HACKING DIASPORA TO
Variant rules and options to create adventures and characters in the MASS EFFECT setting using the Diaspora Role Playing Game.
By M.Gooding (Reaganstorme)
Document Version 2.0.2 MAY 2012
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
PAGE 4 5
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
PAGE 51 53 55 56 59 62 63 64 64 66 67 68 69 69 70 70 71 72 74 74 75 75 76 77 78 79 80 81 83 84 94 48 50 50 52
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
ea. I acknowledge that Mass EffectTM and all related races. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License. and are not meant to challenge ownership of such ideas. gear or mods don‘t quite suit your game. battling synthetic intelligences. Bioware could only put so much into the game. Mass Effect 2 and 3. Some text has been taken from the Diaspora System Reference Document. Silent Wayfarer.html. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1. Some things were hinted at. chiefly Brad J. Matthew Gooding (Reaganstorme) May 2012
I would like to thank the creators of Diaspora.vsca. don‘t be afraid to make up your own versions. and can be found in their fantastic completeness here: http://masseffect. I first had to find a system that could do it justice.0a (see page 90). Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom. Mass Effect told the story of a group of civilisations about to meet their doom. Also. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd.ca/Diaspora/diaspora-srd. Their home page can be found here: http://www. Special thanks goes out to my playtesters. others left as blank slates. Murray (Halfjack). Introduced to Diaspora by friends on RPG. Please see the Licence section for further details. zircher. and Propagandor for their comments and encouragement. fellow RPG. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds. and that you undertake and enjoy the adventures that are waiting for you. which can be found here: http://www. prototype00. Barbacobra. What you see here is the culmination of my efforts to blend the two.TTF.Introduction
Welcome to the updated version of my first attempt at system hacking. Yook. ChopSockey. EonTrinity. Bioware’s Mass Effect and its sequels.wikia. the process of taking an established setting and creating. and more.net. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version.com/.net members Stevenls. I hope you find this document useful. James the Dark.
. despite the available scope of the setting. Darth Illithid. rescuing colonists. stunts. the player trekked across the game setting exploring uncharted worlds. but if some of the sample aspects. and Stacie_gmrgrl. That‘s where VSCA Publishing’s Diaspora comes in. it‘s a freeware font called Slider. I realised I had found a game system that would suit my needs. Assembling a group of champions. HumAnoydd. PolkaNinja. For those looking for the font I used for the titles and headings. were fantastic games that begged to be explored.com/. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void. As you can imagine. and are used in this document with Fair Use intent. Travellingdave.
95 -2 10/81 12. in which a player roll is compared against a referee roll. through the invocation of Aspects. Since an apex Skill is at level 5. Refer to the provided links if you wish further clarification of any rules based information. 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. Our Ladder here is slightly different from the Spirit of the Century Ladder. which yields a result between -4 and +4. Without special dice. results of 7 against 5 represent a decent success.
4dF in statistics roll odds % -4 1/81 1. you could treat 1-2 as -. A Fudge die is a d6. successes and difficulties are rated by numbers or by the terms on the Ladder.24 -3 4/81 4. The words are only applicable directly when a single character acts.The DIASPORA Mini-Games
Diaspora is a set of mini-games. and 5-6 as +. 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.46 16/81 19. and then you compare against some difficulty level.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. While higher numbers are possible. Treating the -5 and 5 results as zero keeps the expected range though. this is functionally the same as rolling 4d3-8. If one is looking for appropriate adjectives to describe an action. and you have a total. Each of these use fate dice. So. available on the Internet.
. Aspects. and other elements from the FATE system but they each have other distinctions. when all things are considered. it is often the difference between two rolls that might determine the quality of success. which might be someone else's roll or might be a level imposed by the referee. with better chances for extreme results. and two faces blank. you add an appropriate skill.75 10/81 12.
+8: Legendary +7: Epic +6: Fantastic +5: Superb +4: Great +3: Good +2: Decent +1: Average +0: Mediocre -1: Poor -2: Terrible In FATE.95 1/81 1. most numbers in the game. two faces marked +.35 4/81 4. This yields a particular curve. You roll your set of four fudge dice. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional.35 -1 16/81 19. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. subtract the -s. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. around which the game is built. yielding a range from -4 to +4. with two faces marked -.75 0 1 2 3 4 19/81 23. in an opposed roll. 3-4 as blank. in that the term Fair is replaced by Decent. You add up the +s.
The Citadel. are not in-fact the creators of the mass relays scattered through the galaxy. slumbering in hibernation. or military antiproton drive) in addition to the FTL drive core. and their focus. the rare material dubbed element zero. With only a core. from generating artificial gravity to manufacturing highstrength construction materials. It is most prominently used to enable faster-than-light space travel. were the Reapers. The last such galactic extinction event happened approximately 50. This effectively raises the speed of light within the mass effect field. These routes are only able to be navigated using space ships with special Element Zero power cores. This "mass effect" is used in countless ways. or "eezo". the idea of technological advancement to the point of collapse is here. the last great technological society. the Reapers wait for the coded signal from their keepers that technology is progressing. and that the time to feed has come again. allowing higher rates of acceleration. and the heat debt acquired by interstellar travel.
ELEMENT ZERO AND THE MASS EFFECT
Element Zero ("Eezo") When subjected to an electrical current. but the latest in a long line of intelligent races to unlock the secrets of their use and discover their purpose. the Reapers provide the building blocks for their next harvest. a ship has no motive power. with a few catches. dubbed the Protheans. as are limited FTL routes. commercial fusion torch. In fact. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. The amount of element zero and power required for a drive increases exponentially to the mass being moved and the degree it is being lightened.
Starships still require conventional thrusters (chemical rockets.000 years ago. all currently discovered uses for element zero based effects generate a heat debt that must be managed. allowing high speed travel with negligible relativistic time dilation effects. By leaving the mass relays. and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. Navigation is only possible between relays. emits a dark energy field that raises or lowers the mass of all objects within it. In particular. behind them when they again leave for millennia. They discovered that in the dark spaces between galaxies. skilled navigators are able to propel the ships light-years in only a few hours. Using the energy field created by the mass relays. Very massive ships or very high speeds are prohibitively expensive. and the usages of their Element Zero based technologies. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. allowing them to tap into dark energies to reduce their mass. In anticipation of intelligent life reaching for the stars. FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. economy ion engine. An advanced hybrid race of sentient synthetic/organic warships.
.The MASS EFFECT Premise
Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect.
In the Mass Effect setting.
this charge must be grounded at regular intervals. So. as with regular Diaspora T4 societies. whilst limited FTL is possible. mass is decreased. many Biotics can also create and manipulate their own mass effect fields. and we never see any nontechnical races competing for resources. and protect starships in planetary orbit or during space battles. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. this manifests as an occasional static shock when they touch metal or other people. the enormous excess energy shed in the form of lethal Cherenkov radiation.If the field collapses while the ship is moving at faster-than-light speeds. When the table sits down to create the cluster. who have jump started their technological creations and exploit Element Zero and mass effects themselves.
. This requires intensive training. In space. it's much more efficient to use the mass relays to navigate the galaxy. and both are susceptible to combat hacking. The stronger the current. either by touching a planet surface or interacting with a planet's geomagnetic field. The military makes extensive use of mobility enhancing technologies.
Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. the effects are catastrophic. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. High-mass fields create artificial gravity and push space debris away from vessels. Some Biotics' talents are not strong enough to be offensively viable. In starship drive cores. The Geth are a prime example of the doom that is pending with the development of AIs. This reflects back to the Cluster generation mini-game quite easily. low-mass fields permit the creation of evenlyblended alloys. It also means that most weaponry will be energy weapons. and cybernetic implants. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. 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. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. sturdy construction materials. With a positive current. In manufacturing. the world of Mass Effect is on the brink of imminent collapse. while high mass compaction creates dense. the greater the magnitude of the dark energy mass effect.
Whilst there are still advances to be made. The least developed of the races is humanity. Ubiquitous Technology In the games. With a negative current. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. and plenty of scientific secrets still to be discovered. to prevent the electricity discharging into the hull and causing catastrophic damage. This still gives us plenty of conflict to game. and each system can have several planetary systems reachable by ships. mass is increased. amongst a variety of other effects. we see the presence of technology everywhere. but all Biotics are sensitive to the presence of mass effect fields. driving the Quarians from their homeworld and taking over. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. personal networks are everywhere. Even colonists have access to advanced tech. For Biotics. the slipstreams become the links between the mass relays. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. The ship is snapped back to sublight velocity. but can produce impressive offensive or defensive effects.
I've picked ORDER. Example – The world of Illium. controlled or illegal narcotics. all exploited by those wanting to work around them. verification. especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. What started as measures to protect the public good are beginning to become quite restrictive. systems and societies. or other associate species of the Council. representing a very minimal structure of a handful of people at most. There's plenty of variance in the levels of Order in societies during the missions in the game. and those who commit crime and are caught generally face the appropriate penalties. Life is strictly survival-of-the-fittest. revocation and enforcement of many activities. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings.Cluster Creation Mini-Game Changes
NEW SYSTEM STAT: ORDER
Due to the universally high level of access to technology. and all manner of other restricted goods are available for sale. O+0: Stability Those employed to look after the public generally do. those in charge are more concerned with their own power than in serving the public interest. although there are still those willing and able to rort the system without bringing too much attention to themselves. where slaves. There is a substantial administration system geared towards the issue. O-1: Corruption Whilst relatively stable. O+1: Progress Typically touted as a fair system for all. Example – The Citadel
. from the relatively lawless Omega. we need a new stat to represent variances between worlds. 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. Example – Any homeworld of the Council races. so whilst today's criminal ganglords might provide some measure of stability. Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. the rules and restrictions are beginning to pile up. licensing and policing of those granted licences are the primary methods of keeping order. weapons. Any sufficiently charismatic or forceful individual can set whatever rules they like. Example – The completely corporate and privatised world of Noveria. O+2: Licensed At this level of order. period. tomorrow's gang leaders may die in a hail of blaster fire. there are multiple layers of bureaucracy. At this level of order. validation. Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station. to the totally controlled centre of galactic politics. Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. the Citadel. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything.
and of those ideas. (Diaspora. and Stunts that would be more common in the race than in humans. but are included in this section for completeness. There are some suggestions on how to model variances to the Diaspora setting in the SRD.Character Creation Mini-Game Changes
As well as some similarities in premise to Diaspora. “anything should be able to be modelled with an appropriate balance of Skills. Chapter 9 . They may suggest some Skills should be higher than others. and Stunts”. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid.Making it Work. I‘ve incorporated two of them: new races and special powers. they only describe certain features of the choices one would make within those constraints in order to create a believable alien of that type. After all. Mass Effect also has quite a few variations from the base outlines. or that some should be lower.
. Page 221) There are fifteen racial backgrounds in Mass Effect. These differences form the mechanical description of the race. Aspects. as the SRD states. New Concepts Helpfully found under the heading Non-Human Races in the SRD are the suggested ways of introducing non-human races to the Diaspora format. including baseline humans. 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. 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.
and to discover and inhabit the Citadel. Asari characters must take the Natural Biotic stunt. When they retire. Asari characters favour a few skills over others. possessing profound tactical insight. mercenaries. Asari have had a long time to develop many other skills. Asari choose to be warriors at a young age. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. Asari can be found in all walks of life. diplomats and warriors. and some kind of profession. One-on-one. there are not many of them. but often have good charm or intimidation ranks. and Biotic talent. culture/tech. traders. Whilst they are natural Biotics. and some all of them at somepoint in their life. and have been at the heart of galactic society ever since. develop their stealth and close combat skills as huntresses. they possess an alarming proficiency for killing. bureaucracy. lack of Biotic talent excludes a young Asari from military service. Biotics are common enough that some capability is a requirement to be trained as a huntress. and usually have at least one space skill. The Asari were instrumental in proposing and founding the Citadel Council. a huntress is practically unbeatable. Reflecting their physical attributes. depending on the tactics preferred in their town. Politically minded Asari will have good arts.
from that point is dedicated to sharpening their mind and body for that sole purpose. and their education
. Asari typically have the Agility skill quite high. Huntresses fight individually or in pairs. A very long lived race. but taking ranks in Biotic training is optional. diplomacy. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. a hunter's eye. Fortunately. Asari have been bartenders and dancers. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. Out of physical combat. native to the planet Thessia. and as such often have the resolve skill." The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. are often considered the most powerful and respected sentient species in the known galaxy. As such. and a dancer's grace and alacrity. 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. not all develop their skills. and when focused on building their martial abilites are fearsome huntresses. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight.
Their government. Given the Batarian government's oppressive nature. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. especially among colonists. is still hostile to the Systems Alliance. When humans began to colonise the Skyllian Verge. becoming an inward-looking rogue state. Casting aspersions on the monetary worth of a social better is considered a serious insult. and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations. fuelling the stereotype of the Batarian thug. Rogue Batarian slave rings are feared throughout the galaxy. Their shock troopers are known to be Biotically talented. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. a region the Batarians were already actively settling. They have a reputation for being shrewd businessmen and merchants. despite being illegal according to Council law. negotiations with a Batarian are likely to be conducted at gunpoint. it is speculated their supreme leadership is autocratic or totalitarian in nature. and overstepping one's place is frowned upon. preferencing vanguard and sentinel packages.
. and have high combat and intimidation. but beneath the notice of the powerful Council races. Batarians strongly believe that species with less than four eyes are less intelligent. The Council refused. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves. The indoctrination by their govenment and caste systems. as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. Batarians place an extremely high value on social caste and appearance. though in more lawless regions of the galaxy like Omega. known as the Batarian Hegemony. It is not known what the average Batarian thinks about their enforced isolation. they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest". despite the fact that their exile is largely self-imposed. Most Batarians at large in the galaxy will therefore be mercenaries or pirates. make Batarian counter-culture rebels almost impossible to find. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised. and related skills such as demolitions and tactics. It should be noted that these criminals do not represent average citizens. The rest of the galaxy views the Batarians as an ignorable problem. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. as well as the threat of slavery by their own kind.
Almost universally despised.Batarians
Slavery is an integral part of the Batarian caste system. The custom is so deeply ingrained in Batarian culture that they consider the Council's anti-slavery standing to be prejudicial. who are forbidden to leave Batarian space by their omnipresent and paranoid government.
This has coloured their psychology. This process can be involuntary. which the Drell fulfill by taking on tasks that the Hanar find difficult. making them deliberate and conservative. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. The Elcor follow the recommendations of their Elders. scent. Elcor speech is heard by most species as a flat. The memories are so strong that an external stimulus can trigger a powerful memory recall. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. Since their subtlety can lead to misunderstandings with other species. alertness. These are filed away in huge libraries of data discs
. standing on four muscular legs for increased stability. The Elcor were just making their first forays into space travel when the Asari made contact with them.Drell
The Drell are a reptile-like race that were rescued from their dying homeworld by the Hanar following first contact between the two. They are massive creatures. so many have high ranks in agility. Drell have quite a few physical skills due to their harsh development. though they still have to share an embassy with the Volus. Any Drell may refuse to serve. The Drell possess eidetic memory. These recalls are so vivid and detailed that some Drell may mistake it for reality. the Elcor discovered the closest mass relay and. an adaptation to a world where they must remember the location of every necessary resource (vegetation. but primarily ones that involve physical tasks. extremely slight body movements. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. Their Compact with the Hanar allows them to develop many other skills. EVA and repair. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. within a single lifetime. but as being requested to serve is a great honour. resolve. such as combat. few turn down the offer.
