: able to continue move when entering a zone containing an enemy Wireless: Command Range +1 Reach Out with Precision Fire Overheated Weapons Alliance M29 Grizzly Infantry Fighting Vehicle (T3 Armour) Armour 5. a fighter. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. Whilst slower and bulkier than its successor. Direct Fire 3. Movement 1. and was a bane against the Turians during the First Contact War. Hand-to-Hand 2. as it has no FTL drive. 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.
Direct Fire 2 Morale OO Interceptor: able to respond and act to enemy aircraft if on LAUNCH box 76 . infiltration. Armour 2. Armour 2. Movement 3. and a dancer's grace and alacrity. Movement 3. Movement 3. possessing profound tactical insight. Movement 4. and their education from that point is dedicated to sharpening their mind and body for that sole purpose.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. they are adept at ambush. 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 . a huntress is practically unbeatable. a hunter's eye. 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. Huntresses fight individually or in pairs. Like an army of ninja. and assassination. One-on-one. A61 Mantis Gunship . depending on the tactics preferred in their town. demoralizing and defeating their enemies through intense. 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.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. Armour 2.Shield Projector (TE): Armour +1 Boosters (TE): Movement +1 Highly Trained: Morale +1 Surprise! I'm Back! Overheated Weapons A61 Mantis Gunship – Bomber Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. Observation 2 Morale OO Infantry Carrier: able to transport Infantry Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Rapid Deployment and Close Support Overheated Weapons A61 Mantis Gunship . focused guerrilla strikes.
Direct Fire 2. The Geth make perfect ambushers—"they don't move. Armour 1. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Command 1. they don't make noise. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. shutting down their power sources to stay undetected. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3. Geth can even be packed tightly into crates and left in storage. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. +1 to Direct Fire. The key element of Geth warfare is surprise. Camouflage 1. Movement 2. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. they don't even breathe. Camouflage 1. they may communicate their exact thoughts and ideas at the speed of light. Direct Fire 2. Armour 1. Veteran 1. Veteran 1. Geth Infantry Platoon • 4x Geth Troopers • 1x Geth Juggernaught • Platoon Fate: 6 FP Geth Heavy Weapons Platoon • 2x Geth Troopers • 2x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP 77 . +1 spot marker and -1 to Camouflage after attacking 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. This makes them extremely efficient in battlefield conditions. +1 to Anti-Air. +1 to Direct Fire. Anti-Air 2. Veteran 1. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit.Biotic Specialist: +1 to Hand-to-Hand. Direct Fire 3. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively. Observation 2." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. Movement 1. Hand-to-Hand 3. Highly Trained: Morale +1 Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Peerless Biotic 50+ Years of Battle Experience Asari Commando Team (T3 Infantry) Hand-to-Hand 4. Morale OOO OOO O Geth Platoons All Geth are networked to each other. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. Armour 2. Direct Fire 1. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Movement 2. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. Movement 3.
Signals 2. It is equipped with microthrusters and a small element zero core. and that they are extensively reliant on digital communication for interaction. 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. fell short of accomplishing. 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. Geth Anti-Armour Platoon • 4x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP Be sure when assembling Geth Platoons to adjust them for the Leadership Stunt bonus. Signals 1 Morale OOO O Long Range: ignore 1 extra zone of range when attacking Long Range: ignore 1 extra zone of range when attacking 78 . Armour 2. or reduce its mass for limited evasive or positioning manouvers. It is designed to fulfill the role of rapid deployment that its predecessor. which can be used to increase mass and provide greater traction. Signals 2. Direct Fire 2. Observation 1. Armour 2. Movement 2. Movement 1. Geth Troopers (T3 Infantry) Hand-to-Hand 3. the M29 Grizzly. Anti-Air 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. 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. Movement 2. Armour 1. Geth repair their morale using Signals instead of Command.Air2. Observation 1. Movement 1. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. Armour 3. which varies depending on which Leader is assigned to a Platoon. Anti. 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. Direct Fire 2. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates.
