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
gear or mods don‘t quite suit your game. despite the available scope of the setting. Some things were hinted at. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version. fellow RPG. and can be found in their fantastic completeness here: http://masseffect. it‘s a freeware font called Slider. I realised I had found a game system that would suit my needs. and that you undertake and enjoy the adventures that are waiting for you. Please see the Licence section for further details. What you see here is the culmination of my efforts to blend the two.vsca. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1.ca/Diaspora/diaspora-srd. ChopSockey. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. and are used in this document with Fair Use intent. PolkaNinja. rescuing colonists. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void. Assembling a group of champions. I first had to find a system that could do it justice. and Propagandor for their comments and encouragement. Some text has been taken from the Diaspora System Reference Document. the player trekked across the game setting exploring uncharted worlds. battling synthetic intelligences. others left as blank slates.net.Introduction
Welcome to the updated version of my first attempt at system hacking. EonTrinity. Barbacobra. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom. Travellingdave. That‘s where VSCA Publishing’s Diaspora comes in. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License.html. Bioware’s Mass Effect and its sequels. Mass Effect 2 and 3.wikia. were fantastic games that begged to be explored.com/. Special thanks goes out to my playtesters. Matthew Gooding (Reaganstorme) May 2012
I would like to thank the creators of Diaspora. I acknowledge that Mass EffectTM and all related races. chiefly Brad J. Their home page can be found here: http://www. Introduced to Diaspora by friends on RPG. Yook. and Stacie_gmrgrl. stunts.TTF. but if some of the sample aspects. which can be found here: http://www.
.0a (see page 90). Silent Wayfarer. the process of taking an established setting and creating. prototype00. James the Dark. Mass Effect told the story of a group of civilisations about to meet their doom. and are not meant to challenge ownership of such ideas.net members Stevenls.ea. I hope you find this document useful. and more. don‘t be afraid to make up your own versions. HumAnoydd. zircher. Darth Illithid.com/. Bioware could only put so much into the game. Murray (Halfjack). As you can imagine. For those looking for the font I used for the titles and headings. Also.
are single digits.
. with two faces marked -. Aspects. this is functionally the same as rolling 4d3-8. While higher numbers are possible. Each of these use fate dice. successes and difficulties are rated by numbers or by the terms on the Ladder. which might be someone else's roll or might be a level imposed by the referee. 3-4 as blank. most numbers in the game.95 -2 10/81 12.75 10/81 12. through the invocation of Aspects. around which the game is built.46 16/81 19. with better chances for extreme results. in that the term Fair is replaced by Decent. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. A Fudge die is a d6. and you have a total. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. Without special dice. 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. Refer to the provided links if you wish further clarification of any rules based information. in which a player roll is compared against a referee roll. The words are only applicable directly when a single character acts. and two faces blank.24 -3 4/81 4. So. two faces marked +. subtract the -s.The DIASPORA Mini-Games
Diaspora is a set of mini-games. it is often the difference between two rolls that might determine the quality of success. You add up the +s. If one is looking for appropriate adjectives to describe an action. you could treat 1-2 as -. in an opposed roll. Our Ladder here is slightly different from the Spirit of the Century Ladder. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4. which yields a result between -4 and +4. You roll your set of four fudge dice. Treating the -5 and 5 results as zero keeps the expected range though. and other elements from the FATE system but they each have other distinctions.75 0 1 2 3 4 19/81 23.35 4/81 4. and 5-6 as +. when all things are considered. you add an appropriate skill. Since an apex Skill is at level 5.95 1/81 1.
+8: Legendary +7: Epic +6: Fantastic +5: Superb +4: Great +3: Good +2: Decent +1: Average +0: Mediocre -1: Poor -2: Terrible In FATE.
4dF in statistics roll odds % -4 1/81 1. results of 7 against 5 represent a decent success. and then you compare against some difficulty level. available on the Internet.35 -1 16/81 19. yielding a range from -4 to +4. This yields a particular curve. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD.
Very massive ships or very high speeds are prohibitively expensive. This "mass effect" is used in countless ways. were the Reapers. from generating artificial gravity to manufacturing highstrength construction materials. By leaving the mass relays. and the usages of their Element Zero based technologies. the idea of technological advancement to the point of collapse is here. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. With only a core. and their focus. The last such galactic extinction event happened approximately 50. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. emits a dark energy field that raises or lowers the mass of all objects within it. skilled navigators are able to propel the ships light-years in only a few hours. In particular. These routes are only able to be navigated using space ships with special Element Zero power cores. allowing them to tap into dark energies to reduce their mass. a ship has no motive power. the Reapers wait for the coded signal from their keepers that technology is progressing.
ELEMENT ZERO AND THE MASS EFFECT
Element Zero ("Eezo") When subjected to an electrical current. An advanced hybrid race of sentient synthetic/organic warships. with a few catches.
In the Mass Effect setting. as are limited FTL routes. FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. The Citadel. but the latest in a long line of intelligent races to unlock the secrets of their use and discover their purpose.000 years ago. the rare material dubbed element zero. and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. behind them when they again leave for millennia. dubbed the Protheans. or military antiproton drive) in addition to the FTL drive core. the last great technological society. In anticipation of intelligent life reaching for the stars. commercial fusion torch. allowing high speed travel with negligible relativistic time dilation effects. In fact. or "eezo". allowing higher rates of acceleration.The MASS EFFECT Premise
Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect. 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. are not in-fact the creators of the mass relays scattered through the galaxy. slumbering in hibernation. They discovered that in the dark spaces between galaxies.
. the Reapers provide the building blocks for their next harvest. Navigation is only possible between relays. all currently discovered uses for element zero based effects generate a heat debt that must be managed. Using the energy field created by the mass relays. This effectively raises the speed of light within the mass effect field. It is most prominently used to enable faster-than-light space travel.
Starships still require conventional thrusters (chemical rockets. economy ion engine. and that the time to feed has come again. and the heat debt acquired by interstellar travel.
In starship drive cores. sturdy construction materials. to prevent the electricity discharging into the hull and causing catastrophic damage. High-mass fields create artificial gravity and push space debris away from vessels.If the field collapses while the ship is moving at faster-than-light speeds. either by touching a planet surface or interacting with a planet's geomagnetic field. the greater the magnitude of the dark energy mass effect. mass is decreased. while high mass compaction creates dense. This requires intensive training. The Geth are a prime example of the doom that is pending with the development of AIs. whilst limited FTL is possible. It also means that most weaponry will be energy weapons. many Biotics can also create and manipulate their own mass effect fields. we see the presence of technology everywhere. The military makes extensive use of mobility enhancing technologies. and we never see any nontechnical races competing for resources. the effects are catastrophic. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. driving the Quarians from their homeworld and taking over. This reflects back to the Cluster generation mini-game quite easily. mass is increased. low-mass fields permit the creation of evenlyblended alloys. Some Biotics' talents are not strong enough to be offensively viable. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. this charge must be grounded at regular intervals. the slipstreams become the links between the mass relays. and both are susceptible to combat hacking.
Whilst there are still advances to be made. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. With a positive current. but can produce impressive offensive or defensive effects. and each system can have several planetary systems reachable by ships. amongst a variety of other effects. the world of Mass Effect is on the brink of imminent collapse. Ubiquitous Technology In the games.
Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. and plenty of scientific secrets still to be discovered. With a negative current. So. but all Biotics are sensitive to the presence of mass effect fields. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. Even colonists have access to advanced tech. In space. The ship is snapped back to sublight velocity. The human Systems Alliance M35 Mako Infantry Fighting Vehicle's small element zero core can reduce the vehicle's mass enough to allow a safe drop from an orbiting spacecraft such as the SSV Normandy. For Biotics. When the table sits down to create the cluster. as with regular Diaspora T4 societies. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. this manifests as an occasional static shock when they touch metal or other people. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. and cybernetic implants.