The Elcor are native to the high-gravity world Dekuuna. Elcor move slowly. as well as all space and combat skills. stamina. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact. Since then. who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. an evolved response to an environment where a fall can be lethal. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. Amongst themselves. The Elcor quickly became one of the more prominent species in Citadel space. such as demolitions. and survival. ponderous monotone. drinkable water and prey migration paths) across vast distances. had established a regular trade route to the Citadel. With their help.
the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers. bureaucracy. their durable hide allows them to shrug off most incoming fire. The Geth did not repopulate the now barren Quarian worlds. They see no point to rushing things. to the gigantic. This makes Elcor policies very predictable. and are fond of making thorough. The Geth were created sometime around 1900 CE by the Quarians. dubbed the ―Morning War‖ by the Geth. The Geth won the resulting war. pirates.any ships that ventured into Geth space were immediately attacked and destroyed. assault. specifically). The Elcor economy is small. Any attempt to embargo their space would be fruitless. Fortunately. colonists. to bouncers. They don't need to trade for any resource—they have all they require to supply their own needs.and are consulted when needed. Little is known about the Geth in the time between the Morning War and the present. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. but extremely well developed. provided one has done a great deal of research. While they prevented any contact by other races with themselves. The slow speed and immense size of the Elcor makes them easy targets. Over time. Elcor occupy all sorts of positions. as labourers and tools of war. serial killers and actors. and reduced the Quarians to a race of nomads. The Geth continued development of new technology and variations of mobile platforms. instead choosing to exist in the computer hubs aboard massive space stations. The Geth also utilise turrets and drones (rocket. separating their technology base from the rest of the galaxy. and trade only in finished goods. which could house every single Geth program. century-long development plans. the Quarians attempted to exterminate them.
. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. recon and repair drones. High brokerage. They adopted an extremely isolationist attitude. These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists. When the Geth became sentient and began to question their masters. the Elcor rely on sophisticated VI combat systems. instead relying on equipment stunts if in military roles. lumbering Geth Armatures. the Geth monitored communications and the Extranet. They obtained an ultimate goal in this time period. from traders and business operators. and stamina. Due to their conservative nature. only slightly larger than the Alliance's. Because their slow. consequently having fewer space related skills. 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. Elcor warriors don't carry small arms. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest.
The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil.to create a Dyson Sphere. they should not have combat skills. Elcor make better colonists than sailors.
have access to Tech Talents. in exchange for their assistance. However the invertebrate. The majority of the Geth dismissed the offer. water-native Hanar cannot support their own weight in normal gravity. Many Drell become unofficial members of the
. It should be stressed that practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers. A small percentage of Geth. They were allowed to peacefully leave the main Geth network. however. they rely on contra-gravitic levitation packs that use mass effect fields. and vary according to role. so the Hanar rescued several hundred thousand Drell and brought them to Kahje. accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. The Hanar 'stand' slightly taller than a human. but are not strong enough to lift more than a few hundred grams each. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact.Approximately three centuries after the Morning War. 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. Now the Drell serve as a client race of the Hanar.
The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. Their limbs can grip tightly. When interacting with mainstream galactic society. the Hanar made contact with the Drell on their nearby homeworld of Rakhana. Hanar are known for their intense politeness when speaking. although most of their height is in their long tentacles which have three fingers at the base. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology. whom they refer to as "the Enkindlers". Drell have integrated with every level of Hanar society. where they integrated into Hanar society with the remaining Drell dying out. the reality is very different. Geth encountered beyond the Veil will have programs developed equivalent to skills. and although to outside observers the relationship can be construed as a form of slavery. Several hundred years ago.
" Famous for it's tagline "Enkindle this" followed by a gunshot. Due to this self-imposed isolation and the unique physiology of the race. The Hanar communicate using sophisticated patterns of bioluminescence -." That said. which occasionally causes clashes with other Citadel races. Hanar characters should have no combat skills at all. The soul name is kept for use among close friends and relations. Few Hanar are willing to deal with other species. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. Drell servants usually carry out Hanar assassinations. "This one wonders if the criminal scum considers itself fortunate". Hanar characters will be exceptional by
choosing to associate with non-Hanar races. and must take special courses to unlearn this tendency if they expect to deal with other species. and will remain formal even with those it wishes dead. Even when flustered or angry." The face name is used as a general label for use by strangers and acquaintances. Hanar are extremely polite. Most Hanar take offense at improper language. possibly as a homage to the Human detective that the Hanar character is based on. a movie about a Hanar Spectre who has "a gun in every tentacle. so should have some driving Aspects to explain why. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. a "face name" and a "soul name.family. For example. As such. One industry that Hanar seem well suited to is the Entertainment Industry. and they produce very few goods that are usable by others. and some even earn the privilege to learn their masters' soul names. as the Hanar are too cumbersome out of the water to participate in a physical fight. Instead they refer to themselves as "this one.
. almost to a fault. frequently appearing in magazines. a Hanar will still maintain exquisite poise." or the impersonal "it. and tend to be poetic. the trailer also shows another key scene where the Hanar says.and speak with scrupulous precision and extreme politeness. their economy is small and isolated from the rest of the galaxy." It is only around those who know their soul name that they would ever consider using the first person. a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers. Economic contacts are limited to a handful of trade stations on their borders.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) -. games and movies such as Blasto: The Jellyfish. Few standard technologies (designed for bipedal and fingered species) are available in their space. The Hanar have two names. though they are still capable of strangling someone in favourable conditions.
Led by Admiral Kastanie Drescher. which caught the Turians by surprise and ex-
. protect their own interests and have a say in the governing of Citadel space.Humans
pelled them from Shanxi. begun in 2157. although the repercussions from the First Contact War are still being felt. humans have had to follow the edicts of the Council without having much influence on their decisions. Discovering information on a mass relay orbiting Pluto. though they are trade partners with the Turians and Asari. The Council forced the Turians to pay heavy reparations. the Second Fleet then launched a massive counter-attack. and the mass relay networks shortly thereafter. which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. a global rush began to decipher the petabytes of data from the outpost. thus introducing humans to the galactic community. Without alliances or key political positions. known by humans as the First Contact War. This makes human genetic material useful in biological experiments. With the help of the fledgling Systems Alliance. the Alliance became the representative and supranational governing body of humanity.
Humans. as a control. humans have rapidly risen in prominence. they will be able to influence the Council's rulings. humans expanded to other systems. with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. Human ambassadors have been pushing to induct a human into the Spectres. It has been noted that humans are unusual in the galactic community. Unlike many species in Citadel space. The conflict caught the attention of the Citadel Council. As a consequence of the Alliance's swift and decisive action during the First Contact War. because they have far greater genetic diversity compared to other species with more peaks and valleys. explorers managed to open the Charon Relay and discovered it led to Arcturus. are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. as the first step to getting a seat. Human explorers on Mars uncovered a longruined Prothean observation post. Once humanity does get a seat. While religions tried to assimilate this discovery into their doctrine. humans have no close allies among the other races. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. from the planet Earth. They independently discovered a Prothean data cache on Mars in 2148. 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 Council's elite operatives. Since then. opening any mass relays they could find.
Krogan have always had a tendency to be selfish. 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. unsympathetic. after the Rachni were eradicated. In their culture. Krogan typically have few social graces. They respect strength and self-reliance and are neither surprised nor offended by treachery. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. including toxins. The weak and selfless do not live long. close combat and resolve. but due to the overabundance of predators on their home planet.
Many who have left Tuchanka have found employment as professional mercenaries. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). and blunt. Krogan characters should have the stamina skill in one of the top three tiers. ultimately. but actually thrived in the extreme conditions. starting the Krogan Rebellions and forcing the Turians to unleash the genophage. though those who do possess the talent typically have strong abilities. population. a world known for its harsh environments. and they are highly resistant to environmental hazards. Biotic individuals are rare. "looking out for number one" is simply a matter of course. private armies. This genetic 'infection' dramatically reduced fertility in Krogan females. and overabundance of vicious predators. eliminating the Krogan numerical advantage. and extreme heat and cold. The Krogan managed to not only survive on their unforgiving homeworld. perhaps excluding intimidation. the Krogan were 'uplifted' into galactic society. and security enforcers for gangsters. With the help of the Salarians. As such. Ironically. causing a severe drop in births and. radiation. the rapidly-expanding Krogan became a threat to the galaxy in turn. as Krogan society became more technologically advanced so did their weaponry. bodyguards. scrapes or contusions. Unfortunately. Their thick hides are virtually impervious to cuts. and governments alike. scarce resources.
. and should also invest in brawling.
the Council stripped the Quarians of their embassy. and quickly develop high EVA and medical skills to protect themselves. After being refused aid from the Citadel Council. If they travel on a sterile ship of the Migrant Fleet. to protect them from disease or infection if they are injured. and favour MicroG combat or energy weapons.
. a huge collection of starships that travel as a single fleet. effectively cutting the Quarians out of Citadel politics as a punishment for their actions. some take all six. The most important fact of Quarian biology is their weak immune system. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. all Quarians habitually dress in highly sophisticated enviro-suits. resolve. However. the Quarians became terrified of possible consequences and tried to destroy their creations.Quarians
Quarians are trained extensively before they leave on their pilgrimge. All Quarian characters should take the Aspect "Life seen through a window".
The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. but they also take ranks in repair. this aspect changes to "No substitute for home cooking" or something similar. the Quarians fled in the Migrant Fleet while the Geth took over their systems. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. Since their homeworld Rannoch was conquered. the Quarians live aboard the Migrant Fleet. Ever since. Approximately three hundred years ago the Quarians created the Geth. 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). a species of rudimentary artificial intelligences. when the Geth gradually became sentient. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems. Most Quarians focus on two space skills. As a result. science and survival. Soon after. to serve as an efficient source of manual labor.
allowed the Krogans the time. the Salarians are warm-blooded amphibians with a hyperactive metabolism. repair. Though their military is nothing special. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. including a few humans. This comparatively easy life. Unfortunately. spearheaded in the field by Special Tasks Groups (STG). their metabolic speed leaves them with a relatively short lifespan. aggressively claiming formerly allied planets as their own. Many Salarians have high alertness informing their decisions. Salarians over the age of 40 are a rarity. and EVA skills to augment their chosen professions. a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth. With this in mind. This manifests as an aptitude for research and espionage. Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. medical. Salarians are known for their observational capability and non-linear thinking. using their brokerage. and as such are well suited as traders and mercenaries. tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). talk fast. bureaucracy. The Salarians see information gathering and even spying as a matter of course when dealing with other races. Salarians think fast. other species seem sluggish and dull-witted. see the Salarians as manipulators. To Salarians.Salarians
The second species to join the Citadel.
. and tactics. science. especially the Elcor. numbers and energy to spread through Citadel space. and move fast.
Salarian Characters excel at invention. Salarians often have ranks in intellectual skills such as archaeology. The Salarians also played a significant role in the evolution of the Krogan species. They are constantly experimenting and inventing. The peaceful home planet and better technology put less strain on the Krogan as a species. and it is generally accepted that they always know more than they are letting on. As such they are well respected. demolitions. but some races. Also valued are all space based skills. preferring to use cutting-edge technology rather than settle for anything less. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. The Salarians provided the Krogan with advanced technology and a new. combined with their exceedingly high birth rate. as they did before contact with the Salarians.
intimidation. The fire brigades serve the civilian population as well as military facilities. It is not just an armed force. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. which virtually sterilised the Krogan and sent them into a decline. schools. offering protection in exchange for their fiscal expertise. Aspects should also be chosen to reflect their loyalty to the team. Also prominent are bureaucracy. To compensate. oratory. The Turian military is the center of their society.Turians
Turians are generally prohibited from taking either assets or brokerage reflecting their racial propensity towards bettering the group rather than lining their own pockets. and power stations. It is rare to find one who puts his needs ahead of the group. repair. Turians are noted for their strong sense of public service. The merchant marine ensures that all worlds get needed resources. The Turians deployed a Salarian-created biological weapon called the genophage. Every citizen from age 15 to 30 serves the state in some capacity.
Known for their militaristic and disciplined culture. The military police are also the civic police. from a construction engineer to a sanitation worker. The Turians then filled the peacekeeping niche left by the oncecooperative Krogan. so they tend to be poor entrepreneurs. The corps of engineers builds and maintains spaceports. and eventually gained a Council seat in recognition of their efforts. 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. stamina and survival. they accepted the mercantile Volus as a client race. demolitions. the Turians are the most recent of the Citadel races invited to join the Council. water purification plants. Turians have a strong inclination toward public service and self-sacrifice. as anything from a soldier to an administrator.
A VI is Rogue when it no longer does what it is intended or instructed to do. just made with clever programming. react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation. speech pattern and appearance based on specific individuals.
. Creation of a conscious AI requires adaptive code. conscious entity deserving the same rights as organics. that an AI is a living. to create a kind of virtual immortality. expensive education. An AI cannot be transmitted across a communication channel or computer network. use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential. so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user. a slow. but not the definition. Advocacy groups argue. when the Geth rebellion put an end to most of their research into synthetic intelligence. however. as VIs are only utilised to assist the user and process data (although.s
A VI going ―rogue‖ is akin to software not working correctly—that is in fact the cause. and a specialized quantum computer called a "blue box". The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent. like AIs. The newest biotic implants. is a selfaware computing system capable of learning and independent decision making. they aren't actually self aware. only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. as variations in the quantum hardware and runtime results create unpredictable variations. the term "synthetic" is considered the politically correct alternative. they can still get out of hand).
A virtual intelligence (VI) is a sophisticated program designed to make modern computer systems easier to use. Though they appear to be intelligent. the L4 iteration. The Geth serve as a cautionary tale against the dangers of rogue AI. They are not to be confused with artificial intelligences like the Geth. Manufacturers of the blue box hardware required for the creation of AIs are also similarly restricted. however. An Artificial Intelligence (AI). although it is illegal to make VIs based on currently living people. it would be more broken than rogue. They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life. Without its blue box. with their behaviour parameters. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports. Loading these files into a new blue box will create a new personality.Virtual Intelligence and A. an AI is no more than data files. and in Citadel space they are technically illegal. To gain some measure of control over the creation and study of AI. This is what gives Rogue VI its definition—had the VI simply not worked. Some VIs have 'personality imprints'.I. A lot of armour upgrades use VI enhancements.
The Vorcha are not themselves a space-faring race. "know your customer's need better than they do". Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. as their default form of communication resulting in their communications being primarily non-verbal. Volus must develop EVA skills to keep themselves safe. They are comfortable with bureaucracy. trader or accountant. When a clan population grows too large. However. Culture/tech skills are part of the business ethos. and many. the Vorcha use combat. In fact. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations. Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. younger members will depart to start a new clan elsewhere. and most have extensive assets to draw upon. Volus culture is dominated by trade. and their presence is generally seen as a blight. and can even seem overly-pacifistic and cowardly to other. which is a sore point for many Volus individuals. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. They are extremely aggressive. 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. if at all. Volus characters should not have any combat skills above tier four. resources. 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. but are unlikely to have much in the way of space skills. They hail from Irune. whether it be of land. or even other tribe members. Like the Quarians. and they have a long history on the Citadel.Volus
The Volus are an associate race on the Citadel with their own embassy. as should some profession such as banking. but are also a client race of the Turians. more militant species. they have never been invited to join the Council. Because they are not physically adept compared to most species. both against rivals of their own species and against any alien who stands in their way.
. work as some of the best financial advisers in Citadel space. the Volus must wear pressure suits and breathers when dealing with other species. Volus mostly make their influence felt through trade and commerce. both singly and in groups. The rest of galactic civilization regards them as pests and scavengers. Brokerage should be in the top three tiers. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. As a result. as do oratory and tactics. they tend not to be very violent. The Volus have a reputation as traders and merchants.
Known for their unique biology and aggressive behavior. although many have found their way off-world as stowaways on ships visiting their homeworld. such as Omega. and only two at most. Vorcha society is built around combat. Because the Volus are not physically adept.
The Yahg evolved to fill the niche of apex predator on Parnack. making it almost impossible to lie to a Yahg. The Yahg also possess a muscular. known for their violent and aggressive nature. as well as three toes on each foot. Yahg have four pairs of eyes.