These include a recon drone controller. reconnaissance. Direct Fire 1. Observation 2. STG operators work in independent cells. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. a mobile air defense platform. Movement 1. performing dangerous missions such as counterterrorism. assassination. Hand-to-Hand 2 Armour 1. and sabotage. 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. devoted to accomplishing their mission regardless of the cost involved to others or themselves. Hand-to-Hand 2. Armour 1. Signals 1. STG operators are brutally practical. Armour 3. Alliance M35 Mako Infantry Fighting Vehicle (T3 Armour) Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Movement 4. +1 to Observation. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. 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. Direct Fire 3. additional aspect ―Power Drained‖ to remove these bonuses. Movement 1. STG Recon Unit (T3 Infantry) Camoflage 3. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. 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.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. infiltration. Observation 3. usually deployed by the Citadel Council.
Armour 1. Movement 2. 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 . additional aspect ―Power Drained‖ to remove these bonuses.STG Infiltrators (T3 Infantry) Camouflage 3. able to use manouver to remove free tag on ally in command. Anti-Air 1 Morale OOO O Omni-Tool Master: able to use Command skill for Sensors Special Forces: not automatically spotted when it shares a zone with an enemy unit. Direct Fire 2. Tech Defender: +1 to Command. Hand-to-Hand 2. Armour 2. +1 to Camouflage. or perhaps some of the ones on the list below: • • • • • • • • • • • • • • • • • • • Batarian Slavers Blood Pack Mercenaries Blue Suns Mercenaries Cerberus Mobile Infantry Council Spectres Drell Assassination Squad Eclipse Mercenaries Elcor Heavy Weapons Geth Armatures Husk Zombies Krogan Beserkers Krogan Biotic Battlemasters Mass Driver Orbital Artillery Quarian Commandos Quarian Engineers Rachni Swarms Thresher Maws Vorcha Irregulars Wild Varren Pack STG Cell Leader (T3 Infantry Leader) Command 4. Indirect Fire 1. Movement 3. Hand-to-Hand 1. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. additional aspect ―Power Drained‖ to remove these bonuses. I encourage you to create your own versions of these units. Wireless: Command Range +1 Never Where You Thought They Were Overheated Weapons Power Drained Other Platoons and Units These are just a small sample of the potential types of units that can be created for the Platoon mini-game. Tech Infiltrator: +1 to Armour.
unpredictable. This is the setting history established in the first Mass Effect game. Many races have petitioned for elevation to this status for a long time. with steps designed to help link your characters to each other. exploring ancient ruins and fabulous cities alike. Cluster creation is intended for each player to suggest themes they‘d like to explore. Taking control of a pivotal character in the events of the game. Character creation works in a similar way. and Turians in the decision making process. no one in the wider galactic community had ever heard of humans. individualistic and thus. as well as confronting the prevailing opinions of humans as intelligent. highly adaptable. At the time of the first game. abnormally ambitious. there are hard limits on what you can do and where you can go. Humanity began its journey among the stars. humanity learned the secrets of mass effect physics and element zero. This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. Humans are still discovering what it takes to survive on these newly discovered worlds. unlocking faster-than-light travel. Law and Order The Mass Effect games place strong emphasis on the theme of law and order in the galaxy. Hoping to expand their territory and driven by immense curiosity about the galaxy. Salarians. and some members of those races resent the appearance that humans are going to jump the queue ahead of them. humans have an active role in galactic commerce and settlement. there are many places that the reach of the council doesn‘t extend. such as 81 . battling aliens and making allies (and vice versa). you get the chance to explore the galaxy. beginning the First Contact War. Whilst you can explore hundreds of worlds across the series. moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space. or outside. they began activating every mass relay they could find. as well as how individuals choose to operate within. to join the Asari. 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. by its very nature as programmed entertainment. permitting instantaneous passage across thousands of light-years. as the structure of the Diaspora RPG cluster and character creation is designed to help you. encountering various alien races and establishing itself on the galactic stage. Whilst the Citadel is seen as the primary location of galactic rule. Humans are new to the galaxy A little over 35 years ago. those confines. They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. and are heavily petitioning for full member status in the Citadel Council. our options are not so limited. 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. Humans also discovered the mass relay network that threaded the galaxy. At the gaming table. 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. With the technology from these ruins. In this section. which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry.Campaigns and Themes Mass Effect is set in the year 2183 CE.