. In manufacturing. The least developed of the races is humanity. and protect starships in planetary orbit or during space battles. it's much more efficient to use the mass relays to navigate the galaxy. The stronger the current. personal networks are everywhere. who have jump started their technological creations and exploit Element Zero and mass effects themselves. This still gives us plenty of conflict to game. the enormous excess energy shed in the form of lethal Cherenkov radiation.
Example – The completely corporate and privatised world of Noveria. systems and societies. O-1: Corruption Whilst relatively stable. we need a new stat to represent variances between worlds. from the relatively lawless Omega. although there are still those willing and able to rort the system without bringing too much attention to themselves. Example – The Citadel
. validation. At this level of order. revocation and enforcement of many activities. Life is strictly survival-of-the-fittest. tomorrow's gang leaders may die in a hail of blaster fire. O+0: Stability Those employed to look after the public generally do. all exploited by those wanting to work around them. the Citadel. Example – The world of Illium. to the totally controlled centre of galactic politics. There's plenty of variance in the levels of Order in societies during the missions in the game. I've picked ORDER. controlled or illegal narcotics. representing a very minimal structure of a handful of people at most. There is a substantial administration system geared towards the issue. or other associate species of the Council. and those who commit crime and are caught generally face the appropriate penalties. period. weapons. licensing and policing of those granted licences are the primary methods of keeping order. there are multiple layers of bureaucracy. and all manner of other restricted goods are available for sale. where slaves. especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. those in charge are more concerned with their own power than in serving the public interest. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything.Cluster Creation Mini-Game Changes
NEW SYSTEM STAT: ORDER
Due to the universally high level of access to technology. Example – Any homeworld of the Council races. What started as measures to protect the public good are beginning to become quite restrictive. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. verification. Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. Example – The Zhu‘s Hope colony on the world of Feros O-2: Establishment Research stations and other corporate facilities often require places where they control exactly which rules they choose to follow. Any sufficiently charismatic or forceful individual can set whatever rules they like. Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. O+2: Licensed At this level of order. Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station. so whilst today's criminal ganglords might provide some measure of stability. the rules and restrictions are beginning to pile up. O+1: Progress Typically touted as a fair system for all.
Making it Work. Mass Effect also has quite a few variations from the base outlines. After all. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid. but are included in this section for completeness. and Stunts”. 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.
. “anything should be able to be modelled with an appropriate balance of Skills. These differences form the mechanical description of the race. Here's the relevant text from the authors that I used to help create the following racial outlines: Formulating a non-human race (or converting one from another source) may then be framed in terms of general statements that are applicable when measured against a normal human. or that some should be lower.Character Creation Mini-Game Changes
As well as some similarities in premise to Diaspora. There are some suggestions on how to model variances to the Diaspora setting in the SRD. (Diaspora. 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. They may suggest some Skills should be higher than others. Some of the racial backgrounds described on the following pages should not be taken as options for player characters as they are more suitable for use as antagonists or in social interactions. Chapter 9 . Aspects. Page 221) There are fifteen racial backgrounds in Mass Effect. and Stunts that would be more common in the race than in humans. and of those ideas. as the SRD states. including baseline humans.
One-on-one. diplomats and warriors. Asari have been bartenders and dancers. The Asari were instrumental in proposing and founding the Citadel Council. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. but taking ranks in Biotic training is optional. mercenaries. When they retire. but often have good charm or intimidation ranks. diplomacy. culture/tech. Fortunately. there are not many of them. and some kind of profession. traders. and their education
. Whilst they are natural Biotics. bureaucracy. and when focused on building their martial abilites are fearsome huntresses. Asari characters must take the Natural Biotic stunt. develop their stealth and close combat skills as huntresses. possessing profound tactical insight. and have been at the heart of galactic society ever since.
The Asari. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. Reflecting their physical attributes. they possess an alarming proficiency for killing. Biotics are common enough that some capability is a requirement to be trained as a huntress. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. Asari choose to be warriors at a young age. Asari typically have the Agility skill quite high. not all develop their skills. Asari can be found in all walks of life.Asari
from that point is dedicated to sharpening their mind and body for that sole purpose. and usually have at least one space skill. native to the planet Thessia. Asari characters favour a few skills over others. and as such often have the resolve skill. A very long lived race. are often considered the most powerful and respected sentient species in the known galaxy." The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. and some all of them at somepoint in their life. Asari have had a long time to develop many other skills. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight. Politically minded Asari will have good arts. and to discover and inhabit the Citadel. depending on the tactics preferred in their town. As such. lack of Biotic talent excludes a young Asari from military service. Out of physical combat. and a dancer's grace and alacrity. and Biotic talent. Huntresses fight individually or in pairs. a huntress is practically unbeatable. a hunter's eye. 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.
It should be noted that these criminals do not represent average citizens.
Almost universally despised. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. Rogue Batarian slave rings are feared throughout the galaxy. and it is currently unknown how the Batarians maintained standing on the Citadel for so long with slavery still actively practised. The indoctrination by their govenment and caste systems. When humans began to colonise the Skyllian Verge. fuelling the stereotype of the Batarian thug. 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. and overstepping one's place is frowned upon. is still hostile to the Systems Alliance. despite the fact that their exile is largely self-imposed. make Batarian counter-culture rebels almost impossible to find. and have high combat and intimidation. as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. negotiations with a Batarian are likely to be conducted at gunpoint. who are forbidden to leave Batarian space by their omnipresent and paranoid government. It is not known what the average Batarian thinks about their enforced isolation. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves. despite being illegal according to Council law. it is speculated their supreme leadership is autocratic or totalitarian in nature. but beneath the notice of the powerful Council races. Their government. especially among colonists. preferencing vanguard and sentinel packages. Given the Batarian government's oppressive nature. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. Their shock troopers are known to be Biotically talented. they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest".Batarians
Slavery is an integral part of the Batarian caste system. The rest of the galaxy views the Batarians as an ignorable problem. and related skills such as demolitions and tactics. The custom is so deeply ingrained in Batarian culture that they consider the Council's anti-slavery standing to be prejudicial. as well as the threat of slavery by their own kind. Batarians place an extremely high value on social caste and appearance. a region the Batarians were already actively settling. The Council refused.
. They have a reputation for being shrewd businessmen and merchants. Batarians strongly believe that species with less than four eyes are less intelligent. known as the Batarian Hegemony. becoming an inward-looking rogue state. Most Batarians at large in the galaxy will therefore be mercenaries or pirates. though in more lawless regions of the galaxy like Omega. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery.
This has coloured their psychology. Any Drell may refuse to serve. resolve. These are filed away in huge libraries of data discs
. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. Since then. EVA and repair. which the Drell fulfill by taking on tasks that the Hanar find difficult. Amongst themselves. but primarily ones that involve physical tasks. alertness. The Elcor follow the recommendations of their Elders. so many have high ranks in agility. the Elcor discovered the closest mass relay and. They are massive creatures. The memories are so strong that an external stimulus can trigger a powerful memory recall. few turn down the offer. extremely slight body movements. such as demolitions. an evolved response to an environment where a fall can be lethal. The Elcor quickly became one of the more prominent species in Citadel space. and survival. Drell have quite a few physical skills due to their harsh development. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact. but as being requested to serve is a great honour. This process can be involuntary.
The Elcor are native to the high-gravity world Dekuuna. drinkable water and prey migration paths) across vast distances.Drell
The Drell are a reptile-like race that were rescued from their dying homeworld by the Hanar following first contact between the two. Their Compact with the Hanar allows them to develop many other skills. had established a regular trade route to the Citadel. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. ponderous monotone. scent. Elcor move slowly. making them deliberate and conservative. Elcor speech is heard by most species as a flat. Since their subtlety can lead to misunderstandings with other species. such as combat. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. The Drell possess eidetic memory. The Drell now thrive co-existing with the Hanar and have been a part of the galactic civilisation for roughly two centuries. within a single lifetime. an adaptation to a world where they must remember the location of every necessary resource (vegetation. though they still have to share an embassy with the Volus. stamina. standing on four muscular legs for increased stability. These recalls are so vivid and detailed that some Drell may mistake it for reality. as well as all space and combat skills. The Elcor were just making their first forays into space travel when the Asari made contact with them. With their help.