The Yahg are a sentient race of towering humanoids native to the world of Parnack. large body standing over a Krogan which provides considerable physical strength and agility. the Yahg possess unrivalled perceptiveness and mental adaptability. each pair designed to track and predict the movements of prey. two large horns and facial markings on their heads. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species. Yahg society is built around a pack mentality. the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally. Discovered by the Citadel Council in 2125 CE. They have scaly skin ranging from red to brown. Once the leader is established. Their hands each have three fingers which include a thumb. and two other fingers. a triangular mouth adorned with sharp teeth. the Yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation.
. A group of Yahg will not cooperate until a single leader has attained dominance through either social maneuvering or brute force. Consummate predators.
Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three.
Possessing an unusual combination of skills. Whilst still prevented from taking Tech Training. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. and should have no ranks in the Biotic Training skill. Whilst still prevented from taking Biotic Training. such as charm. in that to play as a certain class type some skills should be valued over others. they should not have more than three combat skills in total and the highest at a tier one lower than their Biotic Training skill.
. and should have no ranks in the Tech Training skill. should have only one combat skill at tier five. The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. They should also consider taking advantage of the Combat Excellence stunt. with one of them at tier two and the other at tier three.
Receiving more combat training than the Adepts. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. stealth and tactics. with the highest combat skill at tier four. I came to the realisation that classes are not all that different from non-human races. and their attendant specialisations. Soldiers should have at least three or four combat skills. they should not have more than three combat skills in total and the highest at a tier one lower than their Tech Training skill. so don‘t worry too much if you have an idea for a character that doesn‘t seem to fit with any of the classes presented below. Also. with resolve and stamina also valuable. Sentinels are Biotics with Tech training. intimidation. Engineers should have the Tech Training skill in the first or second tier. Such specialised fields leave little time to develop combat skills. They should have no ranks in Biotic Training or Tech Training. whilst there are only six basic classes in the game.CLASS PACKAGES
After a bit of tinkering. but should have ranks in demolitions. if at all. Adepts should have the Biotic Training skill in the first or second tier. or oratory.
The weapon and combat specialist. They should also take ranks in stamina and resolve. with the highest combat skill at tier four. They should also take ranks in agility. stamina. They lack advanced combat training.
The Biotic specialist. and tactics. They lack advanced combat training.
The Tech specialist. and as such. they are by no means the only character concepts allowed. all ranked relatively highly with one in tier one or two.
Receiving more combat training than Engineers.
but not all. or escaped and became mercenaries. the expensive procedure is performed by the military. yet
. Biotics were typically discovered at a very young age. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. A Biotic has to essentially develop conscious control of their nervous system. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. developed eezo nodules throughout their nervous system. and as a result many Biotics develop their powers with military application in mind.NEW SKILLS AND STUNTS
Another of Mass Effect's differences is the presence of Biotic and Tech related powers. then outfitted with a surgically implanted amplifier in the brain . Usually.usually at puberty . However. This is done using a technique called 'physical mnemonics'.
did not manifest Biotic talents. Two new skills are introduced to allow characters to access these abilities. the second with a stunt. or gainfully employed?
All Asari are natural Biotics from birth. Biotics of other species. about one in ten exposures will result in a person with moderate. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. Weapons are an important aesthetic from the games. but each Biotic must first be trained. can develop them in puberty through further exposure to element zero. and so on. In humans. such as terminal cancer. humans who were exposed in utero. They were also probably raised away from their parents. The natural electrical impulses in the body can create mass effect fields from these nodules. a Biotic can generate and control dark energy to move objects. they aren't always permanent. which is a long. if a weapon does not have the ―civilian‖ aspect. there is a risk the eezo will cause medical complications instead. such as humans. Finally. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. stable Biotic talents that are worth training. generate protective barriers or restrain enemies. though some left. or otherwise went rogue. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. The medical risk to their body. and even if Biotic talents manifest themselves.to use their talents to any useful degree. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. All Biotics are sensitive to mass effect fields. producing the effects seen as Biotic abilities. however if they don't there are still stories that can be told about characters who didn't receive training. This effectively inverts the function of the "Civilian" weapon stunt. and are handled a little more freely here than in the original version of the Diaspora rules. In the core rules. In extremely rare cases. Once trained. The first one we can do with an appropriate Aspect. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. The events leading to their Moment of Crisis. and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. or after being Sidetracked. though not all choose to develop their abilities. and the extent of their training are the core concepts we want to integrate. entered military service when they reached their Starting Out phase. then the character needs a Military Grade weapon stunt to utilize it. the quality of their implant. Most. there is no real issue with ignoring that particular rule. as it suits the genre and play style from the games. or who had defective implants. could also have been influenced by their Biotic Powers. slow process. are individuals who were exposed to dust-form element zero in utero and. beating the odds. With Mass Effect being Space Opera in theme. and the last with a new skill.
It can also attract objects from the environment. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field. Enemies in Stasis also become impervious to damage.
Using Lift will cause enemies to float helplessly in the air. Place an appropriate Aspect on the target zone as you would for a maneuver. increasing the damage the enemy takes. Thus. an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects. Place an appropriate Aspect on the target as you would for a maneuver. During character creation.
This gravitational power sucks multiple enemies within a radius to a single area.
This effect lowers the armour on a target. This effect lasts 3 turns. a player may choose a number of effects equal to their Biotic Training skill level. and place an appropriate Aspect lasting till the characters next turn. this effect is mostly used to keep opponents at a distance. This effect conserves the momentum of its target. and so on. Primary Biotic Effects
Stasis This effect causes an enemy to be temporarily locked in a mass effect field. Advanced powers usually combine effects and require much more skill and fine control to manifest. as well as dealing damage over time. rendering them helpless when they land. Some examples are listed below. leaving them floating helplessly and vulnerable to attack. If the same target is Warped for two consecutive turns. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. Place an appropriate Aspect on the target as you would for a maneuver. so a charging enemy will rush over the characters heads. Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. or until another Biotic effect is used. This effect lasts 2 turns. In game terms.New Skill: Biotic Training
Mass effect fields are difficult to generate and control without training. such as crates or pieces of furniture. freezing the target in place and making them unable to attack.
Using this effect creates a barrier against the skin to protect against energy weapon attacks. Primary and Advanced. the Biotic Training skill allows the character to create various effects. Shift an enemy one zone on a successful activation. or until another Biotic effect is used.
. 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. modified by their BioAmp Implant stunt. When activated. making them more vulnerable to attack. and last until the next turn only unless otherwise specified. and so on. When activated. by either launching them away or knocking them over. Powers are available at two levels.
Throw / Pull
the character must not attack.Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers. rank 3. whilst also giving a temporary defensive bonus when the power is used against unprotected organics. Place a "Dominated" free tag on the target until the player's next turn. Next turn. move or reduce any barrier ratings for their current turn in preparation for their attack. as well as Medicine present in the skill pyramid. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception. the character loses all benefits and must start again. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1. the player makes an attack against the target. the character may make a Close Combat check. but on an organic target instead. the character can spend 1 FP to gain a bonus to their defense against attacks from other organics. Higher pass costs must be eroded with shifts as normal. To use this Effect. rank 5 = +3 to defense).
Prerequisites: Warp Effect. The following round. place an "Immobilised and Helpless" aspect on the target. move or reduce any barrier ratings for their current turn in preparation for their attack. which does not count toward the next use of this Effect. and if the target is still alive. less one from this Effect.
Prerequisites: one of either Barrier or Throw Effects. When the character attacks an unprotected organic. place manouvers. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. but only on a successful result against their defense. as well as Resolve present in the skill pyramid. If the target is no longer valid. as well as Close Combat present in the skill pyramid. with a bonus of +4 against unarmoured biological targets.2 = +1 to defense. After the attack. the character must not attack. or +2 against armoured or synthetic targets. After the attack. That target is unable to act next turn and loses the applied aspect at the end of that turn. they take a full turn move as per the standard rules (Diaspora page 102). and the benefits of the Barrier Effect to themselves if they have it. and applied to each separate border/barrier. The character applies the effects of the Throw Effect to the target if they have it. attuning themselves to their declared target.
. Next turn. with the exception that they may ignore any border pass costs equal to 1. At the end of the move. To use this Effect. There must be multiple enemies present to activate this talent. place manouvers. the character is unable to act for one turn.
Prerequisites: Stasis Effect.4 = +2 to defense. the target becomes immune to further domination attempts.
and the originating character may not use another Biotic Effect until after the end of the next turn. which can only be tagged by other Biotic skill checks.
. If the character has 3 or more ranks in science. they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. New Option: Biotic Combos As an additional option. If the character has 3 or more ranks in the Science skill. including airborne targets close to the ground. equal to the number of shifts generated. Targets with the Shielding armour stunt that are hit are unable to move next turn. instead of the ground. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. The player must decide which scope the aspect belongs to at the time they place the aspect. the target loses all momentum becoming stationary as the ability takes effect. The character rolls their Biotic Training skill with a +2 bonus for having one of the required Effects (Lift or Singularity) and a +4 bonus for having both. they may pay 1 FP to immediately resolve the following effect.
The character applies the effects of the Lift Effect to all unshielded targets if they have it. The target rolls to defend only. However. placing an appropriate aspect on a target. NPC's. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. This ability is unable to be used in consecutive turns. 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. and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. unlike Lift. To use this Effect. equal to (Tactics Rank -1) zones in length from their position. The following effects are applied to all valid targets along that line. The character uses Slam like they would use their Biotic Lift ability. which otherwise resolves after all other characters have acted.
Prerequisites: requires Lift and one of either Throw or Pull Effects. To use this Effect. as well as Tactics present in the skill pyramid. The character draws a straight line across the map.Shockwave
Prerequisites: one of either Lift or Singularity Effects. leaving it on the table for the remainder of the turn. When Slam resolves. The Shockwave is present until the start of the next turn. the character must not use their free move this turn. unsecured objects (explosive barrels. and benefits from Science present in the skill pyramid. and any shifts are dealt to armour first. etc). All targets take damage if the check exceeded their defense rating. the character must not use their free move this turn. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2.
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. some L2s are hardly stronger than an L1. the character is unable to manifest any Biotic Effects this scene. Asari have no need to augment their innate abilities with a Bio-amp. Geth are unable to be Biotics. Krogan characters with Bio-Amps are called Battlemasters. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. The character may not take the Biotic Training skill at any level. The effective rating of the Biotic Training skill varies each time the character begins combat. this is the effective rating of the skill for the remainder of the scene. because the L1s were implanted after puberty. Asari are only restricted by training to the number of Biotic Effects they can produce.
The results of this implant vary wildly. Their implants are almost universally equivalent to current L4 Bio-Amps. the character is unable to manifest any Biotic Effects this scene. others are strong but unstable. also determining
Natural Biotic (Asari only)
As the only known species that are all natural Biotics. being a Biotic is an acquired ability. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts. but must still invest in the Natural Biotic stunt below. but to save the life of the character. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery.
Stable L2 Implant
The maximum rating for the Biotic Training Skill is 4. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. but assume any drawbacks associated as well if implanted. The purpose of this implant was not to develop combat powers.
Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. but suffer discomfort from their implants.
Unstable L2 Implant
The maximum rating for the Biotic Training Skill is 3. and can reduce this damage by taking Consequences like normal. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. If reduced to zero or below. If raised above 5. while a few are powerful and stable. but without the associated drawback aspect. 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. New Bio-Amp Implant Stunts
the number of Biotic effects the character can manifest. the character begins to take one composure or health track damage for every successful activation. cumulatively.New Stunt: Bio-Amp Implant
Unless your character is an Asari. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. If reduced to zero or below. Players choose which track they will apply the damage to each time.
They would make good candidates for L1 implants. with many Battlemasters still alive today.
. implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago.
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. although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. stable implant. There is no restriction to the maximum rating of the Biotic Training skill. and force police or military personnel to kill them to stop the devastating rampage. Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. Also restricted to a maximum rating of the Biotic Training skill to 3.
These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. There are no officially acknowledged side effects. 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. this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche.
Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI". They spend those years in increasing levels of pain. with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years.
Short for 'L3-retrofit'. if they could ever be convinced to do so. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities.L3 Implant
and must cool down until the end of their next turn. Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy. or repair.
Primary Tech Talents
This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. unless otherwise stated below. and light alloys. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. most common energy weapons. including weapons and armour. sensor analysis pack. Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. This allows for field repairs and modifications to most standard items. and can be used to disrupt Biotics. from a distance. decryption. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character. it can also be used to augment another character's Computer (space) check. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. Versatile and reliable. such as hacking. an omni-tool can be used to analyse and adjust the functionality of most standard equipment.
Due to the highly technical nature of most devices. bypass security alarms. or the target of elite Special Forces themselves. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. as well as the reuse of salvaged equipment. After a successful attack in this manner. ceramics. preventing them from firing for one turn. It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. and even starship systems. 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. and even enemy weapons malfunction on command. reusable industrial plastics.
Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. Systems crash at the blink of their eye.
Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. the target's weapon is too hot from the sudden draining to be used immediately. The fabrication module can rapidly assemble small three-dimensional objects from common. as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). 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 access secure systems. They're either elite military. and minifacturing fabricator. They are handheld devices that combine a computer microframe. no codes are safe from their access.
New Skill: Tech Training
Anyone can play games or watch news clips on their omni-tool. 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.
Used to unlock sealed doors.
the target becomes immune to further hacking attempts. granting a cumulative penalty to alertness checks.
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. and also can also be attempted against lone targets. Place a "system rebooting" free tag on the target until the player's next turn. This talent may be taken multiple times. as well as their linked Primary talent. Place a "disoriented and confused" free tag on the target until the player's next turn.
Prerequisite Talent: Hacking.
. NonLethal. Transfer Aspect: ―Combat Hover Drone‖
Biological lifeforms attacked with this talent can be paralysed for one round by disrupting their central nervous systems. Have-a-Thing: Combat Drone Range: 0/1. Place a "targeting malfunction" free tag on the target until the player's next turn. The following round. The character must have at least one rank in the repair skill to use this talent. or other appropriate point in play.First Aid
Used in this way.Have-aThing (Combat Drone) Stunt. during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields.
Artificial or synthetic lifeforms attacked with this talent can be shut down for one round by overloading their power systems. the target becomes immune to further overload attempts. The following round. Penetration 2. Harm 2. causing a -2 penalty to alertness checks. The character must have at least one rank in the medicine skill to use this talent. This effect lasts 2 turns when activated. Through superior technique or inspired creativity. the Combat Drone is unavailable until the next refresh phase.
Broadcasting a signal that mimics the properties of solar interference. Once destroyed. this talent allows the user to reduce the effectiveness of enemy scanners. There must be multiple enemies present to activate this talent.
Prerequisites: Hacking Talent.
The advanced scanners in a MG Omnitool allow a character with ranks in medicine to substitute their ranks in tech training to the skill roll instead. The character must have at least one rank in the medicine skill to use this talent. as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvantage). your Hacks to disrupt an artificial or synthetic life form‘s targeting systems are able to be repeated against the same target. Advanced Tech Talents All advanced Tech Talents require the Computer (space) skill to be present in the pyramid. By investing in this talent and the linked Stunt. the MG Omni-tool lets you disable a free tag gained from the Health stress track of any ally in the same zone as you.
The 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.
. the weapon detonates. or one adjacent zone.
Prerequisite Talent: Energy Drain. You may also pay a Fate Point once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. The player must decide which scope the aspect belongs to at the time they place the aspect. 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. Attacks made against the character reduce the bonus by 1 for every shift. When activated. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. 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. which can only be tagged by other Tech Training skill checks. excluding the user. This talent is unable to be used in successive turns on the same enemy. On a success. the highest capabilities come from having and training with military grade omni-tools. 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. causes a detonation that disrupts the zone the character is in.
Prerequisite Talent: Overload. Illegal to have without being a current. absorbed by armour as usual. Tech talents can only be used with such an omni-tool due to their specialised nature.
Prerequisite Talent: Jamming. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1. many MG Omni-tools find their way onto the black market and into the hands of criminals. the user's Omni-Tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius. or else immediately end their turn. serving member of a military organisation or affiliate. place a ―Frozen and Immobilized‖ aspect on the zone for one turn. New Option: Tech Combos As an additional option. all targets within. or removed by ablation. and others.