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. 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. An AI gives the view from the other side of the fence when it says that. or even the elite Council Spectres. or the corporate control of Noveria. The Citadel Council heavily controls all research into synthetic intelligences. and you‘re good to go. many mercenary groups employ humans as hired muscle. this can be explored in the ways humans protect. You can always fill in the rest as you play. these potentially disastrous outcomes are neither certain. a stunt or two. Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. there are those who are sent in to do them. they are all you need to begin to create a character. Tying into the first theme of humans being new to the galaxy. the law. the covert and clandestine Salarian Special Tasks Group. aspect. lest the same mistakes get made. and Elite special operations groups are one place to develop them. with them making up the largest of the minorities. ―Hacking Diaspora: Threats. Conversely. Along these lines.the iron fisted rule of the Asari crime lord Aria on Omega. skills or abilities your character needs. notably Blue Suns and Eclipse. The apex skill represents a significant investment in time. so they have no need to trade resources or information with them. you have probably noted things of interest you‘d like to explore. name them. The companion document to this rules hack. Partial Characters and Cool Stuff As you have read through this book. They have successfully incorporated humans into their structure to help with policing and patrol duties. or stunt that interested you. Just choose one. "all organics must destroy or control synthetic life forms". banning AI research almost entirely. Diaspora supports this style of play with its pyramid skill structure. At the personal level. take some time to decide why your character is so good at that particular skill. replacing the Technology attribute in the Cluster creation mini-game with the Order attribute allows players to decide for themselves how this theme impacts their characters. Whether they are the biotic powerhouse Asari Huntresses. 82 . exiled from their home planet by their own creations. and is always happy to take new recruits. or circumvent. Unfortunately for the council races. so too is the nature of how organics deal with synthetic intelligences. resources and attitude for the character. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. Special Operations and Apex Skills When there are dangerous missions to perform. from a synthetic point of view. nor impossible to work around. the Geth. you can always begin by using one of those characters as a starting point to developing your own. there is much appeal to playing highly competent beings breaking heads and taking names. The introduction of both a Geth character. when other inspiration is taking a while to surface. With only one skill at the Superb (+5) level. 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. to provide protection to interests not necessarily desired by the Council. give ‗em that race. When you are unsure what kind of aspects. an ability or race. However. Organics vs Synthetics In the large scale. C-Sec is a volunteer organisation. Sometimes. The Quarian peoples are adrift in space.
HACKING DIASPORA TO Name Race Homeworld Class/Concept Rank 5 Skill Rank 4 Skills Rank 3 Skills Cluster Known Biotic Effects Tech Talents Or Combat Excellence Abilities Health Rank 1 Skills Composure Wealth Aspects Mild Consequence Medium Consequence Severe Consequence Weapon Range Stunts Rank 2 Skills / Harm Pen Stunt Stunt Stunt Gear Armour Stunts Defense Rating Ammunition Effects HD2ME Character Sheet Ver 2.0 83 .
modified by Bio-Amp Implant stunt. Lasts three turns. adept at sneaky and subtle Public service peacekeepers. reliable and affordable equipment such as armour. Zone aspect. New Skill: Biotic Training (Page 26) Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. Effects last until the next turn only unless otherwise specified. 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. the Quarians Reptilian mercs and enforcers. Throw Shift enemy one zone. If used two turns in a row. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. no Biotic Training. omnitools and bio-amps. Tech specialist. home is where the flotilla is. no Tech Training. Place aspect on target. Minimal combat training. clannish primitives used as cannon fodder by mercs Towering. mono-gendered race of female appearance Pirates. now militantly serve the Hanar Ponderous giants. Lift Target floats helplessly. no Biotic or Tech Training. Place aspect on target. Stasis Target unable to move and takes no damage. Biotic and Tech Training skills not higher than rank 4. Primary Biotic Effects: Barrier +2 to own armour defense rating. Singularity Gravity sink. Hate humans Rescued from their dying world. target takes one additional damage shift from any successful attacks. combat skills not higher than rank 3. slavers. Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. Non-technical apex skill. no Tech Training. emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. no Biotic Training. Broken by the genophage Evicted by own AI creations. Biotic and Combat skills not higher than rank 4. 84 . Number of effects equal to skill training level. adaptive predators loyal only to the strongest Engineer Vanguard Sentinel Infiltrator Biotic specialist. no combat skills. Combat Excellence stunt available with ranks in Tactics.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. Three or four combat skills. Place aspect on target. Conserves momentum. Lasts two turns. Warp -2 to enemy armour defense. Tech and Combat skills not higher than rank 4. and overthrew. Minimal combat training. admired and distrusted equally Synthetic AI race created by. Amphibious information seekers. Combat specialist. client race of the Turians Aggressive. other combat skills not higher than rank 3.