While they prevented any contact by other races with themselves. Due to their conservative nature. but extremely well developed. their durable hide allows them to shrug off most incoming fire. Little is known about the Geth in the time between the Morning War and the present. recon and repair drones. serial killers and actors. specifically). separating their technology base from the rest of the galaxy. from traders and business operators. The Geth won the resulting war. Because their slow. This makes Elcor policies very predictable. They obtained an ultimate goal in this time period. Elcor occupy all sorts of positions. Fortunately. When the Geth became sentient and began to question their masters.
The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. The slow speed and immense size of the Elcor makes them easy targets. They adopted an extremely isolationist attitude. only slightly larger than the Alliance's.and are consulted when needed. and trade only in finished goods. which could house every single Geth program. and reduced the Quarians to a race of nomads. The Geth also utilise turrets and drones (rocket. 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. as labourers and tools of war. They see no point to rushing things. Elcor make better colonists than sailors. the Elcor rely on sophisticated VI combat systems. Any attempt to embargo their space would be fruitless. century-long development plans. The Elcor economy is small. colonists. The Geth were created sometime around 1900 CE by the Quarians.to create a Dyson Sphere. the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers. instead choosing to exist in the computer hubs aboard massive space stations. bureaucracy. they should not have combat skills. High brokerage. the Geth monitored communications and the Extranet. The Geth did not repopulate the now barren Quarian worlds. lumbering Geth Armatures. instead relying on equipment stunts if in military roles. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. Elcor warriors don't carry small arms. to bouncers. They don't need to trade for any resource—they have all they require to supply their own needs. and are fond of making thorough.
. the Quarians attempted to exterminate them.any ships that ventured into Geth space were immediately attacked and destroyed. The Geth continued development of new technology and variations of mobile platforms. assault. provided one has done a great deal of research. and stamina. Over time. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. consequently having fewer space related skills. These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists. pirates. dubbed the ―Morning War‖ by the Geth. to the gigantic. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest.
However the invertebrate. so the Hanar rescued several hundred thousand Drell and brought them to Kahje. They were allowed to peacefully leave the main Geth network. It should be stressed that practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers. the reality is very different. Hanar are known for their intense politeness when speaking. where they integrated into Hanar society with the remaining Drell dying out. accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. although most of their height is in their long tentacles which have three fingers at the base.
The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. water-native Hanar cannot support their own weight in normal gravity. have access to Tech Talents. The Hanar 'stand' slightly taller than a human. A small percentage of Geth. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. Their limbs can grip tightly. Geth encountered beyond the Veil will have programs developed equivalent to skills. the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal. Many Drell become unofficial members of the
. they rely on contra-gravitic levitation packs that use mass effect fields. in exchange for their assistance. whom they refer to as "the Enkindlers". the Hanar made contact with the Drell on their nearby homeworld of Rakhana. and their strong religious beliefs regarding the Protheans. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology. but are not strong enough to lift more than a few hundred grams each. Now the Drell serve as a client race of the Hanar. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. Drell have integrated with every level of Hanar society. The majority of the Geth dismissed the offer. however. and vary according to role. Several hundred years ago. When interacting with mainstream galactic society.Approximately three centuries after the Morning War. and although to outside observers the relationship can be construed as a form of slavery.
One industry that Hanar seem well suited to is the Entertainment Industry. the trailer also shows another key scene where the Hanar says. a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers. and some even earn the privilege to learn their masters' soul names. a movie about a Hanar Spectre who has "a gun in every tentacle. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical.and speak with scrupulous precision and extreme politeness. Few standard technologies (designed for bipedal and fingered species) are available in their space. Few Hanar are willing to deal with other species. and will remain formal even with those it wishes dead. Hanar characters should have no combat skills at all.
. possibly as a homage to the Human detective that the Hanar character is based on." The face name is used as a general label for use by strangers and acquaintances. Hanar characters will be exceptional by
choosing to associate with non-Hanar races. Instead they refer to themselves as "this one." Famous for it's tagline "Enkindle this" followed by a gunshot. The Hanar communicate using sophisticated patterns of bioluminescence -. games and movies such as Blasto: The Jellyfish." It is only around those who know their soul name that they would ever consider using the first person. Most Hanar take offense at improper language. their economy is small and isolated from the rest of the galaxy. Hanar are extremely polite.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) -. Drell servants usually carry out Hanar assassinations. Economic contacts are limited to a handful of trade stations on their borders. The soul name is kept for use among close friends and relations. Even when flustered or angry. The Hanar have two names. frequently appearing in magazines. Due to this self-imposed isolation and the unique physiology of the race. though they are still capable of strangling someone in favourable conditions. as the Hanar are too cumbersome out of the water to participate in a physical fight." or the impersonal "it. For example. a Hanar will still maintain exquisite poise. and tend to be poetic. a "face name" and a "soul name. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. "This one wonders if the criminal scum considers itself fortunate".family. almost to a fault. and they produce very few goods that are usable by others. which occasionally causes clashes with other Citadel races." That said. As such. and must take special courses to unlearn this tendency if they expect to deal with other species. so should have some driving Aspects to explain why.
are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. Unlike many species in Citadel space. thus introducing humans to the galactic community. with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. the Second Fleet then launched a massive counter-attack. With the help of the fledgling Systems Alliance. explorers managed to open the Charon Relay and discovered it led to Arcturus. begun in 2157. known by humans as the First Contact War. While religions tried to assimilate this discovery into their doctrine.
Humans. protect their own interests and have a say in the governing of Citadel space. 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. They independently discovered a Prothean data cache on Mars in 2148. the Alliance became the representative and supranational governing body of humanity. which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. Discovering information on a mass relay orbiting Pluto. a global rush began to decipher the petabytes of data from the outpost. and the mass relay networks shortly thereafter. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. humans have rapidly risen in prominence.Humans
pelled them from Shanxi. the Council's elite operatives. humans expanded to other systems. Since then. This makes human genetic material useful in biological experiments. from the planet Earth. as the first step to getting a seat. humans have no close allies among the other races. Without alliances or key political positions. Human ambassadors have been pushing to induct a human into the Spectres. The conflict caught the attention of the Citadel Council. humans have had to follow the edicts of the Council without having much influence on their decisions. though they are trade partners with the Turians and Asari. As a consequence of the Alliance's swift and decisive action during the First Contact War. It has been noted that humans are unusual in the galactic community. because they have far greater genetic diversity compared to other species with more peaks and valleys. The Council forced the Turians to pay heavy reparations. Once humanity does get a seat. as a control. opening any mass relays they could find. Led by Admiral Kastanie Drescher. they will be able to influence the Council's rulings. although the repercussions from the First Contact War are still being felt. Human explorers on Mars uncovered a longruined Prothean observation post. which caught the Turians by surprise and ex-
. With the help of the Salarians. and governments alike. As such. after the Rachni were eradicated. Krogan typically have few social graces. but due to the overabundance of predators on their home planet. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. The weak and selfless do not live long. In their culture. and blunt. though those who do possess the talent typically have strong abilities. Unfortunately. as Krogan society became more technologically advanced so did their weaponry. Biotic individuals are rare. radiation. and overabundance of vicious predators. and they are highly resistant to environmental hazards. private armies. 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. Krogan characters should have the stamina skill in one of the top three tiers. This genetic 'infection' dramatically reduced fertility in Krogan females. close combat and resolve. and security enforcers for gangsters.
Many who have left Tuchanka have found employment as professional mercenaries. ultimately. the Krogan were 'uplifted' into galactic society. population. the rapidly-expanding Krogan became a threat to the galaxy in turn. including toxins. Their thick hides are virtually impervious to cuts.Krogan
Krogan have always had a tendency to be selfish. and extreme heat and cold. bodyguards. starting the Krogan Rebellions and forcing the Turians to unleash the genophage. perhaps excluding intimidation. unsympathetic. but actually thrived in the extreme conditions. causing a severe drop in births and. and should also invest in brawling. scrapes or contusions. eliminating the Krogan numerical advantage. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). The Krogan managed to not only survive on their unforgiving homeworld. They respect strength and self-reliance and are neither surprised nor offended by treachery. a world known for its harsh environments. "looking out for number one" is simply a matter of course. scarce resources. Ironically.
the Quarians fled in the Migrant Fleet while the Geth took over their systems.