New Stunt: Military Grade Omni-tool
Whilst personal omni-tools are common. Until the aspect expires. Target the zone you are in. and unshielded targets must resist 3 shifts of Composure damage. or passing through. Your base Jamming duration is extended by one additional turn. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated. and make a Tech Talent roll against a difficulty of 2. boosting the user's shields by +3 until deactivated. and when neutralised through any means except voluntary deactivation.
Prerequisites: Hacking Talent. All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. that zone must make a Stamina check against the number of shifts you rolled. causing Health stress equal to the number of shifts. Armour with Shields Stunt.Cryo Blast
Prerequisite Talent: Neural Shock. On a success.
this stunt allows the player to double the Harm rating of one of their weapons for one turn. Military Grade Immunity (CombatExcellence) Representing many. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. but must meet all other prerequisites and possess an appropriate weapon to use them. Once per scene. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. a character with this stunt whose ―Shields are Down!‖ aspect has been compelled gains a +4 bonus to armour defense if they activate their Recharge Booster aspect "Taking Cover!" in addition to the bonus granted by that aspect. The character must not do anything for that turn except shoot. many hours of experience under heavy fire. With one round of focus. It then immediately activates the free ―Overheated‖ tag on the weapon. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater.
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‖. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. The character must meet all requirements to use this stunt. although there are limitations on what is required to take it. Once per scene. the weapon immediately activates the free ―Overheated‖ tag. the player doubles the Harm rating of the weapon for their next turn. and no ranks in either Biotic Training or Tech Training skills. Tactics skill present in the pyramid. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. Military Grade Carnage (Combat Excellence) Extensive training with Energy Weapons has given the character the ability to duplicate the effects of the Weapon Modification ―Double Tap‖. Once the shot is taken. the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle. and regain their balance and protection. that is without doing any other action.New Stunt: Combat Excellence
Extensive weapon training has opened up many more options in combat for characters who take this stunt. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects.
or the end of the scene occurs. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. the character takes enough stress to be Taken Out again.
Fortification reinforces armour when struck. You may not use this ability in consecutive turns. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. You may continue to pay a FP each round until the end of the scene to continue this effect. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. allowing them to rejoin the scene. 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. huge bonus through overcharging. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. or replace normal rounds for a variant ammunition type. The finely tuned senses of the user seem to slow down time around them. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. Until the ―Overheated‖ aspect is tagged. Once per scene. This consequence is additional to any that the character already possesses. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. providing a brief.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. granting them more time to refine their actions. when it then activates the ―Shields are Down!‖ tag on the armour. As a combat action. As a full round action. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. armour with the Shields stunt. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid.
. The character resumes their Taken Out status and the consequence is removed when any of the following conditions are met: no FP are spent to keep the character active. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. Assign an aspect to the temporary consequence as usual. You may remove any current variant ammunition for 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. and may be at any rating. you may change out the ammunition used by your weapon.
John's Turian has been accepted into the ranks of Spectre agents. John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. and Intimidate with Renegade choices. Even though he used charm twice last session. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. he must start counting again. the player should record the number of times they use them. once he promoted it. If he wants to promote the skill further. A few sessions later.PARAGON AND RENEGADE EMULATION
In the Mass Effect games. He intimidates his way into the club where he is to meet her. when the player has the option to promote a skill up the skill pyramid. then in the refresh phase. After an exciting session of combat. and Arts 1. as he used it more times than he used Intimidate and more times than he currently has ranks in it. Arts 2 and Charm 1. During play. John now has the option to promote the Charm skill up the pyramid. If they used either skill the number of times that they have ranks in it. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. players are tracked with respect to how they treat other characters in social situations. During the next refresh. the new rank of the intimidation skill. 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. Mass Effect keeps track of the Paragon and Renegade points on separate scales. the character now has Intimidation 3.
. In this option. characters should take both the charm and intimidation skills at tier five at character creation. Swapping with his rank 3 Arts skill. If they do so. Now. Charm is linked with Paragon actions. Charm 2. he must use intimidate at least three times or charm twice. John's Turian Spectre now has Intimidate 3. A good action will not make up for an evil one.
Option 1: Skill Progression
To emulate the progression of the character's path towards Paragon and Renegade. being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. Sent to recover an important member of the finance ministry. the Turian manages destroy the smuggler's base whilst saving the informant in the process. then he'd have to successfully use it three times. By threatening to follow through himself if they break the deal with another successful intimidation check. they must count their usages for both skills from this point. Swapping with his Arts skill again. the one they should move is the one they used the most out of charm and intimidate. therefore. and they must be used more than the other. His first assignment is to find the location of a smuggler base from an inside source in the cartel. To promote either skill further. before successfully charming the information out of her. John's character forces them to keep the deal. the same number of times as the number of ranks his character has in the skill.
Later in the same session. 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.
one for tracking Paragon status. but may still be spent as normal instead. Status Consequences are recorded separately from consequences generated on normal stress tracks. Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. Status Consequences are rated 2/3/4 instead of 1/2/4. the other for Renegade status. Both tracks start empty at character creation. or the way your gaze seems to have a particular intensity. the player can choose to generate one Status Consequence. one Minor (+1). Composure and Wealth stress tracks. In Diaspora. You are able to bank an extra Minor (+1) consequence in addition to the existing three you can bank. Whether it‘s due to admiration or fear. Perhaps it is something in your voice. they may choose to spend that +1 Spin bonus to add one to an appropriate Status track. You may reduce one Status track to 5 boxes instead of the normal 6.
. Lasting Reputation Events that you are a part of are particularly memorable for those involved. Give the Consequence a descriptive Aspect appropriate to the situation and reduce the number of hits on the full Status tack by the chosen consequence rating. The Consequence may be tagged by the player for the rated bonus outside of combat. It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. Additionally. Status consequences are removed from the character once tagged by the player. Increase the Paragon track for good or positive actions that benefit others. Cult of Personality Others spread words of your deeds and misdeeds far and wide. that Spin cannot be used to raise a Status Track. and are 6 boxes in length. This option uses the generation of Spin to increase your Status tracks. beating your opponent in an opposed roll by three or more shifts generates Spin. representing the preceding reputation of the character. self-interest or gossip. The track must be raised to full again before more Consequences can be generated. In the event that the roll generates Spin when a Status Consequence was tagged. When a character that has a full Status track gets more Spin. an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. the effect on you is that you can leverage your status more effectively than others. and the Renegade track for conduct that is selfish or callous. the player can begin to generate Status Consequences for that track. You may only take this stunt once. Whenever a character would generate spin outside of a direct combat situation. 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. allowing you to generate Status Consequences sooner than others. and one Severe (+4).Option 2: Status Stress Tracks
This style of play adds two new Status Stress tracks to each PC character. When a track is full. for good or ill. players may take one of the following stunts during character creation. one Moderate (+2).
NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect. and do not count against the maximum number of consequences allowed for stress taken on the original Health.
However. shown to be able to headshot an enemy under difficult conditions. also becoming an Investigator. Under extreme time pressure. Using the
Choosing Aspects Phase One .On Your Own Released from his obligations to others. but does have a lead he needs more time to follow. This fresh perspective frequently contrasts against things his father demanded of him. Garrus is forced to admit that he has no proof. and new Spectre. Due to his military training. • "Idealistic and Hot Headed" • "The one that got away" Phase Four . Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs." We'll take these for our aspects. including his decision to accept his father's wishes in not taking Spectre training. have more respect for the law. discussions with his new friend. He does refer to the world of his birth. Garrus frequently got into heated arguments with his superiors over his methods. Garrus later left the military and followed in his father's footsteps by joining C-Sec himself. aka CSec. he has strong Tech Training skills. Garrus' father intervened to prevent him going.Moment of Crisis Passionate about his job. as being hot. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman. who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. and being a former C-Sec Investigator. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects.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. and that he had a very by-the-book father. Garrus is now free to do things his way. and were already as good as dead.Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. 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. described as a hot head who still thinks he can change the world and should
. Commander Shepard and the crew of the SSV Normandy. 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. He attends the ship's landing craft as an engineer. Garrus meets the humans assigned to the case. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce. Denied. He displays exceptional weapon skills. • "More to life than C-Sec" • "Finish the job once started" Phase Five .SAMPLE CHARACTERS
Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. culminating in a disasterous situation. Garrus is told to drop the investigation. • "Military Training" • "Father knows best" Phase Three . • "Palaven was hot" • "Do it right or don't do it at all" Phase Two . One of a thousand potential candidates for the Citadel's elite Spectre training. Palaven. and is at home on starships having useful gunnery skills.
so I stuck close to them. Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. The fourth is another mild Consequence. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. Conatix quietly shut down the program and had the records sealed. we now have to choose some Tech Talents as part of the stunts. and First Aid Tech Talents. Electronics.Moment of Crisis Realising their mistakes. Decryption. other skills as befit a military background. he aghast
. Kaidan immediately jumped to the rescue of his closest friend and lost it.Growing Up The son of a serving Alliance military man. Engineering(space). and head of the SSV Normandy's Marine detail. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. Overload. no matter the cost.Racial Background and Class Package options as guides. breaking the trainer's neck. unleashing a full Biotic charge. The Turian used aggressive and provocative tactics. and the guts to do things his way. Intimidation. Resolve(track). 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. Conatix hired an ex-military Turian. Kaidan and his friend drifted apart. a veteran of the First Contact war between humans and Turians. and Kaidan's retorts singled him out for punishing lessons. Tracks • Health: OOO • Composure: OOO O • Wealth: OOO
Initial Concept Kaidan Alenko is a human Systems Alliance Biotic sentinel with a stable L2 implant. By taking the Tech Training skill. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two .Starting Out Attempting to accelerate the training.
Choosing Aspects Phase One . Brawling(combat). The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. Tech Training • Rank 3: Agility. Medicine. Repair. Vehicle Garrus has a combination of five combat and space skills like most Turians. scarred from his childhood training. The Citadel). This represents Garrus' commitment to finish a job once started. • Resilient: The player may use four Consequences instead of three. Stealth • Rank 1: Culture/Tech(Turian Hierarchy. with Damping. conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. Tactics • Rank 2: Gunnery(space). • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space).
By having both Biotic Training and Tech Training skills. Communications(space). Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO
. Receiving several commendations for his actions. before deciding to return to the Alliance and join the military. He trained extensively with Omni-tools. Stamina(track). as he is familiar with Decryption. • MG Tech Training: Always searching for ways to keep his squad alive. and give him an edge if he is to pay back the Geth for his friend's death. • "Alliance Marines . • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects. Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's Spectres. • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks. he attempted to figure out what to do with his life. I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training. • "Be cautious. Commander Shepard. He knows Barrier. be in control" • "There's got to be another way" Phase Four . EVA. Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up. Tech Training • Rank 2: Agility. Kaiden has added the Medicine Talent to his Tech Training options. and learnt how to keep his squad alive through the tough missions. and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level. Kaidan has extraordinary staying power for a human. Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. Energy Weaons(combat). and Throw. Dropping off the radar awhile. Medicine
Forced to his limits and beyond. 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. Refusing the risky surgery to upgrade his L2 implant. from a Geth attack that killed his best friend.Sidetracked Serving in the human Systems Alliance military. Computer(space). Kaidan explored alternatives to using his Biotic powers.Ooh Rah!" • "Implant Migraines" Phase Five . and she fearful that he would lose control again. Using the Racial Background and Class Package options as guides. Tactics • Rank 1: Culture/Tech(Systems Alliance.On Your Own After being saved by his new First officer. as his father did before him. Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further. Electronics. Lift. he also has the skills to function on the ship he serves on. sought ways of completing missions without raising alarm. Turian Hierarchy). Keeping his squads alive through alternatives to open firefights. Stasis. we now need to pick his Biotic Effects and Tech Talents. Demolitions.at what he was capable of. Stealth • Rank 3: Alertness. and First Aid.
Liara also has exceptional Biotic abilities and other technical skills. and then rescued from the newly rampant Geth. one Commander Shepard.Sidetracked She is discovered. Raised alone by her mother. since genetic traits and cultural insight is gained from mating outside their species. and relishes the time spent getting to know each other. Using the Racial Background and Class Package options as guides.Growing Up Daughter of prominent politician Matriarch Benezia. Liara has honed her natural Biotic abilities to protect herself from pirates. • "My Mother the politician" • "Feared Pureblood shame" Phase Two . due to the almost entire lack of actual ruins to investigate. Deciding to avoid the issue altogether.
.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. She begins to calm down when she realises that her expertise. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. she has very little practical knowledge about them to go on.Moment of Crisis Spending much of her time alone on strange and often dangerous planets. Liara has no idea who her father is. she is initially jealous that her decades of research seem to have been for nothing. The results of such unions are occasionally referred to as "purebloods". by the first human Spectre. Liara suspects that "he" was another Asari. an ancient Prothean defence that she triggered by accident. so it's considered wasteful for Asari to reproduce together. • "Think. Liara began studying what little was known about the last great space-faring race before the Asari. Think!" • "What does this button do?" Phase Four . are the only way to help Shepard to interpret the vision. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure. slavers and other dregs of the galaxy. but evidence is anecdotal. which in the current cultural times is considered taboo. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. but look at that over there!" Choosing Skills A pre-eminent Archaeologist. and her ability to meld using Biotics. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training.On Your Own Peeling back the mystery. Science
Choosing Aspects Phase One . Liara earned her Doctorate and has become the foremost authority on Prothean ruins. They frown upon intra-species conception. however. With all this unexpected time spent with the team.
• "Escape the present" • "Obsessive about Protheans" Phase Three . a great insult among contemporary Asari. the Protheans. Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. and joins the squad to help in the upcoming battles. Liara begins to feel the pull of attraction towards her new commander.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. Liara. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers.
• 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.
Profession (Mercenary) • Rank 3 Skills: Brawling. Oratory Wrex has excellent combat skills. and the four quads to see it through. The blood of a thousand battles runs through his two hearts and four lungs. This emulates the Krogan biological redundancy. adding +2 penetration to Brawling attacks. Mercenary Groups). Throw. • Military Grade Brawling: used to represent a lifetime of mercenary work. it grants Wrex the Barrier. Resolve(track). Survival. Alertness.
Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. Close Combat. Using the Racial Background and Class Package options as guides.Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. and Warp effects. • Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. Culture/Tech (Krogans. Animal Handling. I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO
. Stasis. or incite one. He has the words to diffuse a situation. This applies to Consequences mitigating hits to any track. and +1 to Brawling rolls in defense. Energy Weapons • Rank 2 Skills: Intimidation. Equivilent to a current L4 generation BioAmp without the VI interface. but better Biotic skills. Tactics • Rank 1 Skills: Agility.
Cost -1bp. Here‘s a brief set of guidelines to help you design your own. and keep some consistency as the table creates their own weapons. I began by deciding at what level to set for the purposes of equipment design. 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. "Overheated" tag must be free to use this stunt. we have a pretty good idea of the expected differences between different types of weapons. Cost -1bp. doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. Cost 1bp. They benefit from both the Double Tap and Advanced Optics stunts. and the Advanced Optics.
. Cost 1bp. Double Tap and High Recoil stunts are all appropriate.
Awkward at close range. Limited Range2 Transfer Aspect. this weapon is unable to be used for ranges other than those specified. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. but the Both Barrels and Dispersed Fire stunts should be considered. and Advanced Optics stunts. which then clears at the end of the players next turn. and cannot both be placed on the same weapon. generally have low accuracy and damage per shot. naming conventions should be considered. They should have the Dispersed Fire and High Capacity stunts. They should not have much penetration power.
Both Barrels/Double Tap Transfer Aspect.Personal Combat Mini-Game Changes
To aid narration. assault rifles should have a range of 1/3. Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. and a low penetration of 1 or 2. Double Tap.
In creating the gear below.
Designed for use over short to middle distances.
The ultimate long range weapon. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. shotguns should have a range of 0/2 and take the Limited Range stunt. SMGs often have similar ranges to pistols (0/2).