No max skill rank. Effects = Skill rank. Asari Biotic No implant required. then next turn make a full turn move. They must then resist an attack equal to Biotic Training +2. you are unable to act the following turn. Effects = 0 Stable L2 Implant Max skill rank = 4. May pay a FP to resolve the effect immediately. reducing any pass costs by 1. Finally. Armax Arsenal Supplier of elite Turian military units. L3 Implant Max skill rank = 3 Effects = Skill rank. Spend one turn focussing on a target. one composure or health damage cumulative per use. may spend a FP to gain a defense bonus equal to half Medicine ranks. Slam Requires: Lift effect and one of Throw or Pull effects. L3-R Implant Max skill rank = 3 -1 to composure track. 85 . or both if you possess both effects. must start again. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. then next turn gain a +2 bonus to armoured or synthetic target. Unstable L2 Implant Max skill rank = 3. Effects = Skill rank L1 Implant Cannot take skill. Their weapons and armour are high quality. Next. you are unable to act the following turn. rounding up against other biologicals.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. otherwise resolves at the end of turn. Place ―Slammed‖ aspect on target. Effects = Skill rank +1. Unable to use this effect in consecutive turns. That target becomes immune to further Domination next turn. Then. If >5. high priced and very difficult to acquire for most non-Turians. or Throw to target. Make a Biotic check at +2 for one effect. those without Shielding have the Lifted effect applied to them. Younger than 300: are dying. or +4 for both. If target is invalid. If 0. Effects = Skill rank. or a +4 bonus to unarmed biological target. Spend one turn preparing this effect. Advanced Biotic Effects (pages 27. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect. All zones affected must resist this attack. Finally. have no implant and cannot take skill. If target was unarmoured biological. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. make a Close Combat check at +2 bonus for having one of the required effects. Add 1dF to skill rank before combat to determine skill level. Place ―Biotic Shockwave‖ aspect if have Singularity. L4 Implant Aspect: ―Occasionally Distracted by VI‖. Effected targets with the Shielding stunt are unable to move next round. Unable to use another Biotic effect next turn. Effects = Skill rank. Add 3dF to skill rank before combat to determine skill level. New Stunt: Bio-Amp Implant (Page 29) Modifies number of effects. Must not take free move. Reave Requires: Warp effect and Medicine skill. Draw line on map from character (Tactics -1) zones in length. or +4 for having both. Shockwave Requires: Lift or Singularity effect and Tactics skill. Dominate Requires: Stasis effect and Resolve skill. no effects avail. apply Barrier to self.
Combat Requires: Hacking Talent. starships. Must have at least 1 rank in Medicine skill. including Biotics. Drone and Have-a-Thing: Combat Drone stunt. That target becomes immune to further Hacking next turn. 86 . or passing through must roll their Stamina skill against the number of shifts. Multiple Redundancy: Use my Tech Training. professional mercs. 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. access secure systems. heat or toxic exposure. etc. place ―Suppressed by Tech‖ aspect on appropriate target. Substitute ranks in Tech Training for Medicine skill rolls. All Tech Talents last for one turn. Offensively. and lasts 2 turns when activated. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action.VARIANT RULES QUICK SHEETS Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold. Place ―System Rebooting‖ taggable aspect on synthetic target. Must have at least 1 rank in Repair skill. Drone Stats: Range 0/1. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect. Must have at least 1 rank in Medicine skill. A mobile weapon platform at your command. Elanus Risk Control Services A private security corp that can provide event security. in same or adjacent zone to the character unless otherwise noted below. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. Substitute ranks in Tech Training for Repair skill rolls. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. 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. Advanced Requires: Hacking talent. bypass alarms. to weapons and armour. May be taken multiple times to stack penalty. Pen 2. and to hack lone targets. Target becomes immune to further Overloads next turn. Primary Tech Talents: Damping Use defensively to contest Biotic Effects. place a ―Frozen and immobilised‖ aspect on the zone for one turn. Advanced Tech Talents: Must also have Computer (space) skill. On a success. Jamming -2 penalty to enemy alertness checks. ending their turn if they fail. All targets in the zone. Harm 2. Place ―Disorientated and Confused‖ taggable aspect on biological target. Decryption Unlock doors. NonLethal. Hacking Restrictions removed to allow repeated Hacking attempts on same target.