. Approximately three hundred years ago the Quarians created the Geth. All Quarian characters should take the Aspect "Life seen through a window". Soon after. but they also take ranks in repair. After being refused aid from the Citadel Council. effectively cutting the Quarians out of Citadel politics as a punishment for their actions. Ever since. As a result. some take all six. this aspect changes to "No substitute for home cooking" or something similar. the Quarians became terrified of possible consequences and tried to destroy their creations. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. when the Geth gradually became sentient. a species of rudimentary artificial intelligences. resolve. and favour MicroG combat or energy weapons. If they travel on a sterile ship of the Migrant Fleet. Most Quarians focus on two space skills. to serve as an efficient source of manual labor. However. a huge collection of starships that travel as a single fleet. to protect them from disease or infection if they are injured.Quarians
Quarians are trained extensively before they leave on their pilgrimge. the Quarians live aboard the Migrant Fleet. science and survival. and quickly develop high EVA and medical skills to protect themselves. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. Their suits can be compartmentalised in the event of a tear or similar breach to prevent the spread of contaminants (similar to a ship sealing off bulkheads in the event of a hull breach). The most important fact of Quarian biology is their weak immune system. the Council stripped the Quarians of their embassy. Since their homeworld Rannoch was conquered. all Quarians habitually dress in highly sophisticated enviro-suits.
The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems.
allowed the Krogans the time. The Salarians provided the Krogan with advanced technology and a new. As such they are well respected. Though their military is nothing special. The peaceful home planet and better technology put less strain on the Krogan as a species. but some races. Salarians think fast.
. aggressively claiming formerly allied planets as their own. talk fast. using their brokerage. preferring to use cutting-edge technology rather than settle for anything less. as they did before contact with the Salarians. numbers and energy to spread through Citadel space. Many Salarians have high alertness informing their decisions. repair. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. bureaucracy. see the Salarians as manipulators. Salarians are known for their observational capability and non-linear thinking. their metabolic speed leaves them with a relatively short lifespan. science. a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth. and as such are well suited as traders and mercenaries. and EVA skills to augment their chosen professions. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. other species seem sluggish and dull-witted. To Salarians. Unfortunately. including a few humans. The Salarians see information gathering and even spying as a matter of course when dealing with other races. They are constantly experimenting and inventing. tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). medical. combined with their exceedingly high birth rate. Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. Salarians over the age of 40 are a rarity. and it is generally accepted that they always know more than they are letting on. This manifests as an aptitude for research and espionage. With this in mind. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. The Salarians also played a significant role in the evolution of the Krogan species. This comparatively easy life. Salarians often have ranks in intellectual skills such as archaeology. demolitions. Also valued are all space based skills. and move fast.Salarians
The second species to join the Citadel. and tactics. spearheaded in the field by Special Tasks Groups (STG).
Salarian Characters excel at invention. especially the Elcor. the Salarians are warm-blooded amphibians with a hyperactive metabolism.
Turians have a strong inclination toward public service and self-sacrifice.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. repair. The fire brigades serve the civilian population as well as military facilities. Aspects should also be chosen to reflect their loyalty to the team. and power stations. schools. stamina and survival. The corps of engineers builds and maintains spaceports.
. as anything from a soldier to an administrator. the Turians are the most recent of the Citadel races invited to join the Council. it is an allencompassing public works organisation. from a construction engineer to a sanitation worker. To compensate. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. so they tend to be poor entrepreneurs. The merchant marine ensures that all worlds get needed resources. The Turians deployed a Salarian-created biological weapon called the genophage. The military police are also the civic police. The Turian military is the center of their society. intimidation.
Known for their militaristic and disciplined culture. they accepted the mercantile Volus as a client race. offering protection in exchange for their fiscal expertise. and eventually gained a Council seat in recognition of their efforts. All Turians characters should have at least five skills from the combat and space skill sets reflecting time spent in public service. The Turians then filled the peacekeeping niche left by the oncecooperative Krogan. Turians are noted for their strong sense of public service. water purification plants. Every citizen from age 15 to 30 serves the state in some capacity. It is rare to find one who puts his needs ahead of the group. It is not just an armed force. which virtually sterilised the Krogan and sent them into a decline. oratory. demolitions. Also prominent are bureaucracy.
An AI cannot be transmitted across a communication channel or computer network. so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user. the L4 iteration. They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life. with their behaviour parameters. An Artificial Intelligence (AI). They are not to be confused with artificial intelligences like the Geth. as VIs are only utilised to assist the user and process data (although. the term "synthetic" is considered the politically correct alternative. an AI is no more than data files. as variations in the quantum hardware and runtime results create unpredictable variations. The newest biotic implants. speech pattern and appearance based on specific individuals. Though they appear to be intelligent. they can still get out of hand). To gain some measure of control over the creation and study of AI.s
A VI going ―rogue‖ is akin to software not working correctly—that is in fact the cause. Advocacy groups argue. expensive education. but not the definition.Virtual Intelligence and A. however.
A virtual intelligence (VI) is a sophisticated program designed to make modern computer systems easier to use. Manufacturers of the blue box hardware required for the creation of AIs are also similarly restricted. and a specialized quantum computer called a "blue box". a slow. The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent. and in Citadel space they are technically illegal. just made with clever programming. This is what gives Rogue VI its definition—had the VI simply not worked. use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential. A VI is Rogue when it no longer does what it is intended or instructed to do. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports. Some VIs have 'personality imprints'. Creation of a conscious AI requires adaptive code.
.I. react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation. only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. to create a kind of virtual immortality. A lot of armour upgrades use VI enhancements. is a selfaware computing system capable of learning and independent decision making. Without its blue box. however. although it is illegal to make VIs based on currently living people. like AIs. that an AI is a living. The Geth serve as a cautionary tale against the dangers of rogue AI. it would be more broken than rogue. Loading these files into a new blue box will create a new personality. they aren't actually self aware. conscious entity deserving the same rights as organics. when the Geth rebellion put an end to most of their research into synthetic intelligence.
resources. work as some of the best financial advisers in Citadel space. When a clan population grows too large. but are also a client race of the Turians. the Volus must wear pressure suits and breathers when dealing with other species. Because they are not physically adept compared to most species. younger members will depart to start a new clan elsewhere. However. Volus culture is dominated by trade. Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. they tend not to be very violent. Because the Volus are not physically adept. 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. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. They are extremely aggressive. both singly and in groups. Like the Quarians. as should some profession such as banking. Vorcha society is built around combat. as their default form of communication resulting in their communications being primarily non-verbal. or even other tribe members. trader or accountant.Volus
The Volus are an associate race on the Citadel with their own embassy. Volus must develop EVA skills to keep themselves safe. both against rivals of their own species and against any alien who stands in their way. "know your customer's need better than they do". and can even seem overly-pacifistic and cowardly to other. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. The rest of galactic civilization regards them as pests and scavengers. but are unlikely to have much in the way of space skills. Brokerage should be in the top three tiers. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. whether it be of land. Culture/tech skills are part of the business ethos. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. They hail from Irune. they have never been invited to join the Council. Volus mostly make their influence felt through trade and commerce. although many have found their way off-world as stowaways on ships visiting their homeworld. Volus characters should not have any combat skills above tier four. which is a sore point for many Volus individuals.
. the Vorcha use combat.