Designed for rapid fire. pistols should have a range of 0/2.
New T3+ Energy Weapon Stunts
The following stunts may be taken on any energy weapon unless noted below. offset by their clip size and rate of fire.
Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical. After all. They benefit from the Dispersed Fire. Penalty reduced from -2 to -1. I decided to have all weapon and armour gear at T3 across the board. sniper rifles should not have a minimum range below 3. Time for some fun with equipment.
The ultimate close range weapon. A high penetration is valuable. Advanced Optics2 Transfer Aspect.
Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork.
. Manufacturer: Haliat Armoury Equipment: Equalizer class Sniper Rifle Stats: Range: 3/5 Harm: 4 Penetration: 3 Aspects: High Recoil (can only be fired every other round unless the firer is prone. this is a basic assault rifle.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. applying its offensive roll to each target in a zone. 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: 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.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.
use them to provide inspiration for colourful aspects such as ―Never been let down by an Armax‖ or ―As cool as Devlon Industries gear‖ and so on. This weaponry is always in demand for research purposes.
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 may be retrieved from defeated Geth.
There are a large number of weapon producers in the Mass Effect setting. 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. but rarely differs substantially from other weapons of the same type. Instead. Note 2: See the Spectre Gear Options section on page 49.
For example: A character that knows the BarrierBiotic Effect with a HMBA Basic Bio-Amp has two choices. and Master Spectre weapons are built with a +2bp bonus. Basic Spectre Omni-tools augment one Talent numerical value. They cannot choose to increase both the armour bonus and extend the duration of effect unless they buy a HMBA Advanced or HMBA Master Spectre BioAmp. and Master Spectre Bio-Amps augment three Effect variables. for use solely by the Citadel Council‘s elite Spectre units. and Master Spectre gear costs 7. Advanced Spectre Bio-Amps augment two Effect variables. Creation Basic Spectre weapons should be created with a +1bp bonus. one additional zone able to be reached by a talent. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects. an additional -1 penalty to enemy skill checks. Advanced Spectre Omni-tools augment two Talent variables. they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. or extending the effect by one additional turn.Spectre Gear Options
High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased.
Costs Basic Spectre gear costs 5. so there is no Spectre rated armour available for purchase. Basic Spectre Bio-Amps augment one Effect numerical value. This may be a further +1 increase to a skill bonus. Spectres may authorise squadmates to purchase and use such gear. Some examples are below:
. and Master Spectre Omni-tools augment three Talent variables. but any nonauthorised users will be tracked down by other Spectre agents for item retrieval.
to the effective armour of the character for the purposes of the defense roll against energy weapons. lasting 4 turns or until another Biotic effect is used. Advanced Spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free. There are no Spectre armour manufacturers. They can choose to add 3
Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents. lasting 3 turns or until another Biotic effect is used. an additional -1 penalty to the armour defense rating of an enemy. Advanced Spectre gear costs 6. or an extension by one additional turn of an effect. Alternatively. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres. Duration based effects must cool down between uses by one turn per increase. and cannot be changed afterward. This may be a further +1 bonus to the effective armour defense rating of the character.
a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased. infiltrating manufacturers warehouses.
Sample Bio-Amp Manufacturers
Manufacturer Aldrin Labs Armali Council Armax Arsenal Kassa Fabrication Serrice Council Sirta Foundation Spectre Gear1 Spectre Gear1 Spectre Gear1 Bio-Amp Solaris Amp Prodigy Gemini Polaris Savant Unity Amp HMBA Basic HMBA Adv HMBA Master
Note 1: See the Spectre Gear Options section above. Use the lists below to inspire aspects. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. and the place of law and order in the galaxy. and all lead to potentially interesting stories of obligation and debt.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. being hunted. and not augment any other known Talent. The character must now wait two turns after using this Talent before being able to use it again. Bribery. Alternatively. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. blackmail.
Sample Omni-tool Manufacturers
Manufacturer Aldrin Labs Ariake Technologies Armali Council Kassa Fabrication Serrice Council Sirta Foundation Elkoss Combine Spectre Gear1 Spectre Gear1 Spectre Gear1 Manufacturer Bluewire Tool Logic Arrest Tool Nexus Polaris Savant Chameleon Tool Cipher Tool HMOT Basic HMOT Adv HMOT Master
Note 1: See the Spectre Gear Options section above. Both of these Talents now require one turn of cool-down between uses of the same Talent. and corruption are all viable tactics for underhanded characters to use. 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. instead of the standard +1 bonus. there are other ways of obtaining these items. theft.
Bio-Amp and Omni-tool Manufacturers
In the highly competitive Bio-Amp and Omnitool markets. or to assist in narration. character histories. Whilst such advanced gear would seem to favour characters with a high assets skill rank. and cannot be changed afterward. there are plenty of corporations out there to choose from.
but cannot be spent on the same turn that "Shields are Down!" has been tagged. ―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. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged. "Taking Cover!" is cleared when the character moves. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn. Cost 1bp. confers the taggable aspect "Taking Cover!". Shields require spending a fate point to recharge. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. Booster Power Pack
Transfer Aspect. If available. this stunt provides more energy to run any systems that draw their power from the armour. using a mass effect field to protect the wearer. the benefit of this stunt is also negated.
Manufacturer: Devlon Industries Equipment: Explorer line of Armour Stats: Defense: 5 Stamina Mod: +2 Agility Mod: 0 Aspects: Powered Armour (Stamina checks +2. Cost -1bp. Recharge Booster
Transfer Aspect. Cost 1bp. Provides a +2 bonus to agility checks. Requires the "Shields" stunt also.
Transfer Aspect. but until they do.New T3+ Powered Armour Stunts
The following stunts require the "Powered Armour" stunt as a prerequisite.
. Instead. will manufacture for all races. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. For gaming purposes there is little need to differentiate one manufacturer from another due to the variability of armour able to be created with the armour creation rules on page 235 of the Diaspora rulebook.Armour Manufacturers
Not all armour manufacturers produce a line of armour that is suitable for all body shapes. whereas others like the Serrice Council produce solely for one race. and is here purely for reference and inspiration for aspects or plots. use this table as inspiration to describe or inspire character aspects. 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‖. and Hanar all produce their own armour.2 Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation
Sample Armour Manufacturers
Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix
Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes
Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes
Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes
Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes
Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes
Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes
Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes
Note 1: Volus. and are not available to other races.
Manufacturer1. like Devlon Industries. Some. Elcor.
these rounds are coated with a highly toxic compound.) • if used in two successive rounds. high explosive rounds have one major drawback: a massive increase in weapon overheating. activates the weapon's "Overheated" tag and extends it for one additional round. High Explosive Rounds
Designed to shred flesh and other organic matter.
Popular with pirates.
New Variant Ammunition:
Cooling lasers collapse ammunition into small Bose-Einstein condensate . • -1 Harm. Successful hits confer the free taggable aspect "Toxic Shock" to the target. removes the Thermal Clip stunt. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn. • If installed on a weapon with a maximum range not exceeding 2. • -1 Penetration to targets with an armour defense rating greater than or equal to 2. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. 1dF zones away (yes. They are similar in construction to hollow point rounds. • Harm of the weapon is reduced to 0. these rounds are particularly effective against synthetic targets. • on an unsuccessful attack.a mass of super-cooled subatomic particles . this could mean back in the attacking character's zone. • +1 Harm to targets with a 0 armour defense rating. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. Chemical Rounds
Designed to detonate on impact. and can only be installed or removed from the weapon during the refresh phase of the game. Ammunition must be purchased separately from weapons. places a free taggable aspect "Massive Fireball!" around the target. criminals and mercenaries. +2 Pen to targets with an uncompelled Shields stunt. and provide +2 shifts if tagged by another player who successfully hits. All variant ammunition costs 3 to purchase. • causes 2 additional shifts on a successful hit.New T3+ Energy Weapon Ammunition
The variety of adversaries in the Mass Effect setting can be dealt with more easily by ensuring that you are using the appropriate ammunition. Armour Piercing Rounds
Specifically designed to puncture metal. With nine different ammo types. these rounds are particularly effective against living targets. there's plenty of opportunity for customisation.capable of snap-freezing impacted objects.
if Cryo Rounds were installed into the sample Assault rifle listed on page 31 (Range 1/3. causes +1 shift to all subsequent successful attacks against target until player's next turn. as due to their Dispersed Fire stunt. • on a successful hit. For example.Incendiary Rounds
Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance. knocks the target over and confers the free taggable aspect "Knocked prone". or disappears after a short rest. a weapon's Harm and Penetration are as per listed normally for the weapon. Thermal Clip). Low Recoil. • -2 Harm. the actual damage done to the target is typically less than what's done by a standard round. It would have its base stats against any other target. Penetration 2. inducing low levels of radiation sickness in targets. • extends the "Overheated" tag for one additional turn after being compelled. Phasic Rounds
Instead of projectiles.
. For situations not discussed in the details of the Ammunition stunts. knocking opponents completely off their feet. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". • on a successful hit. +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt. • +1 Harm to targets with one or both Biotic Training and Tech Training skills. then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour. However. This makes them perfect for shotguns. upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. usually one that occurs between scenes. Sledgehammer Rounds These rounds hit with incredible force. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. a hit will place the tag on all targeted enemies. which is greater than maximum of 2 zones required for the ability to take effect. or with a tagged Shield aspect "Shields are Down!"
These rounds are stamped with a minuscule amount of radioactive material. Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. This consequence can be removed by a character with the First Aid Tech Talent. This sickness makes it more difficult for Biotic or Tech abilities to be deployed. Harm 4.
• +4 to Penetration. that's when you need to go and upgrade your guns. • -1 to Harm. Agility checks now at -3 if no "Servo" stunt on armour. Weapons can only accept two Weapon Mods at any time. Kinetic Coil
Frictionless Materials give rounds more power at impact. 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. If weapon and armour are separated. and cannot be applied to weapons with the "Civilian" aspect. • After every turn in which the weapon is fired.
High Caliber Barrel
New Weapon Mods
Designed to interface with the Sensor packages installed on powered armour. this mod ceases to provide its bonuses and penalties. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. Frictionless Materials
Increases the damage of the weapon at a cost of increased recoil. and must be installed on higher quality weapons. They are more expensive to obtain than other weapon mods. Stacks with Alertness bonus from Powered Armour "Sensors" aspect. Weapon Mods must be purchased separately from weapons. All weapon mods cost 3 to purchase. • Replaces "Low Recoil" aspect with "High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). • Cost of this mod is 4. This allows it to be compelled again before the player's next turn. if it would normally clear at the beginning of their next turn. • +2 to Penetration.
This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone.New T3+ Energy Weapon Modifications
Sometimes. this mod cannot be applied. the player rolls 1dF. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". • +1 to Alertness when operated by an individual in powered armour. If "High Recoil" is already present.
. and can be installed or removed from the weapon during the refresh phase of the game. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. it instead clears at the end of the players current turn. variant ammunition isn't enough to give you an edge over your enemies. For example. Combat Scanners increase the chance of detecting enemies. • +2 to Harm. Users already prone still receive the free taggable aspect. When you want to get that edge back. • -1 to Agility checks.
Hardened ceramic plates can be applied to body armour suits.
Advanced VI functionality reduces weapon kickback to improve accuracy. element zero microcores and firewall technology to give the wearer brute strength. until the bonus is reduced to a minimum of +0 for the remainder of the scene. • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. These mods may only be installed or removed from the armour during the refresh phase of the game. it now becomes more difficult to move due to its awkwardness. • -1 to Harm.
. this mod cannot be applied. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect. • +4 bonus to Defense rating of armour. redirecting the energy of incoming projectiles away from the body. • Armour gains the "Very Heavy" aspect. • +2 bonus to Defense rating of Armour. Scram Rail
Ablative coating is designed to chip away when impacted. Recoil Damper Ablative Coating
Reduces kickback to improve accuracy at the cost of decreased power. Combat Exoskeleton
This prototype armour upgrade combines mechanical augmentation. resistance to weapons force and resistance to Biotic and tech attacks. • Replaces "High Recoil" aspect with "Low Recoil" aspect.Kinetic Stabiliser
New T3+ Powered Armour Modifications
With all those lethal variant ammunition and weapon mods out there. All mods require the aspect "Powered Armour" to be installed. Armour Plating
This prototype upgrade greatly increases damage. such as Cryo Rounds or the Improved Heat Sink weapon mod. • . negating the benefits of the "Lightweight" aspect. All Armour Mods cost 3 to purchase unless otherwise stated. • -1 to Harm. If "Low Recoil" is already present. and which may be compelled for all sorts of scene effects. Rail Extension
New Armour Mods
Modifies the length of the barrel to increase damage. it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat. the player rolls 1dF. • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. Comes at a cost of reduced power.1 to Agility checks. 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. • After every turn in which the weapon is fired. and each armour can be modified to take a maximum of two Armour Mods. • +3 to Harm. increasing their effectiveness. • +1 to Harm. but causes a greater chance of weapon overheating.
• +6 bonus to Defense rating of armour.
. • -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. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. First Aid Interface
A prototype upgrade designed specifically for heavy combat use. • This armour costs 4 to purchase. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the Defense bonus and remove the agility penalty. • -2 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. Designed for heavy combat use. • The armour disables the first free tag gained from the Health stress track of the wearer as a combat action (this prevents an opponent using the Consequence to your disadvantage). • Grants a +2 bonus to Close Combat checks. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. • -2 to Agility checks as the mod draws power from the system intended for the servos. and counts as two Armour mods. 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.Biotic Effects and Tech Talents. • This armour costs 4 to purchase. Energized Weave
Microprocessors wired into a combat suit can monitor vital functions and release small. • -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. it provides maximum protection for the user. Energised Plating Mechanical augmentation increases the brute strength of the wearer. and counts as two Armour mods. Exoskeleton • +4 bonus to Defense rating of armour. localised doses of medi-gel to accelerate the healing process. this armour provides maximum protection for the user. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2. • This armour costs 4 to purchase. and also remove the Defense and agility penalties. • 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.
localised doses of medigel to accelerate the healing process. • +3 to Defense rating of armour. combat suits rely on capacitors to store energy from a generator. the shield bonus from this mod is also negated. • Any time the "Shields are Down!" tag is activated. • 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). • +2 Shield bonus to Defense rating of armour. Shield Battery
A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. • Any time the "Shields are Down!" tag is activated.Kinetic Buffer
(this prevents an opponent using the Consequence to your disadvantage). the shield bonus from this mod is also negated. Requires the Shield aspect on the armour to be installed. Requires the Shield aspect on the armour to be installed. causing a -2 to Agility checks. Kinetic Exoskeleton
This prototype armour upgrade combines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. • This armour costs 4 to purchase. • +1 to agility checks. maximising healing and minimising recovery times for the user. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions
To generate kinetic barriers. • -1 to Stamina checks (this does not confer any changes to the Health stress track). • This armour costs 4 to purchase. • Confers the free taggable aspect "Software Crash" which may be compelled to prevent any movement for this round as the armour must be manually rebooted. The greater the capacitor storage. This interface also provides resistance to toxic attacks.
. • +1 to Agility checks. • This bulky armour mod decreases the power available to run other systems. • Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. the more potent the barrier. and counts as two Armour mods. • Chemical rounds are unable to confer the "Toxic Shock" aspect. and counts as two Armour mods. causing a -1 to Agility checks. Medical Interface
This mod draws on the user's stamina to boost their agility. • +2 Shield bonus to the Defense rating of the armour. • This very bulky armour mod decreases the power available to run other systems. Medical Exoskeleton
Specialised microprocessors wired into a combat suit monitor vital functions and release small.
Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. Although it has reduced stopping power. gases. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. +2 Penetration to targets with an uncompelled Shields stunt. She also added the ammunition mod at the same time so that the weapon will never overheat. • If installed on a weapon with a maximum range not exceeding 2. Tali knows that the Geth nearly always have shielded systems. The prototype armour mods provide some of the better bonuses. Costs: Pistol 4. Relying primarily on her Tech Training. Cryo Rounds 3. Here's a look at some of the possibilities. and that penetrating those shields is paramount.