after ―Shields are Down!‖ compelled. excluding the user. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. Armour bonus granted by Shields boosted by +3 when this talent is activated. and unshielded targets must resist 3 shifts of Composure damage. 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. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. Tech Armour Requires: Hacking talent. though their armour lines are generally recognized as above average. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. When neutralised. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. MG Immunity Once per scene. Advanced Requires: Overload talent. 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. Combat Excellence Requires: Energy Weapon skill of at least Rank 3. New Stunt: Combat Excellence (Page 34) This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. Their weapons are stock quality at best. Base Jamming talent duration extends by 1 turn. Overload Restriction removed to allow repeated Overload attempts on same target. and no ranks in either Biotic Training or Tech Training. 89) Hahne-Kedar Earth-based major supplier to the Systems Alliance military. the Tech Armour detonates. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. On a success. but must still meet all other prerequisites. and Armour with Shields stunt. Tactical Cloak Requires: Jamming talent. Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. Unable to be used on successive turns against the same enemy. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. Attacks reduce this bonus by 1 per shift. any level of Tactics skill. including possessing an appropriate weapon. absorbed by armour.VARIANT RULES QUICK SHEETS Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain talent. 87 . target takes Health damage of number of shifts.
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
sometimes used by Krogan Blood Pack mercenaries. Cybernetic zombies created by Geth from captured Biological races. Mostly Turians. Must also have one other high energy usage system (IES). 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. Cost 2bp. +2 bonus to repair checks to remove consequences. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. Intelligent arachnid race with hive mind.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. Violent primitive race usually found in forgotten corners of dark places. Synthetic AI race. +1 to V-Shift. 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). Stealth system gives +2 bonus to Nav check in detection phase. Huge solitary burrowing monsters with acid spit. and all travel times reduced by factor of 10. Mechanical robots used as supplementary guards. 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). or T6 (41 BP) Allows access to mass relay network. Cost 1bp. Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. Cost 4bp. Humans. +2 to Heat Track. "Government Owned and Operated" aspect. Crew must adhere to SOPs. Batarians or Krogan. Adaptable dangerous pests that hunt in packs. 91 . Additional aspect from list below (or similar). +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. except when aspect was tagged.
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. 92 . and ―Power Drained‖ aspect. Geth repair their morale with Signals instead of Command. +1 to Signals. +1 bonus to one of Direct Fire or Anti-Air. +1 to one of Armour or Observation. which causes a -1 penalty to Camouflage the following turn. +1 to one of Camouflage or Signals. Tech Defender (Infantry) Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network +1 to Command and ―Power Drained‖ aspect. +1 to Armour and ―Power Drained‖ aspect. Ability to try to use a manuover to remove a free tag on an ally that is within command range. Gain +1 spot marker after attacking with either of the two chosen skills. +1 to Hand-to-Hand. and get a -1 penalty to Camouflage next turn.
Note 2: See the Spectre Gear Options section on pages 49 or 89. 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. and is here purely for reference and inspiration for aspects or plots. and are not available to other races. Elcor. and Hanar all produce their own armour. This weaponry is always in demand for research purposes. but may be retrieved from defeated Geth. but rarely differs substantially from other weapons of the same type. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races.VARIANT RULES QUICK SHEETS Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Shunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Weapon Manufacturers (Page 48) Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase.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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