Known for their unique biology and aggressive behavior. The Volus have a reputation as traders and merchants. more militant species. and their presence is generally seen as a blight. As a result. In fact. if at all. as do oratory and tactics. The Vorcha are not themselves a space-faring race. and many. and only two at most. such as Omega. The Vorcha who escaped their hostile homeworld did so by hiding on the ships of space faring races that had the misfortune of visiting their planet. and they have a long history on the Citadel. and most have extensive assets to draw upon. They are comfortable with bureaucracy.
the Yahg possess unrivalled perceptiveness and mental adaptability. two large horns and facial markings on their heads.Yahg
The Yahg evolved to fill the niche of apex predator on Parnack. Once the leader is established. Consummate predators. the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally. large body standing over a Krogan which provides considerable physical strength and agility. The Yahg also possess a muscular. Discovered by the Citadel Council in 2125 CE.
The Yahg are a sentient race of towering humanoids native to the world of Parnack. Yahg have four pairs of eyes. known for their violent and aggressive nature. 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 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. each pair designed to track and predict the movements of prey. as well as three toes on each foot. making it almost impossible to lie to a Yahg. Their hands each have three fingers which include a thumb. a triangular mouth adorned with sharp teeth. and two other fingers. They have scaly skin ranging from red to brown.
The Tech specialist. Soldiers should have at least three or four combat skills.
Possessing an unusual combination of skills. with one of them at tier two and the other at tier three. Engineers should have the Tech Training skill in the first or second tier. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. all ranked relatively highly with one in tier one or two. and their attendant specialisations. with the highest combat skill at tier four. They should have no ranks in Biotic Training or Tech Training. They lack advanced combat training.
The weapon and combat specialist. with resolve and stamina also valuable. I came to the realisation that classes are not all that different from non-human races. such as charm. but should have ranks in demolitions. in that to play as a certain class type some skills should be valued over others.
Receiving more combat training than the Adepts. They lack advanced combat training. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. They should also consider taking advantage of the Combat Excellence stunt. Sentinels are Biotics with Tech training. 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.CLASS PACKAGES
After a bit of tinkering. intimidation. with the highest combat skill at tier four. Such specialised fields leave little time to develop combat skills. Adepts should have the Biotic Training skill in the first or second tier.
. stealth and tactics. they are by no means the only character concepts allowed. they should not have more than three combat skills in total and the highest at a tier one lower than their Tech Training skill. stamina. Whilst still prevented from taking Tech Training.
The Biotic specialist. They should also take ranks in stamina and resolve. Whilst still prevented from taking Biotic Training. The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. and should have no ranks in the Tech Training skill. Also. Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three. and should have no ranks in the Biotic Training skill. should have only one combat skill at tier five. whilst there are only six basic classes in the game. and as such. if at all.
Receiving more combat training than Engineers. They should also take ranks in agility. and tactics. they should not have more than three combat skills in total and the highest at a tier one lower than their Biotic Training skill.
In humans. yet
. The medical risk to their body. producing the effects seen as Biotic abilities. developed eezo nodules throughout their nervous system. stable Biotic talents that are worth training. and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. slow process. humans who were exposed in utero. and so on. or who had defective implants.usually at puberty . or after being Sidetracked. then outfitted with a surgically implanted amplifier in the brain . Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. and the extent of their training are the core concepts we want to integrate. Usually. can develop them in puberty through further exposure to element zero. then the character needs a Military Grade weapon stunt to utilize it. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. such as humans. Biotics were typically discovered at a very young age. could also have been influenced by their Biotic Powers. The natural electrical impulses in the body can create mass effect fields from these nodules. but each Biotic must first be trained. but not all. Two new skills are introduced to allow characters to access these abilities. or otherwise went rogue. In extremely rare cases. The first one we can do with an appropriate Aspect. With Mass Effect being Space Opera in theme. the quality of their implant. and are handled a little more freely here than in the original version of the Diaspora rules. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. In the core rules. reducing it to a dump stunt instead of its previous role as an "all-access" stunt.
did not manifest Biotic talents. though not all choose to develop their abilities. Most.to use their talents to any useful degree. beating the odds. about one in ten exposures will result in a person with moderate. though some left. and as a result many Biotics develop their powers with military application in mind. entered military service when they reached their Starting Out phase. they aren't always permanent. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. are individuals who were exposed to dust-form element zero in utero and. the expensive procedure is performed by the military.NEW SKILLS AND STUNTS
Another of Mass Effect's differences is the presence of Biotic and Tech related powers. Biotics of other species. However. A Biotic has to essentially develop conscious control of their nervous system. there is a risk the eezo will cause medical complications instead. Weapons are an important aesthetic from the games. Finally. if a weapon does not have the ―civilian‖ aspect. Once trained. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. which is a long. as it suits the genre and play style from the games. and even if Biotic talents manifest themselves. All Biotics are sensitive to mass effect fields. and the last with a new skill. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. or gainfully employed?
All Asari are natural Biotics from birth. The events leading to their Moment of Crisis. They were also probably raised away from their parents. This is done using a technique called 'physical mnemonics'. 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. a Biotic can generate and control dark energy to move objects. there is no real issue with ignoring that particular rule. the second with a stunt. or escaped and became mercenaries. generate protective barriers or restrain enemies. such as terminal cancer.
an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field.
This gravitational power sucks multiple enemies within a radius to a single area. When activated. modified by their BioAmp Implant stunt. by either launching them away or knocking them over. and so on. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect. freezing the target in place and making them unable to attack. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. leaving them floating helplessly and vulnerable to attack. Place an appropriate Aspect on the target as you would for a maneuver.New Skill: Biotic Training
Mass effect fields are difficult to generate and control without training.
Using Lift will cause enemies to float helplessly in the air. or until another Biotic effect is used.
Throw / Pull
In combat. This effect lasts 2 turns. Powers are available at two levels. In game terms. increasing the damage the enemy takes. and last until the next turn only unless otherwise specified. Advanced powers usually combine effects and require much more skill and fine control to manifest. When activated. the Biotic Training skill allows the character to create various effects. making them more vulnerable to attack. Primary Biotic Effects
Stasis This effect causes an enemy to be temporarily locked in a mass effect field. Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. This effect lasts 3 turns. Place an appropriate Aspect on the target as you would for a maneuver. this effect is mostly used to keep opponents at a distance. Primary and Advanced. so a charging enemy will rush over the characters heads. Some examples are listed below. and so on. Enemies in Stasis also become impervious to damage. Thus. During character creation. Shift an enemy one zone on a successful activation. a player may choose a number of effects equal to their Biotic Training skill level. as well as dealing damage over time.
Using this effect creates a barrier against the skin to protect against energy weapon attacks. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. such as crates or pieces of furniture. and place an appropriate Aspect lasting till the characters next turn.
. Place an appropriate Aspect on the target zone as you would for a maneuver. These effects all require a successful Biotic Training skill roll to activate. It can also attract objects from the environment. rendering them helpless when they land. This effect conserves the momentum of its target.
This effect lowers the armour on a target. If the same target is Warped for two consecutive turns. or until another Biotic effect is used.
This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1.
Prerequisites: one of either Barrier or Throw Effects. move or reduce any barrier ratings for their current turn in preparation for their attack. To use this Effect. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. Next turn. as well as Close Combat present in the skill pyramid. After the attack. the player makes an attack against the target. attuning themselves to their declared target. There must be multiple enemies present to activate this talent. At the end of the move. When the character attacks an unprotected organic. they take a full turn move as per the standard rules (Diaspora page 102). place manouvers. If the target is no longer valid.Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers. Higher pass costs must be eroded with shifts as normal. To use this Effect. the target becomes immune to further domination attempts. rank 3. the character is unable to act for one turn. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception.
Prerequisites: Warp Effect. whilst also giving a temporary defensive bonus when the power is used against unprotected organics. the character may make a Close Combat check. but on an organic target instead. The following round. move or reduce any barrier ratings for their current turn in preparation for their attack. the character loses all benefits and must start again. which does not count toward the next use of this Effect.
. with a bonus of +4 against unarmoured biological targets. or +2 against armoured or synthetic targets. less one from this Effect. rank 5 = +3 to defense). place an "Immobilised and Helpless" aspect on the target. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. the character must not attack. with the exception that they may ignore any border pass costs equal to 1. That target is unable to act next turn and loses the applied aspect at the end of that turn. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. place manouvers. Place a "Dominated" free tag on the target until the player's next turn.4 = +2 to defense. as well as Medicine present in the skill pyramid.