. and become unreliable when dramatically necessary.
Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. • +1 to Biotic Training and Tech Training skill checks. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes. May not be compelled two turns in a row. • Chemical rounds are unable to confer the "Toxic Shock" aspect. Toxic Seals
Sample Advanced Gear
Specially-sealed body armour provides increased protection against radiation. removes the Thermal Clip stunt. Tali needs a weapon that she can rely upon if the battle gets too close. though they count as two mods instead of just one. and a host of other toxins. and causes a -2 penalty to Agility checks. • -1 to Harm.Stimulant Pack
All weapon and armour gear starts at T3 across the board.) • 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. • 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. 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'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. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod.
1 to Agility checks. and counts as two Armour mods. unstoppable warrior. He appreciates the ability to take down highly armoured foes from great distances. Little tricks. negating the benefits of the "Lightweight" aspect. Frictionless Materials 4. and clears"Shields are Down!" tag automatically. Costs: Rifle 4. • +4 bonus to Defense rating of armour. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. • Cost of this mod is 4. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. ―Out of Juice‖ taggable aspect) • Servos (removes agility penalty) • Shields (taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. • This armour costs 4 to purchase.
.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. and knows that with correct field placement. AP Rounds 3. Frictionless Materials: • +2 to Penetration. the awkwardness of his modified rifle should never become a deciding factor. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. Rail Extension: • +1 to Harm. +2 bonus on armour defense the turn after "Taking Cover!". With enough protection to allow him to get up close and personal in a fight. may be compelled for all sorts of scene effects. like the defense against Biotic Effects and Tech Talents. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. Assisting this was his access to some of the best mods available. Costs: Armour 4. Wrex becomes a battlefield juggernaught. No movement required to activate. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!".
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. Combat Exoskeleton 4. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2.) • Thermal Clip (weapon has the Aspect "Overheated" which may be compelled to prevent firing) • Advanced Optics (allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. • . if Wrex remains stationary) • Very Heavy • Biotic/Tech Defense (target to affect Wrex / armour increased by +1) Weighing in at over a metric ton when wearing his favoured armour. and cannot be applied to weapons with the "Civilian" aspect. a Krogan Battlemaster running in at a charge is terrifying beyond belief. Rail Extension 3.
• Both Barrels • Limited Range • On a hit. knocks targets over and confers "Knocked Prone" free tag. knocks the target over and confers the free taggable aspect "Knocked prone". knocking them all prone in the process. applying its offensive roll to each target in a zone). and apply that to every target in an area. Sledgehammer Rounds 3. 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. • Cost of this mod is 4. clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. Improved Heat Sink 3.
Costs: Rifle 4. and cannot be applied to weapons with the "Civilian" aspect. This shotgun is able to double its Harm rating every turn.
. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. Frictionless Materials 4. Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra. Frictionless Materials: • +2 to Penetration.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.
Any methods of advancing humanity's ascension are justified. Led by a mysterious figure known only as the Illusive Man. • Cerberus Snipers: Often found indoors. Each cell is led by an operative who reports directly to the Illusive Man. They have also been described as a pro-humanity terrorist or paramilitary group. Their core belief is that humans deserve a greater role in the galactic community. Cerberus effectively has access to almost every settled system. reporting regularly. destroying Batarian pirate and slaving rings. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. which includes Rachni (soldiers and workers). highly armoured. they are rapidly deployed. Cerberus operates many other kinds of cells than purely para-military focused ones. Cerberus has operatives all over Citadel space and the Terminus Systems. Cerberus bases are usually guarded by the following forces: • Cerberus Commandos: Highly trained shock troops armed with assault rifles or pistols. sabotage and assassination." and may have been edited by Cerberus agents to discourage casual explorers. or hunting rogue psychotic Asari purebred Biotics. • Cerberus Defenders: Found protecting research technicians. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on. thus rendering the Illusive Man blind in those areas. major trade stop. However.
Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. which they don‘t just use against vehicles such as the M35 Mako. terrorist activities. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. and colony in the galaxy.
Cerberus is very well-funded. Husks. including illegal or dangerous experimentation.
• Research Technicians: The technicians are normally Biotics. these snipers find cover and hit with Assassination. collecting bounties on escaped Tech criminals.
. Cerberus operatives accept that these methods are brutal. there are other races. and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. but believe history will vindicate them. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. Due to their widespread network. due to their activities. Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. the others would not be captured. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts.ADVERSARIES
Apart from chasing after rogue Spectre agents. though unarmoured. they use powerful Throw attacks. and use modified shotguns (page 61). creatures and organisations out there for the characters to encounter. This ensures that should one cell be compromised. ranging from political to scientific but all united under the common goal of advancing humanity. Cerberus also runs several front corporations meant to fund and support their operations. but which has now gone rogue. or other dangerous nasties. Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse.
Geth encountered beyond the Veil will have programs developed equivalent to skills. Capable of Radar Jamming but no shield recharging. Extremely strong armour and shields with recharger. has the ability to charge. and can utilise Carnage. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping). and Toxic rounds. Equipped with Geth pulse rifles and rocket launchers. Very strong shields and extremely resilient with shield recharger.
. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. 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. Capable of using Assassination (see page 20). with the number of Talents equal to the skill rating. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. Heavily shielded and very resilient with shield rechargers.
• Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. and thus immune to effects that target only organics. • Geth Rocket Trooper: Equipped with Geth pulse rifles. Specialised for close quarters combat. barriers. • Geth Hopper: Cyberwarfare and ambush platform. The Geth are entirely synthetic creatures. and Jamming. Extremely resilient to small arms and ground vehicle fire. Resilient to gunfire. shielding and rocket launchers. have access to Tech Talents. • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. and vary according to role.
Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. Attacks using the Geth sniper beam. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. Carnage (see page 20) and the ability to recharge shields. Geth barriers and capable of recharging shields. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). Utilize both disruptor and scram rockets heavy weapons platforms. Overload. such as the Neural Shock Tech Talent. specialised for long-range combat. • Geth Sniper: Armed with Geth sniper rifles and shielding. Has shielding but no rechargers. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. Some have a stunt that grants them the equivalent abilities of an Omni-tool. • Geth Juggernaut: Similar to Geth Destroyers. Also possesses shields. Has the Geth Shield Boost ability (treat as Ablative Armour).Geth
As described in the Racial Backgrounds section.
They count as both biological and synthetic creatures for the purposes of Tech Talents. LOKI. never seek cover during a firefight. and so on. often fielded by the Alliance. Unfortunately for those that encounter them.
No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. as an individual husk can only generate one electrical blast. Many mercenary groups make extensive use of them.
Earth based weapons manufacturer HahneKedar has become a major supplier to the Systems Alliance military. there is never only one husk around. or where the use of organics for "around the clock" shifts is unfeasible.
. The Geth used a ship full of Husks. the MSV Cornucopia. • 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. give off a powerful electrical blast which disables shields and causes massive damage. they have also seen use in groups on the shiftier side of the law when raw manpower is needed. husks attack with a brawling skill level of rank 2. if marines try to recover their dead comrades – the Husks are released and attack. variant weapon ammunition. and the body generates an electrical charge. prior to determining whether the effects of the blast generate composure track shifts. though it is effective psychological warfare to make soldiers fight their own dead. typically as expendable assault units. When a human is captured they are placed on impaling devices. and their civiliangrade firewalls are insufficient to deal with modern hacking. once close enough. When the spikes are approached – say. skin and water content are converted into cybernetic materials. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. commonly called MECHs. the dual "eye" on the unit turns from white to red. and YMIR classes of mechanical infantry units. They possess a basic personality suite and are easily programmed for various security tasks. The husks will charge at their enemies and. Thereafter. and is also the manufacturer of the FENRIS. A LOKI Mech that switches to its security protocols is easily identified. partly as a trap and partly as a warning to other organic races not to enter their space. allowing their programs to be easily overridden and turned upon their owners. Originally used by the Alliance for colony guard duty.Husks
Husks are synthetic "zombies" created by the Geth. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. with an equivalent skill level of 3 ranks. blood is changed to a sickly green fluid. Husks that reach the same zone as any character attack first with an electrical blast. huge spikes that Alliance marines have nicknamed "dragon's teeth". They have an inbuilt level of equivalent armour with a defense rating of 2. LOKI Mechs are incapable of any complex tactics. Over time the body's organs.
they are fitted with protective actuated shield covers. is a massive killing machine designed for anti-infantry purposes. a FENRIS Mech will accelerate to a set speed and jump with its rear legs. Kinaesthetic programming is limited due to the complexity of the design.
FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. used in the same manner bomb. they are identifiable by their white armor and red lights. Heavily armoured and shielded. the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. the YMIR does have a few limitations.
• YMIR Mech: The Battle YMIR Mech. If shot while in this deactivated state. as they tend to constantly advance on enemies to engage at point-blank range. is that their software programming can be hacked. or Model 34-A. YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. but is still vulnerable to hacking by dedicated hackers. noisy. When attacking. walk and cannot attempt to climb steps. They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. or overridden by an experienced hacker. and have been seen deployed alongside LOKI Mechs. the mech will deactivate and remain stationary. As a military model. altered. For many humans. bringing the target down with its front legs in an animalistic pounce-like motion. A major disadvantage to FENRIS Mechs. it must pause to fire rockets to ensure a stable launching platform. To protect the workings of the weapon arms from small arms fire.and drugsniffing dogs would. and FENRIS Mechs can be turned against those they are tasked with serving. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions. In order to fire either weapon.• FENRIS Mech: Like other mechs produced by Hahne-Kedar. these covers must open. the YMIR Mech has better firewalls than other models. and indeed to all mechs. they are stunned by a taser device embedded in the 'head' of the FENRIS. After the target is struck. When a FENRIS Mech is severely damaged.
. the mech will explode. giving warning to those able to see the mech. limiting its movements to a slow. Despite its fearsome weaponry. Whilst it can fire its twin Cannons on the move however.
but they are lightly armed and armoured.a pirate group that acts as the"muscle" of Omega. • Mercenary Adept: Very occasionally. • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher. most fill one of the following roles: • Mercenary: The standard mercenary. • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders. • Eclipse. Given that their occupation requires them to be efficient and capable. which prefer to select equipment from a single company).
Notable Mercenary organisations
• Blood Pack. Mercenaries are usually found at their bases on remote worlds. • The Talons. they are usually lightly armoured. or protecting their employer's investments or operations.
• Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers. mostly wiped out by Council Spectre agent Saren Arterius.a 'private security' firm and one of the most powerful groups in the Terminus Systems. Sometimes euphemistically referring to themselves as 'private security organisations'. Able to field a variety of personnel to fulfil their contract. mercenaries will commonly raid remote outposts or unprotected starships when unemployed.
.a Turian group based on Omega. and focus on vehicles such as the M35 Mako.Mercenary Organisations
Mercenary bands operate throughout the Attican Traverse and the Terminus Systems. Their use of Throw and Warp makes them dangerous. They often have the ability to use Immunity. or by individuals who want protection or assassination services. They are usually hired by criminal organisations that require "heavy muscle". Krogan mercenaries regenerate their shields particularly quickly in a fight. smuggling tainted element zero. though are most commonly Turians. consisting exclusively of Krogan and Vorcha. Batarians or Krogan. They control 20% of Omega. a biotic can be found amongst mercenary bands. Humans.a minor mercenary band. and line up for an Assassination shot. meaning their equipment is usually produced by a variety of manufacturers (unlike military forces. Mercenaries hail from all races and backgrounds. mercenaries tend to use superior weapons and armour. usually equipped with an assault rifle or a shotgun. • The Grim Skulls. • Blue Suns.a major mercenary corporation active in the Terminus systems.
Bred in captivity away from a brood queen. determined to remain isolated from the rest of the galaxy. Intelligent but highly aggressive. It stands to reason that if the galaxy‘s newest spacefaring race. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. tending to the needs of the queen. they are quite fragile. and other hidden locations. in fear of being plunged into another galactic war. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother.the Rachni can use weapons but prefer to use these tentacles to impale their victims. They can also spit acid.
. Rachni Queens are the largest and most intelligent of the species. They are the 'elder males' of the hive that usually mate with the queen.
Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. causing heavy toxic damage which ignores shields. causing heavy toxic damage. Rachni Queens are capable of possessing the minds of other Biotics. seen. although its attacks inflict more damage. they likely fill the niche occupied by drones in other hive species. and rarely. have encountered them. if ever. they rush up to the squad and explode in suicide attacks. who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. The Brood Warrior has abilities comparable to a standard Rachni Soldier. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). they are effectively giant sized locusts intent on death and destruction of all sentient life around them. they respond with brutal force. with thin tentacles ending in little pods. The Rachni aren't as extinct as the galaxy had been led to believe. These tentacles are used to impale enemies . the spacefaring Rachni were driven to expand and defend their territory. then its highly likely that other governments have as well. able to survive environments that kill most sentient species. The Rachni are territorial. They normally inhabit extremely hazardous worlds. Should their territory be invaded on purpose or even by accident.Rachni
The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. They are most at home in vents and tunnels. on difficult to terraform worlds. Best handled at a distance. Rachni soldiers are cunning and like to ambush their enemies. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. Rachni Soldiers are slower. They were eventually defeated and completely eradicated by the Krogan. It is also unique among Rachni in that it possesses some Biotic ability. it will occasionally place a squad member in Stasis and appears to use a form of Barrier. Acting in swarms. Defended by Brood Warriors who will die to protect them. using them as proxies to translate and communicate when necessary. the humans. Given their name. but much larger creatures than Rachni Workers. It is said that they only attack when the hive is particularly strained for warriors.
and do not inhabit rolling hills. When moving underground. two or three at most can be found on a single planet. with a range of 2/5. thresher maws are immobile above ground. and are a menace to any structures or vehicles in their nesting area. and smashing with their claws in close range while emitting infrasound. They always attack the closest target. such as a crashed probe to draw unwary scavengers. They also have rank 4 skills agility. They live alone in nests spanning large areas underground. Due to their size. which is a combined combat skill and weapon. Threshers commonly have some sort of "lure" in their nest. Treat Thresher Maws as having an armour defense rating of 6. yet are robust enough to survive prolonged periods in deep space and atmospheric reentry. Fortunately. mountains. they completely ignore shields. The body of an adult thresher maw never entirely leaves the ground. thresher maws usually live in large flat open spaces on uninhabited planets. They can take a lot of damage and can be very hard to kill. with a harm rating of 8 and must wait one round between attacks due to their size. spread by previous generations of space travelers. or valleys. • Native Burrower: Thresher Maws never fully leave the ground they live in. They reproduce via spores that lie dormant for millennia. identifiable only by their landscape profiles. penetration 6. and a new skill called Acid Spit.Thresher Maws
Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. thresher maw spores appear on many worlds. They can grow to be in excess of 30 metres tall above the ground. and their acid attacks as though the shields stunts don‘t exist. and move if shifts are successfully generated against them. asteroids or moons with little or no atmosphere. Their attacks consist of spitting powerful viscous acid that splashes on contact.
burrowing up from beneath their prey. or they may take an additional zone of movement when they take their free move when fully underground. but there are some "stray" nests. Aggressive and highly territorial. and instead have an extended health track of 3dF+9
Thresher maws are solitary creatures. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets. As a result. Owing to the nature of their attacks. • Dauntless: Thresher Maws have no composure or wealth tracks. and are immobile when they raise up to attack. and their burrowing style of movement. they can reach one additional zone with their claws when using their natural weapons. violent creatures that burst up from the ground without warning when disturbed.
. and must wait one round between attacks to recharge their spit. Give them the following stunts: • Extended Reach: Due to their immense size. They are enormous. the Thresher Maw cannot be targeted. They may use their one free move to rise up or drop back underground. harm 8. 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. only the head and tentacles erupt from the earth to attack. with a body nearly twice that size beneath the surface. They have Natural Weapons as an apex skill. but can move incredibly quickly below.
savage species. Krogan – and some other species. and consummate survivors. With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw. wreaking havoc with the native ecology.