Prerequisites: Stasis Effect. and if the target is still alive. the character must not attack. but only on a successful result against their defense.2 = +1 to defense. the character can spend 1 FP to gain a bonus to their defense against attacks from other organics. After the attack. as well as Resolve present in the skill pyramid. and applied to each separate border/barrier. The character applies the effects of the Throw Effect to the target if they have it. Next turn. and the benefits of the Barrier Effect to themselves if they have it.
All targets take damage if the check exceeded their defense rating. the character must not use their free move this turn. as well as Tactics present in the skill pyramid. equal to the number of shifts generated. equal to (Tactics Rank -1) zones in length from their position. including airborne targets close to the ground. The target rolls to defend only. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2.Shockwave
Prerequisites: one of either Lift or Singularity Effects. etc). they may instead choose to Slam the target into a nearby wall or object when the Effect resolves. When Slam resolves. they may pay 1 FP to immediately resolve the following effect.
Prerequisites: requires Lift and one of either Throw or Pull Effects. unsecured objects (explosive barrels. and benefits from Science present in the skill pyramid. the target loses all momentum becoming stationary as the ability takes effect.
. This ability is unable to be used in consecutive turns. instead of the ground. If the character has 3 or more ranks in science. The Shockwave is present until the start of the next turn. To use this Effect. The character uses Slam like they would use their Biotic Lift ability. The following effects are applied to all valid targets along that line. To use this Effect. and any shifts are dealt to armour first. The character draws a straight line across the map. which otherwise resolves after all other characters have acted. unlike Lift. leaving it on the table for the remainder of the turn. However. which can only be tagged by other Biotic skill checks. Targets with the Shielding armour stunt that are hit are unable to move next turn. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. 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. NPC's. The character rolls their Biotic Training skill with a +2 bonus for having one of the required Effects (Lift or Singularity) and a +4 bonus for having both. the character must not use their free move this turn. New Option: Biotic Combos As an additional option. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. If the character has 3 or more ranks in the Science skill.
The character applies the effects of the Lift Effect to all unshielded targets if they have it. and the originating character may not use another Biotic Effect until after the end of the next turn. and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. placing an appropriate aspect on a target. The player must decide which scope the aspect belongs to at the time they place the aspect.
Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. and can reduce this damage by taking Consequences like normal. If raised above 5. Krogan characters with Bio-Amps are called Battlemasters. Asari are only restricted by training to the number of Biotic Effects they can produce. but suffer discomfort from their implants.
Unstable L2 Implant
The maximum rating for the Biotic Training Skill is 3.
The results of this implant vary wildly. being a Biotic is an acquired ability. also determining the number of Biotic effects the character can manifest. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. Asari have no need to augment their innate abilities with a Bio-amp. but must still invest in the Natural Biotic stunt below. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. cumulatively. the character is unable to manifest any Biotic Effects this scene.
Stable L2 Implant
The maximum rating for the Biotic Training Skill is 4. The purpose of this implant was not to develop combat powers. others are strong but unstable. If reduced to zero or below. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. The effective rating of the Biotic Training skill varies each time the character begins combat. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. while a few are powerful and stable. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. but to save the life of the character. because the L1s were implanted after puberty.New Stunt: Bio-Amp Implant
Unless your character is an Asari. Geth are unable to be Biotics. 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. but assume any drawbacks associated as well if implanted. this is the effective rating of the skill for the remainder of the scene. the character is unable to manifest any Biotic Effects this scene. Their implants are almost universally equivalent to current L4 Bio-Amps. the character begins to take one composure or health track damage for every successful activation. The character may not take the Biotic Training skill at any level. also determining
. New Bio-Amp Implant Stunts
the number of Biotic effects the character can manifest. If reduced to zero or below. this is the effective rating of the skill for the remainder of the scene. some L2s are hardly stronger than an L1. Players choose which track they will apply the damage to each time.
Natural Biotic (Asari only)
As the only known species that are all natural Biotics. but without the associated drawback aspect. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts.
this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. if they could ever be convinced to do so.
Short for 'L3-retrofit'. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies. although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. Also restricted to a maximum rating of the Biotic Training skill to 3. with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years. They spend those years in increasing levels of pain. before eventually going insane with the agony. with many Battlemasters still alive today. implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities. There are no officially acknowledged side effects. stable implant.
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. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. They would make good candidates for L1 implants.L3 Implant
Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI".
. and force police or military personnel to kill them to stop the devastating rampage.
These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. There is no restriction to the maximum rating of the Biotic Training skill.
as well as the reuse of salvaged equipment. reusable industrial plastics. and minifacturing fabricator. and can be used to disrupt Biotics. decryption. Systems crash at the blink of their eye. but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. They are handheld devices that combine a computer microframe. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character.
Primary Tech Talents
This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. They're either elite military. or repair. from a distance. unless otherwise stated below.
Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. 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. bypass security alarms. This allows for field repairs and modifications to most standard items. ceramics. and must cool down until the end of their next turn.Omni-tools
Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks.
New Skill: Tech Training
Anyone can play games or watch news clips on their omni-tool. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. the target's weapon is too hot from the sudden draining to be used immediately.
Due to the highly technical nature of most devices. most common energy weapons.
. as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy. 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 access secure systems. After a successful attack in this manner. an omni-tool can be used to analyse and adjust the functionality of most standard equipment. sensor analysis pack. Versatile and reliable. Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill.
Used to unlock sealed doors. preventing them from firing for one turn. and even enemy weapons malfunction on command. no codes are safe from their access. it can also be used to augment another character's Computer (space) check. or the target of elite Special Forces themselves. 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. and light alloys. including weapons and armour. It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. such as hacking. and even starship systems. The fabrication module can rapidly assemble small three-dimensional objects from common.
The diagnostic tools in a MG Omni-tool allow a character with ranks in repair to substitute their ranks in tech training to the skill roll instead. Advanced Tech Talents All advanced Tech Talents require the Computer (space) skill to be present in the pyramid. Penetration 2. Place a "targeting malfunction" free tag on the target until the player's next turn. the Combat Drone is unavailable until the next refresh phase. 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. Harm 2.
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.
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.
. during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields.First Aid
Used in this way. granting a cumulative penalty to alertness checks. Place a "disoriented and confused" free tag on the target until the player's next turn.
Broadcasting a signal that mimics the properties of solar interference. your Hacks to disrupt an artificial or synthetic life form‘s targeting systems are able to be repeated against the same target. the target becomes immune to further hacking attempts. 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). Through superior technique or inspired creativity. Once destroyed.
Prerequisites: Hacking Talent.Have-aThing (Combat Drone) Stunt. The character must have at least one rank in the medicine skill to use this talent. Transfer Aspect: ―Combat Hover Drone‖
Biological lifeforms attacked with this talent can be paralysed for one round by disrupting their central nervous systems. and also can also be attempted against lone targets. this talent allows the user to reduce the effectiveness of enemy scanners. This effect lasts 2 turns when activated. By investing in this talent and the linked Stunt. The following round. the target becomes immune to further overload attempts.
Prerequisite Talent: Hacking. causing a -2 penalty to alertness checks. Have-a-Thing: Combat Drone Range: 0/1. NonLethal. Place a "system rebooting" free tag on the target until the player's next turn. There must be multiple enemies present to activate this talent.
Artificial or synthetic lifeforms attacked with this talent can be shut down for one round by overloading their power systems. The character must have at least one rank in the repair skill to use this talent. or other appropriate point in play. as well as their linked Primary talent. This talent may be taken multiple times. The following round.
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. or passing through. 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. or one adjacent zone. many MG Omni-tools find their way onto the black market and into the hands of criminals. serving member of a military organisation or affiliate. Tech talents can only be used with such an omni-tool due to their specialised nature. and others. New Option: Tech Combos As an additional option. The player must decide which scope the aspect belongs to at the time they place the aspect. and when neutralised through any means except voluntary deactivation.