The Vorcha originate from a small. each additional Vorcha magnifies the gang‘s combat ferocity exponentially.
Their supreme adaptability. To this day. 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.Varren
Varren are omnivores with a preference for living prey. their continual lack of resources have kept Vorcha society extremely primitive. Even as their population grows. varren infestations have followed. The Krogan have had a love-hate relationship with varren for millennia. gathering them up and literally beating them into soldiers. A common subgenus of varren has metallic silver scales. including Batarians – raise them as beasts of war. they are – like most life from Tuchanka – savage. faster. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds. Originally native to the Krogan homeworld of Tuchanka. However. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. Virtually everywhere the Krogan have been. Vorcha ―trained‖ by this ordeal are stronger. leading to the rather unusual nickname 'fishdogs'. Gaining even a few Vorcha gives a mercenary band a formidable advantage. Krogan Blood Pack mercenaries often sweep pockets of Vorcha. the Vorcha constantly fight each other in fierce competition over basic necessities. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. hostile. and more resilient than other members of the race. Seeing the potential of the Vorcha's individual adaptability. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed.
. alternately fighting them for territory and embracing them as treasured companions. smarter. wild varren hunt in packs and are so vicious they'll even take on the Geth. clannish.
• Carriers are usually the same size as Cruisers at T3. • Reapers are sentient ships. so that instead of limiting ships build points by technology.
New Spacecraft Stunts
Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers. Spacecraft and Tech Levels Diaspora made the design decision that ship size. Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). These behemoths are built at T4 (29 bp). Warships in Mass Effect are classified in one of four weight classes: Frigates. such as luxury cruisers. for a hard sci-fi genre. spacecraft may not take the T4 Stunt "Dumps heat into another dimension". All ships of this type must take the Civilian stunt. we just say that they are limited by size. assigned a dedicated crew to operate all systems. we have a quick and easy way to define and differentiate our ships. Geth dropships are classed as Frigates. usually fielded by carriers.
New T0+ Spacecraft Stunts
Government Subsidy Spacecraft with this stunt are officially part of the navy of the government. We can adjust this for our game. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. or at T3 with a few sink stunts. or T2 level for the larger designs. who use magneto-hydrodynamics to power them. one man ships. Using this idea. thus Technology is the difference between ships. with severe consequences for variation from those limits so imposed. • Fighters are small. and have access to shipyard facilities that supply dedicated repair engineers. and built with 8bp. • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design"
. • Frigates are designed at a level of T2 (17bp). cargo freighters and colony ships usually sport minimal or no weaponry. These terrors of the black are built at T5 (35 bp) or T6 (41 bp). we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships. With this small tweak. is not important.
Crew must adhere to the standard operating procedures of the government. so are well represented by the T1 (11 bp) level. and Dreadnaughts. but use the optional rules for Fighters on page 228 of the main rules. • Cruisers are firmly in the realm of T3 (23bp) ships. depending on the individual size and age. • Dreadnaughts are the largest vessels in Council space.Space Combat Mini-Game Changes
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. The only ones who use an actual Beam weapon are the Reapers. Carriers. larger than anything else built by the council races. All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system. Cruisers. and are limited in number to only a few operated by each member race.
except when such consequences were gained when the aspect chosen above was tagged.
New T1+ Spacecraft Stunts
Mass Effect Drive The pinnacle of interstellar drive design. or it will build up to levels capable of cooking the crew alive. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks.
Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. and thus reserved for critical operations. whilst also powering the Internal Emissions Sink. These shields safely deflect small objects traveling at rapid velocities. a Mass Effect Drive is required to access the mass relay system. This system does not operate during mass relay travel as the heat generated is too much to absorb. but the stored heat must eventually be radiated. or drift passively through a system for days before having to vent and give away her position. Spacecraft can go to 'silent running' for around 2-3 hours. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. Cost 1bp. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). then divide those by ten. Cost: -1bp. Cost 1bp. 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. This experimental system may only be installed on spacecraft with a
.• • • • • • • • • • • • • • • • • •
"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. See Diaspora page 69 for standard travel times. and allows ships to move ten times faster between their destinations for the same reaction mass. and a +2 bonus to repair checks to remove consequences. and provides a +1 bonus to V-Shift.
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.
This stunt also provides a +2 bonus to maintenance checks when at government facilities. torpedos. This affords protection from micro-meteorites. Cost 2bp. Cost 4bp. and mass effect accelerated projectiles. Requires the Tantalus Core Stunt.
codeveloped with the Turian Hierarchy. nimble. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. is a prototype "deep scout" frigate. and with the sponsorship of the Citadel Council Ship Class: Prototype "Deep Scout" Frigate Base Stats: • V-Shift: 4 • Beam: 3 • Torpedo: 1 • EW: 3 • Trade: 0 • Frame Track: 3 • Data Track: 4 • Heat Track: 4 Stunts: • Mass Effect Drive • Government Subsidy (Experimental Design) • Tantalus Drive Core (+1 to V-Shift) • Internal Emissions Sink (+2 Heat Track. +2 to Nav check) • Kinetic Barriers • Interface Vehicle Cost: 8 Final Spacecraft Stats: • V-Shift: 5 • Beam: 3 • Torpedo: 2 • EW: 3 • Trade: 0 • Frame Track: OOO • Data Track: OOO O • Heat Track: OOO OOO • Mass Effect Drive (All travel times reduced by factor of 10)
• Government Subsidy (+2 to consequence removal.
. Should the Normandy‘s design prove useful in field tests. 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. she is optimised for solo reconnaissance missions deep within unstable regions.Sample Mass Effect Spacecraft
SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1.
Cerberus Fighter/Bombers Manufacturer: Cord-Hislop Aerospace Ship Class: Fighter Spacecraft Stats: • V-Shift: 5 • Beam: 1 • Torpedo: 3 • EW: 3 • Trade: 0 • Frame Track: O • Data Track: O • Heat Track: OO Stunts: • Vector Randomiser: Base defense 2 against Beams • Kinetic Barriers Cost: 7 Aspects • Missileer Formation Tactics • Out of Ammo (Torpedos) • Shields Down! Manufactured in secrecy. and +2 to to V-Shift for 4bp. these fighter craft work as a unit to jam the comms of any intruding vessels. explosive style. and then cause them to catastrophically vent their atmosphere. Designed with killing much larger ships in mind. The Oversize Drive Core stunt provides a +1 bonus to the Heat track. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. except when "NonStandard Design" was tagged) • Oversize Drive Core • Kinetic Barriers Cost: 8 Aspects • Government Owned and Operated (Asari Republics) • Non-standard Design • Shields Down! • Oversize Drive Core • As Graceful as she is Deadly • Shields as tough as a Dreadnaught’s The Cybaen is an Asari cruiser-class warship. bring down their kinetic barriers.
.Asari Cruiser “Cybaen” (T3) Manufacturer: Asari Republics Ship Class: Frontline War Cruiser Spacecraft Stats: • V-Shift: 4 • Beam: 4 • Torpedo: 2 • EW: 0 • Trade: 0 • Frame Track: OOO OOO • Data Track: OOO O • Heat Track: OOO OOO Stunts: • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal. Cerberus fields its own defense ships around their secret research stations. 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.
this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately. or Direct Fire. change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. At the gaming table. Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand. All normal rules for character association with units apply as per Diaspora page 192. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. Additionally. there is an opportunity to explore larger scale events through multiple squads in the Platoon level combat minigame. At platoon level. the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour. Whether on a starship or a soldier's suit of armour. the basic principle remains the same. Direct Fire. as well as +1 to one of the Signals or Camouflage skills. At creation choose one of Armour or Hand-to-Hand. the infiltrators gain an extra aspect ―Power Drained‖. there are a few ways Mass Effect characters can augment their assigned platoon. Command. Biotic Specialist (Infantry) As fearsome as they are in direct combat. this stunt grants +1 to the Signals skill of the unit. while no less potent to their unit. provide protection against most mass accelerator weapons. the Defenders gain an extra aspect ―Power Drained‖. determined at creation. There are no new platoon skills added in this section. Additionally.
. as well the ability to try to use a manouver to remove a free tag on an ally that is currently within Command range. as well as +1 to one of the Observation or Armour skills. This stunt provides a +1 to Hand-toHand. The unit receives +2 to this skill when used defensively. though. the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals. Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. Tech Specialist (Infantry) Seizing control of the electronic battlespace. the Specialists gain an extra aspect ―Power Drained‖. or Armour. Similarly. Anti-Air.
Platoon Creation Changes
When constructing platoons. Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. However. and receive a -1 penalty to Camouflage next turn. and +1 to one of Direct Fire or Anti Air.
New Platoon Stunts
The following stunts may be taken by any unit that meets the type restriction (if any). offensive Biotic abilities are unfortunately visually flashy and distinctive. Tech Infiltrator (Infantry) Using their jamming skills to great effect. Shield Projector Kinetic barriers. colloquially called "shields". Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking. Additionally.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.
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. Direct Fire 3. Hand-to-Hand 2.
Alliance Marines (T3 Infantry) Direct Fire 3. “Goldylocks” Platoon (Alliance) • 2x Alliance Marines • 2x Alliance M29 Grizzly Infantry Fighting Vehicles • 1x Alliance M29C Grizzly Command IFV • Platoon Fate: 6 FP An older styled platoon. no spot of enemy units required Battlefield Genius: platoon units gain Command Range +1 Command and Control of the Battlespace Overheated Weapons As Protective As a Papa Bear A61 Mantis Multirole Gunship (Citadel Races Only) The Gunship is driven by vectored-thrust engines. and was a bane against the Turians during the First Contact War. Direct Fire 3.
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. allowing it to take off vertically and hover in place using minimum fuel. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. Whilst slower and bulkier than its successor. Anti-Air 2. The only role the Mantis cannot perform is that of a true deep-space fighter. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1
. a high-altitude bomber. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. as it has no FTL drive. disrupting communications. Movement 1. taking out support units and delivering marines to weak points in the enemy formations. the Mantis remains in service in dozens of armies across the galaxy. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. the Grizzly has had a long career protecting its troops well. Observation 2.Example Platoons
All platoons are created at tech level T3. the M35 Mako. a fighter. Movement 1. Armour 1. Signals 2. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. First rolled off the assembly lines in 2170. The Mantis houses an element zero core which lightens the engines with a mass effect field. Movement 1. Command 1.
a hunter's eye. and their education from that point is dedicated to sharpening their mind and body for that sole purpose. a huntress is practically unbeatable. infiltration.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. Like an army of ninja. Armour 2. Observation 2 Morale OO VTOL: Able to stay on map and move 1 zone Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Agile and Aggressive Overheated Weapons A61 Mantis Gunship . they are adept at ambush. Huntresses fight individually or in pairs.
A61 Mantis Gunship . Direct Fire 2 Morale OO Interceptor: able to respond and act to enemy aircraft if on LAUNCH box
. Movement 4. Bombing Run From Nowhere! Out of Ammunition (prevent Mine laying) Overheated Weapons (prevent Direct Fire) Asari Huntress Platoon (Asari Republics) • 2x Asari Commandos • 1x Asari Huntresses • 1x Asari Bodyguards • 1x Asari Matriarch • Platoon Fate: 6 FP Asari choose to be warriors at a young age. One-on-one. Armour 2. Movement 3. and assassination.Ground Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. demoralizing and defeating their enemies through intense. depending on the tactics preferred in their town. Movement 3. Armour 2. 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 .Air Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Anti-Air 4.Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. focused guerrilla strikes. Movement 3. and a dancer's grace and alacrity. 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. possessing profound tactical insight. Armour 2.
they may communicate their exact thoughts and ideas at the speed of light. Anti-Air 2. Movement 3. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Observation 2. Movement 1. Morale OOO OOO O Geth Platoons All Geth are networked to each other. Hand-to-Hand 3. Command 1. The Geth make perfect ambushers—"they don't move. Movement 2. Geth can even be packed tightly into crates and left in storage. they don't even breathe. Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Veteran 1. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. Direct Fire 2. +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender. +1 to Anti-Air." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. Direct Fire 2.
Geth Infantry Platoon • 4x Geth Troopers • 1x Geth Juggernaught • Platoon Fate: 6 FP Geth Heavy Weapons Platoon • 2x Geth Troopers • 2x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP
. Armour 1. Veteran 1. The key element of Geth warfare is surprise. Direct Fire 1. This makes them extremely efficient in battlefield conditions. +1 to Direct Fire. +1 to Direct Fire. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. Direct Fire 3. Veteran 1. Armour 1. 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. Armour 2.Biotic Specialist: +1 to Hand-to-Hand. Movement 2. shutting down their power sources to stay undetected. Camouflage 1. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. they don't make noise. Camouflage 1. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively.
Observation 1. Observation 1. It is equipped with microthrusters and a small element zero core. Direct Fire 2. Signals 2.
Geth Anti-Armour Platoon • 4x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP Be sure when assembling Geth Platoons to adjust them for the Leadership Stunt bonus. Movement 2. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. Armour 3. 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. Direct Fire 2. or reduce its mass for limited evasive or positioning manouvers. fell short of accomplishing. which can be used to increase mass and provide greater traction. Morale OO Command Range: 1 Long Range: ignore 1 extra zone of range when attacking Thermal Tracking (TE): Anti-Air +1 Wireless: Command Range +1 Precision Guided Munitions Out of Ammo Geth Juggernaught (T3 Infantry Leader) Direct Fire 3. Signals 1 Morale OOO O Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1 Geth Network: able to use Signals in place of Command. 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.Air2. Armour 2. Signals 1 Morale OOO O Long Range: ignore 1 extra zone of range when attacking Long Range: ignore 1 extra zone of range when attacking
.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. and that they are extensively reliant on digital communication for interaction. Movement 2. Though the interior is cramped. Observation 1. Armour 2. Signals 2. the M29 Grizzly. Anti. Movement 1. It is designed to fulfill the role of rapid deployment that its predecessor. Geth Troopers (T3 Infantry) Hand-to-Hand 3. Anti-Air 2. Armour 1. which varies depending on which Leader is assigned to a Platoon. Observation 1. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. Movement 1. Geth repair their morale using Signals instead of Command.
a mobile air defense platform. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. Direct Fire 1. Hand-to-Hand 2 Armour 1. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. reconnaissance.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons. 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.
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. Observation 3. Direct Fire 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. Movement 1. Handto-Hand 1 Morale O Command Range: 1 Max Move: 5 zones Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 Wireless: Command Range +1 Light Cavalry: Max Move +1 Tactically Flexible and Heavily Armed Overheated Weapons Make the following changes to the above stats for the following variant designs: • M35A Mobile Air Defence Variant Replace Direct Fire for Anti-Air Replace Infantry Carrier for Zone Effect • M35D Recon Drone Controller Replace Hand-to-Hand for Indirect Fire Replace Direct Fire for Observation Replace Infantry Carrier for Zone Effect • M38 Military Ambulance Variant Replace Direct Fire for Signals Replace Hand-to-Hand for Command Be sure to adjust these stats for Leadership stunts when added to a platoon. infiltration. and sabotage. STG operators work in independent cells. Hand-to-Hand 2. usually deployed by the Citadel Council. +1 to Observation. Movement 1. Armour 3. Observation 2. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. additional aspect ―Power Drained‖ to remove these bonuses. These include a recon drone controller. performing dangerous missions such as counterterrorism. STG operators are brutally practical. assassination. Signals 1.
STG Recon Unit (T3 Infantry) Camoflage 3. devoted to accomplishing their mission regardless of the cost involved to others or themselves. Armour 1. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained
Tech Infiltrator: +1 to Armour. Direct Fire 2. +1 to Camouflage. Indirect Fire 1. Hand-to-Hand 1. or perhaps some of the ones on the list below: • • • • • • • • • • • • • • • • • • • Batarian Slavers Blood Pack Mercenaries Blue Suns Mercenaries Cerberus Mobile Infantry Council Spectres Drell Assassination Squad Eclipse Mercenaries Elcor Heavy Weapons Geth Armatures Husk Zombies Krogan Beserkers Krogan Biotic Battlemasters Mass Driver Orbital Artillery Quarian Commandos Quarian Engineers Rachni Swarms Thresher Maws Vorcha Irregulars Wild Varren Pack
STG Cell Leader (T3 Infantry Leader) Command 4. 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. Armour 1. Signals 1. additional aspect ―Power Drained‖ to remove these bonuses. able to use manouver to remove free tag on ally in command. Tech Defender: +1 to Command. Armour 2.STG Infiltrators (T3 Infantry) Camouflage 3. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Always Has a Plan Overheated Weapons Command of the Airwaves Power Drained
. additional aspect ―Power Drained‖ to remove these bonuses. 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. Movement 2. Hand-to-Hand 2. Movement 3.
Campaigns and Themes
Mass Effect is set in the year 2183 CE. Humanity began its journey among the stars. there are hard limits on what you can do and where you can go. highly adaptable. Salarians. as the structure of the Diaspora RPG cluster and character creation is designed to help you. 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. exploring ancient ruins and fabulous cities alike. unlocking faster-than-light travel. individualistic and thus. and Turians in the decision making process. Humans are still discovering what it takes to survive on these newly discovered worlds. our options are not so limited. abnormally ambitious. With the technology from these ruins. and are heavily petitioning for full member status in the Citadel Council. creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. Humans are new to the galaxy A little over 35 years ago. Hoping to expand their territory and driven by immense curiosity about the galaxy.
They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space. Taking control of a pivotal character in the events of the game. as well as confronting the prevailing opinions of humans as intelligent. those confines. At the time of the first game. unpredictable. and some members of those races resent the appearance that humans are going to jump the queue ahead of them. to join the Asari. Whilst the Citadel is seen as the primary location of galactic rule. Humans also discovered the mass relay network that threaded the galaxy. Many races have petitioned for elevation to this status for a long time. This is the setting history established in the first Mass Effect game. battling aliens and making allies (and vice versa). such as
. with steps designed to help link your characters to each other. permitting instantaneous passage across thousands of light-years. Law and Order The Mass Effect games place strong emphasis on the theme of law and order in the galaxy. beginning the First Contact War. Whilst you can explore hundreds of worlds across the series. no one in the wider galactic community had ever heard of humans. Character creation works in a similar way. humanity learned the secrets of mass effect physics and element zero. 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. At the gaming table. encountering various alien races and establishing itself on the galactic stage. This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. by its very nature as programmed entertainment. they began activating every mass relay they could find. or outside. Cluster creation is intended for each player to suggest themes they‘d like to explore. you get the chance to explore the galaxy. 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. as well as how individuals choose to operate within. there are many places that the reach of the council doesn‘t extend. humans have an active role in galactic commerce and settlement. which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry. In this section.
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. exiled from their home planet by their own creations. At the personal level. the law. Organics vs Synthetics In the large scale. Conversely. to provide protection to interests not necessarily desired by the Council. they are all you need to begin to create a character. The Quarian peoples are adrift in space. C-Sec is a volunteer organisation. aspect. from a synthetic point of view. lest the same mistakes get made. Unfortunately for the council races. The apex skill represents a significant investment in time.
. Tying into the first theme of humans being new to the galaxy. Whether they are the biotic powerhouse Asari Huntresses. or circumvent. Along these lines. Partial Characters and Cool Stuff As you have read through this book. Just choose one. so they have no need to
trade resources or information with them. "all organics must destroy or control synthetic life forms". and Elite special operations groups are one place to develop them. with them making up the largest of the minorities. there is much appeal to playing highly competent beings breaking heads and taking names. You can always fill in the rest as you play. They have successfully incorporated humans into their structure to help with policing and patrol duties. Special Operations and Apex Skills When there are dangerous missions to perform. so too is the nature of how organics deal with synthetic intelligences. ―Hacking Diaspora: Threats. this can be explored in the ways humans protect. resources and attitude for the character. 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.the iron fisted rule of the Asari crime lord Aria on Omega. Diaspora supports this style of play with its pyramid skill structure. The Citadel Council heavily controls all research into synthetic intelligences. take some time to decide why your character is so good at that particular skill. An AI gives the view from the other side of the fence when it says that. nor impossible to work around. 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. and is always happy to take new recruits. When you are unsure what kind of aspects. or stunt that interested you. The introduction of both a Geth character. when other inspiration is taking a while to surface. these potentially disastrous outcomes are neither certain. or even the elite Council Spectres. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. With only one skill at the Superb (+5) level. or the corporate control of Noveria. 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. you can always begin by using one of those characters as a starting point to developing your own. notably Blue Suns and Eclipse. Sometimes. a stunt or two. banning AI research almost entirely. skills or abilities your character needs. and you‘re good to go. the Geth. an ability or race. there are those who are sent in to do them. give ‗em that race. many mercenary groups employ humans as hired muscle. you have probably noted things of interest you‘d like to explore. The companion document to this rules hack. the covert and clandestine Salarian Special Tasks Group. However. name them.
HACKING DIASPORA TO
Name Race Homeworld Class/Concept Rank 5 Skill Rank 4 Skills Rank 3 Skills Cluster Known Biotic Effects Tech Talents Or Combat Excellence Abilities Health Rank 1 Skills Composure Wealth Aspects Mild Consequence Medium Consequence Severe Consequence Weapon Range Stunts
Rank 2 Skills
Stunt Stunt Stunt Gear Armour Stunts
HD2ME Character Sheet Ver 2.0
Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. no Biotic Training. Place aspect on target. combat skills not higher than rank 3. Combat specialist. omnitools and bio-amps. Stasis Target unable to move and takes no damage. Minimal combat training. mono-gendered race of female appearance Pirates. Lift Target floats helplessly. Minimal combat training. Hate humans Rescued from their dying world. home is where the flotilla is. Three or four combat skills. no Biotic or Tech Training. Effects last until the next turn only unless otherwise specified. emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. slavers. no Tech Training. Singularity Gravity sink. adept at sneaky and subtle Public service peacekeepers. Lasts three turns.
Class Packages (Page 24)
Asari Batarians Drell Elcor Hanar Humans Geth Krogan Quarians Salarians Turians VI / AI Volus Vorcha Yahg
Powerful Biotics. Lasts two turns. no combat skills. Biotic and Tech Training skills not higher than rank 4. Warp -2 to enemy armour defense. admired and distrusted equally Synthetic AI race created by. now militantly serve the Hanar Ponderous giants. Non-technical apex skill.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
Aldrin Labs A Human manufacturer providing basic. clannish primitives used as cannon fodder by mercs Towering. If used two turns in a row. Zone aspect. target takes one additional damage shift from any successful attacks. Tech and Combat skills not higher than rank 4.
Number of effects equal to skill training level. Tech specialist. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. no Biotic Training. Conserves momentum. client race of the Turians Aggressive. Combat Excellence stunt available with ranks in Tactics. modified by Bio-Amp Implant stunt. reliable and affordable equipment such as armour.
New Skill: Biotic Training
Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. Place aspect on target. Primary Biotic Effects: Barrier +2 to own armour defense rating. Biotic and Combat skills not higher than rank 4.
. adaptive predators loyal only to the strongest
Biotic specialist. and overthrew. Throw Shift enemy one zone. the Quarians Reptilian mercs and enforcers. Broken by the genophage Evicted by own AI creations. no Tech Training. Amphibious information seekers. other combat skills not higher than rank 3. Place aspect on target.
Unable to use another Biotic effect next turn. no effects avail. If target was unarmoured biological. L3-R Implant Max skill rank = 3 -1 to composure track. Draw line on map from character (Tactics -1) zones in length. or +4 for both. Effects = Skill rank L1 Implant Cannot take skill. Reave Requires: Warp effect and Medicine skill. They must then resist an attack equal to Biotic Training +2. Spend one turn preparing this effect. you are unable to act the following turn. If 0. If >5. Younger than 300: are dying. make a Close Combat check at +2 bonus for having one of the required effects. have no implant and cannot take skill. Effects = Skill rank. those without Shielding have the Lifted effect applied to them.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. Add 3dF to skill rank before combat to determine skill level. may spend a FP to gain a defense bonus equal to half Medicine ranks. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. then next turn make a full turn move. Advanced Biotic Effects (pages 27. All zones affected must resist this attack. one composure or health damage cumulative per use. Spend one turn focussing on a target. apply Barrier to self. Effects = Skill rank +1. or a +4 bonus to unarmed biological target. Effected targets with the Shielding stunt are unable to move next round. or Throw to target.
New Stunt: Bio-Amp Implant
Modifies number of effects. Make a Biotic check at +2 for one effect. Place ―Slammed‖ aspect on target. Then. Unstable L2 Implant Max skill rank = 3. or both if you possess both effects. L3 Implant Max skill rank = 3 Effects = Skill rank. May pay a FP to resolve the effect immediately. No max skill rank. Armax Arsenal Supplier of elite Turian military units. Unable to use this effect in consecutive turns. Effects = Skill rank.
. Next. otherwise resolves at the end of turn. Shockwave Requires: Lift or Singularity effect and Tactics skill. Effects = 0 Stable L2 Implant Max skill rank = 4. Effects = Skill rank. must start again. Asari Biotic No implant required. or +4 for having both. Dominate Requires: Stasis effect and Resolve skill. If target is invalid. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. high priced and very difficult to acquire for most non-Turians. Their weapons and armour are high quality. then next turn gain a +2 bonus to armoured or synthetic target. Slam Requires: Lift effect and one of Throw or Pull effects. rounding up against other biologicals. L4 Implant Aspect: ―Occasionally Distracted by VI‖. reducing any pass costs by 1. Place ―Biotic Shockwave‖ aspect if have Singularity. you are unable to act the following turn. Add 1dF to skill rank before combat to determine skill level. Must not take free move. Finally. That target becomes immune to further Domination next turn. Finally. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect.
Drone and Have-a-Thing: Combat Drone stunt. Pen 2. That target becomes immune to further Hacking next turn. bypass alarms. etc.
. NonLethal. A mobile weapon platform at your command. or passing through must roll their Stamina skill against the number of shifts. and lasts 2 turns when activated. Combat Requires: Hacking Talent. starships. in same or adjacent zone to the character unless otherwise noted below. Offensively. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. including Biotics. Target becomes immune to further Overloads next turn. Advanced Requires: Hacking talent.
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
Neural Shock Overload
Note 1: See the Spectre Gear Options (page 49. Place ―Disorientated and Confused‖ taggable aspect on biological target. professional mercs. On a success. Must have at least 1 rank in Repair skill. Advanced Tech Talents: Must also have Computer (space) skill. Elanus Risk Control Services A private security corp that can provide event security. Hacking Restrictions removed to allow repeated Hacking attempts on same target. and to hack lone targets. place a ―Frozen and immobilised‖ aspect on the zone for one turn. access secure systems. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. Drone Stats: Range 0/1. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action. Decryption Unlock doors. place ―Suppressed by Tech‖ aspect on appropriate target. May be taken multiple times to stack penalty. Multiple Redundancy: Use my Tech Training. All Tech Talents last for one turn. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. 89)
New Skill: Tech Training
Characters can have a total number of talents equal to number of ranks they have in the Tech Training skill. Primary Tech Talents: Damping Use defensively to contest Biotic Effects. Place ―System Rebooting‖ taggable aspect on synthetic target. Must have at least 1 rank in Medicine skill. to weapons and armour. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. Substitute ranks in Tech Training for Medicine skill rolls. ending their turn if they fail. Jamming -2 penalty to enemy alertness checks. heat or toxic exposure. Must have at least 1 rank in Medicine skill. Substitute ranks in Tech Training for Repair skill rolls. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect. Harm 2. All targets in the zone.VARIANT RULES QUICK SHEETS
Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold.
On a success. MG Immunity Once per scene. Armour bonus granted by Shields boosted by +3 when this talent is activated.
Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. including possessing an appropriate weapon. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. excluding the user. though their armour lines are generally recognized as above average. any level of Tactics skill. target takes Health damage of number of shifts. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. Tech Armour Requires: Hacking talent. the Tech Armour detonates. Base Jamming talent duration extends by 1 turn. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. When neutralised.VARIANT RULES QUICK SHEETS
Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain talent. 89)
Hahne-Kedar Earth-based major supplier to the Systems Alliance military. and unshielded targets must resist 3 shifts of Composure damage. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. Unable to be used on successive turns against the same enemy. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged. Overload Restriction removed to allow repeated Overload attempts on same target. Attacks reduce this bonus by 1 per shift.
. absorbed by armour.
New Stunt: MG Omni-tool
MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. Advanced Requires: Overload talent. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. 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. but must still meet all other prerequisites. Their weapons are stock quality at best. and no ranks in either Biotic Training or Tech Training. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. Tactical Cloak Requires: Jamming talent.
Manufacturer Aldrin Labs Ariake Technologies Armali Council Kassa Fabrication Serrice Council Sirta Foundation Elkoss Combine Spectre Gear1 Spectre Gear1 Spectre Gear1
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. and Armour with Shields stunt. after ―Shields are Down!‖ compelled.
New Stunt: Combat Excellence
This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. Combat Excellence Requires: Energy Weapon skill of at least Rank 3.
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
except when aspect was tagged. They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps.VARIANT RULES QUICK SHEETS
Serrice Council An Asari consortium that manufactures the highest quality omni-tools and bioamps which are considered incredibly rare – and highly prized – items on the galactic market. +2 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. Cost 1bp. Huge solitary burrowing monsters with acid spit.
. Humans. Additional aspect from list below (or similar). Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. Violent primitive race usually found in forgotten corners of dark places. Cost 2bp. Mostly Turians. 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). Adaptable dangerous pests that hunt in packs. Must also have one other high energy usage system (IES). Cost 4bp. or T6 (41 BP)
Allows access to mass relay network. sometimes used by Krogan Blood Pack mercenaries.
New T1+ Spacecraft Stunts
Mass Effect Drive Tantalus Drive Core Internal Emissions Sink (IES)
Civilian Spacecraft Frigates
Spacecraft Tech Levels
T1 (11 BP)
T2 (17 BP). +2 to Heat Track. Cybernetic zombies created by Geth from captured Biological races. Synthetic AI race. Batarians or Krogan. Intelligent arachnid race with hive mind. +2 bonus to repair checks to remove consequences. +1 to V-Shift.
New T0+ Spacecraft Stunts
Cerberus Geth Husks Mercenaries MECHs Rachni Thresher Maws Varren Vorcha
Official part of government navy. "Government Owned and Operated" aspect. Stealth system gives +2 bonus to Nav check in detection phase. and all travel times reduced by factor of 10. Crew must adhere to SOPs.
+1 to Signals. Ability to try to use a manuover to remove a free tag on an ally that is within command range. Geth repair their morale with Signals instead of Command.VARIANT RULES QUICK SHEETS
New Platoon Stunts
Shield Projector Biotic Defender (Infantry)
Biotic Specialist (Infantry)
+1 Tech Enhancement to Armour Choose one of Armour or Hand-to-Hand: +2 bonus when chosen skill is used defensively.
Tech Defender (Infantry)
Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network
+1 to Command and ―Power Drained‖ aspect.
. +1 to Hand-to-Hand. and ―Power Drained‖ aspect. Gain +1 spot marker after attacking with either of the two chosen skills. +1 to one of Camouflage or Signals. +1 to Armour and ―Power Drained‖ aspect. +1 bonus to one of Direct Fire or Anti-Air. which causes a -1 penalty to Camouflage the following turn. +1 to one of Armour or Observation. and get a -1 penalty to Camouflage next turn.
. and are not available to other races. and Hanar all produce their own armour. This weaponry is always in demand for research purposes.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.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. but may be retrieved from defeated Geth.
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. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. and is here purely for reference and inspiration for aspects or plots. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. but rarely differs substantially from other weapons of the same type. Elcor. Note 2: See the Spectre Gear Options section on pages 49 or 89.
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