New Stunt: Military Grade Omni-tool
Whilst personal omni-tools are common. all targets within. Attacks made against the character reduce the bonus by 1 for every shift. causes a detonation that disrupts the zone the character is in. All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. or else immediately end their turn.
Prerequisite Talent: Jamming. 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.Cryo Blast
Prerequisite Talent: Neural Shock. 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. This talent is unable to be used in successive turns on the same enemy. which can only be tagged by other Tech Training skill checks. that zone must make a Stamina check against the number of shifts you rolled. absorbed by armour as usual. the highest capabilities come from having and training with military grade omni-tools. On a success. or removed by ablation. Armour with Shields Stunt.
. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1. When activated. Illegal to have without being a current.
Prerequisites: Hacking Talent. On a success. Your base Jamming duration is extended by one additional turn. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. and unshielded targets must resist 3 shifts of Composure damage. the weapon detonates.
Prerequisite Talent: Energy Drain. Until the aspect expires. boosting the user's shields by +3 until deactivated. This talent is unable to be used in successive turns. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated. excluding the user. and make a Tech Talent roll against a difficulty of 2. causing Health stress equal to the number of shifts.
Prerequisite Talent: Overload. the user's Omni-Tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius. mercenaries. Target the zone you are in. place a ―Frozen and Immobilized‖ aspect on the zone for one turn.
It then immediately activates the free ―Overheated‖ tag on the weapon. the player doubles the Harm rating of the weapon for their next turn.
. many hours of experience under heavy fire. but must meet all other prerequisites and possess an appropriate weapon to use them. that is without doing any other action. With one round of focus.New Stunt: Combat Excellence
Extensive weapon training has opened up many more options in combat for characters who take this stunt. The character must meet all requirements to use this stunt. the weapon immediately activates the free ―Overheated‖ tag. and regain their balance and protection. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. Military Grade Immunity (CombatExcellence) Representing many. 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. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects.
Primary Combat Excellence Abilities Military Grade Assassination (Combat Excellence) Long term training with Sniper Rifle Energy Weapons has enabled the character to replicate the effects of the Weapon Modification ―Double Tap‖. this stunt allows the player to double the Harm rating of one of their weapons for one turn. Once per scene. 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. Tactics skill present in the pyramid. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. although there are limitations on what is required to take it. Once per scene. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. The character must not do anything for that turn except shoot. This ability may only be used on a weapon with a minimum range equal to or greater than three zones. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. and no ranks in either Biotic Training or Tech Training skills.
Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. you may change out the ammunition used by your weapon. As a combat action. or the end of the scene occurs.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. allowing them to rejoin the scene. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. 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. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. You may spend a Fate Point to confer a +4 bonus to the armour rating granted by your shields until the end of your next turn.
Fortification reinforces armour when struck. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. and may be at any rating. As a full round action. The character resumes their Taken Out status and the consequence is removed when any of the following conditions are met: no FP are spent to keep the character active. or replace normal rounds for a variant ammunition type. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. You may remove any current variant ammunition for normal rounds. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. granting them more time to refine their actions. You may continue to pay a FP each round until the end of the scene to continue this effect. Once per scene. armour with the Shields stunt. providing a brief. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. This consequence is additional to any that the character already possesses.
. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. huge bonus through overcharging. You may not use this ability in consecutive turns. Assign an aspect to the temporary consequence as usual. The finely tuned senses of the user seem to slow down time around them. Until the ―Overheated‖ aspect is tagged. the character takes enough stress to be Taken Out again. when it then activates the ―Shields are Down!‖ tag on the armour. Disruptive Shot (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.
being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. John's Turian has been accepted into the ranks of Spectre agents. therefore. John's Turian Spectre now has Intimidate 3. John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice. and Intimidate with Renegade choices. and Arts 1. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. John now has the option to promote the Charm skill up the pyramid. John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. and they must be used more than the other. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. the player should record the number of times they use them. Mass Effect keeps track of the Paragon and Renegade points on separate scales. If they do so. players are tracked with respect to how they treat other characters in social situations. he must use intimidate at least three times or charm twice. when the player has the option to promote a skill up the skill pyramid. then he'd have to successfully use it three times. then in the refresh phase. A good action will not make up for an evil one. the new rank of the intimidation skill. Charm 2. as he used it more times than he used Intimidate and more times than he currently has ranks in it. To promote either skill further. In this option. If he wants to promote the skill further. Now. During the next refresh. Arts 2 and Charm 1. once he promoted it. Sent to recover an important member of the finance ministry. 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. Charm is linked with Paragon actions.
Option 1: Skill Progression
To emulate the progression of the character's path towards Paragon and Renegade. After an exciting session of combat. If they used either skill the number of times that they have ranks in it. he must start counting again.PARAGON AND RENEGADE EMULATION
In the Mass Effect games. A few sessions later. the Turian manages destroy the smuggler's base whilst saving the informant in the process. Swapping with his Arts skill again. the one they should move is the one they used the most out of charm and intimidate. characters should take both the charm and intimidation skills at tier five at character creation. His first assignment is to find the location of a smuggler base from an inside source in the cartel. before successfully charming the information out of her. they must count their usages for both skills from this point. He intimidates his way into the club where he is to meet her.
. Here are some examples: John is playing a Turian Spectre candidate character with rank 2 Intimidation and rank 1 Charm. the character now has Intimidation 3. During play. Swapping with his rank 3 Arts skill. Even though he used charm twice last session. 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. By threatening to follow through himself if they break the deal with another successful intimidation check.
Later in the same session.
Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. Whenever a character would generate spin outside of a direct combat situation. Give the Consequence a descriptive Aspect appropriate to the situation and reduce the number of hits on the full Status tack by the chosen consequence rating. players may take one of the following stunts during character creation. but may still be spent as normal instead. for good or ill. allowing you to generate Status Consequences sooner than others. Increase the Paragon track for good or positive actions that benefit others. Additionally. Status Consequences are recorded separately from consequences generated on normal stress tracks. one for tracking Paragon status. In the event that the roll generates Spin when a Status Consequence was tagged. Lasting Reputation Events that you are a part of are particularly memorable for those involved. the player can choose to generate one Status Consequence. You are able to bank an extra Minor (+1) consequence in addition to the existing three you can bank. Perhaps it is something in your voice. and are 6 boxes in length. When a track is full. The Consequence may be tagged by the player for the rated bonus outside of combat. one Minor (+1). an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. In Diaspora. Composure and Wealth stress tracks. or the way your gaze seems to have a particular intensity.
NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect.
. and the Renegade track for conduct that is selfish or callous. they may choose to spend that +1 Spin bonus to add one to an appropriate Status track. the other for Renegade status. When a character that has a full Status track gets more Spin. The track must be raised to full again before more Consequences can be generated. This option uses the generation of Spin to increase your Status tracks. Both tracks start empty at character creation. and one Severe (+4). the effect on you is that you can leverage your status more effectively than others. one Moderate (+2). representing the preceding reputation of the character. that Spin cannot be used to raise a Status Track. 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. Whether it‘s due to admiration or fear. and do not count against the maximum number of consequences allowed for stress taken on the original Health. Status Consequences are rated 2/3/4 instead of 1/2/4. Status consequences are removed from the character once tagged by the player. the player can begin to generate Status Consequences for that track. Cult of Personality Others spread words of your deeds and misdeeds far and wide.Option 2: Status Stress Tracks
This style of play adds two new Status Stress tracks to each PC character. You may only take this stunt once. self-interest or gossip. beating your opponent in an opposed roll by three or more shifts generates Spin. You may reduce one Status track to 5 boxes instead of the normal 6.
Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. Garrus meets the humans assigned to the case. and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. Due to his military training." We'll take these for our aspects. and that he had a very by-the-book father. shown to be able to headshot an enemy under difficult conditions. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce. and being a former C-Sec Investigator. but does have a lead he needs more time to follow. Commander Shepard and the crew of the SSV Normandy. • "Military Training" • "Father knows best" Phase Three . who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. • "Palaven was hot" • "Do it right or don't do it at all" Phase Two . discussions with his new friend. Palaven. He attends the ship's landing craft as an engineer. aka CSec. He displays exceptional weapon skills. before being recruited by Commander Shepard after deciding that he needed to quit C-Sec to continue without all the restrictions and regulations the official position forced on him. Garrus later left the military and followed in his father's footsteps by joining C-Sec himself.Growing Up Not a lot is known of Garrus' past from the game. Garrus' father intervened to prevent him going. He does refer to the world of his birth. Garrus frequently got into heated arguments with his superiors over his methods. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects.On Your Own Released from his obligations to others. • "Idealistic and Hot Headed" • "The one that got away" Phase Four . as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing. This fresh perspective frequently contrasts against things his father demanded of him. described as a hot head who still thinks he can change the world and should
. Garrus is now free to do things his way. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman.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. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. Using the
Choosing Aspects Phase One . Denied. However. he has strong Tech Training skills. have more respect for the law. Garrus is forced to admit that he has no proof.Moment of Crisis Passionate about his job. and were already as good as dead. culminating in a disasterous situation. and new Spectre. • "More to life than C-Sec" • "Finish the job once started" Phase Five . and is at home on starships having useful gunnery skills. also becoming an Investigator. Under extreme time pressure. One of a thousand potential candidates for the Citadel's elite Spectre training. Garrus is told to drop the investigation. including his decision to accept his father's wishes in not taking Spectre training. as being hot.SAMPLE CHARACTERS
Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs.
Stealth • Rank 1: Culture/Tech(Turian Hierarchy. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore.
Choosing Aspects Phase One . Conatix hired an ex-military Turian. Tactics • Rank 2: Gunnery(space). breaking the trainer's neck. and First Aid Tech Talents. Medicine. and head of the SSV Normandy's Marine detail. with Damping. • MG Tech Training: Working so long as an Infiltrator has given Garrus time to learn one additional Tech Talent. so I stuck close to them. Conatix quietly shut down the program and had the records sealed. scarred from his childhood training. Decryption. 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. The Turian used aggressive and provocative tactics. Tracks • Health: OOO • Composure: OOO O • Wealth: OOO
Initial Concept Kaidan Alenko is a human Systems Alliance Biotic sentinel with a stable L2 implant. he aghast
. Overload. no matter the cost. • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three .Racial Background and Class Package options as guides. conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. Resolve(track). Engineering(space). Vehicle Garrus has a combination of five combat and space skills like most Turians. I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space). Electronics. This represents Garrus' commitment to finish a job once started. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec.Growing Up The son of a serving Alliance military man.Starting Out Attempting to accelerate the training. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses. • Resilient: The player may use four Consequences instead of three. we now have to choose some Tech Talents as part of the stunts. Repair. a veteran of the First Contact war between humans and Turians. The Citadel). Intimidation. Tech Training • Rank 3: Agility.Moment of Crisis Realising their mistakes. other skills as befit a military background. The fourth is another mild Consequence. By taking the Tech Training skill. and the guts to do things his way. Kaidan immediately jumped to the rescue of his closest friend and lost it. and Kaidan's retorts singled him out for punishing lessons. Kaidan and his friend drifted apart. He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training. Brawling(combat). unleashing a full Biotic charge.
Computer(space). Lift. Dropping off the radar awhile. and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level. before deciding to return to the Alliance and join the military. Tech Training • Rank 2: Agility. Electronics. we now need to pick his Biotic Effects and Tech Talents. I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training. He trained extensively with Omni-tools. Receiving several commendations for his actions. Medicine
Forced to his limits and beyond. from a Geth attack that killed his best friend. • "Be cautious. • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects. Using the Racial Background and Class Package options as guides. Stealth • Rank 3: Alertness. Tactics • Rank 1: Culture/Tech(Systems Alliance. • "Alliance Marines . he attempted to figure out what to do with his life. EVA. Energy Weaons(combat).Sidetracked Serving in the human Systems Alliance military. Kaiden focused on other ways of being useful without necessarily using his Biotic powers. Kaiden has added the Medicine Talent to his Tech Training options. and Throw. and learnt how to keep his squad alive through the tough missions. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further. and has trained to use a military grade Omnitool to keep his squad alive. be in control" • "There's got to be another way" Phase Four . he also has the skills to function on the ship he serves on. He knows Barrier. and give him an edge if he is to pay back the Geth for his friend's death. Refusing the risky surgery to upgrade his L2 implant. and she fearful that he would lose control again.at what he was capable of. Commander Shepard. Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's Spectres. • MG Tech Training: Always searching for ways to keep his squad alive. Demolitions. Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up. Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO
. • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks. Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go.On Your Own After being saved by his new First officer. Stamina(track). Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. Kaidan explored alternatives to using his Biotic powers. sought ways of completing missions without raising alarm.Ooh Rah!" • "Implant Migraines" Phase Five . as he is familiar with Decryption. and First Aid. Kaidan has extraordinary staying power for a human. Communications(space). Stasis. as his father did before him. Keeping his squads alive through alternatives to open firefights. By having both Biotic Training and Tech Training skills. Turian Hierarchy).
Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers. Liara has honed her natural Biotic abilities to protect herself from pirates. the Protheans. one Commander Shepard. Liara suspects that "he" was another Asari. and relishes the time spent getting to know each other. She begins to calm down when she realises that her expertise. however. since genetic traits and cultural insight is gained from mating outside their species. Liara also has exceptional Biotic abilities and other technical skills. which in the current cultural times is considered taboo.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. 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. but look at that over there!" Choosing Skills A pre-eminent Archaeologist. They frown upon intra-species conception. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . and then rescued from the newly rampant Geth. are the only way to help Shepard to interpret the vision. The results of such unions are occasionally referred to as "purebloods". • "My Mother the politician" • "Feared Pureblood shame" Phase Two . she is initially jealous that her decades of research seem to have been for nothing. She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. but evidence is anecdotal. Liara begins to feel the pull of attraction towards her new commander. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy. an ancient Prothean defence that she triggered by accident. so it's considered wasteful for Asari to reproduce together. and her ability to meld using Biotics. slavers and other dregs of the galaxy. Liara.Growing Up Daughter of prominent politician Matriarch Benezia. by the first human Spectre.Moment of Crisis Spending much of her time alone on strange and often dangerous planets. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. Science
Choosing Aspects Phase One . After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. Deciding to avoid the issue altogether. Think!" • "What does this button do?" Phase Four .
. due to the almost entire lack of actual ruins to investigate. Liara began studying what little was known about the last great space-faring race before the Asari.Starting Out Liara does not relish her role as Benezia's daughter and has shied away from her mother's life as an important figure in galactic affairs. a great insult among contemporary Asari. Liara has no idea who her father is. I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training. Liara earned her Doctorate and has become the foremost authority on Prothean ruins.On Your Own Peeling back the mystery. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure. she has very little practical knowledge about them to go on. Raised alone by her mother. • "Think. With all this unexpected time spent with the team. Using the Racial Background and Class Package options as guides.Sidetracked She is discovered.
• "Escape the present" • "Obsessive about Protheans" Phase Three .
• 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.
Energy Weapons • Rank 2 Skills: Intimidation. or incite one. Equivilent to a current L4 generation BioAmp without the VI interface. Resolve(track). Alertness. • Military Grade Brawling: used to represent a lifetime of mercenary work. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO
. Stasis. • Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. Oratory Wrex has excellent combat skills. adding +2 penetration to Brawling attacks. and +1 to Brawling rolls in defense. Culture/Tech (Krogans. Profession (Mercenary) • Rank 3 Skills: Brawling.
Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. He has the words to diffuse a situation. and Warp effects. Mercenary Groups). Animal Handling. Using the Racial Background and Class Package options as guides. The blood of a thousand battles runs through his two hearts and four lungs. and the four quads to see it through. it grants Wrex the Barrier. but better Biotic skills. Throw. I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training. Tactics • Rank 1 Skills: Agility. This applies to Consequences mitigating hits to any track. Survival.Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. Close Combat. This emulates the Krogan biological redundancy.
In creating the gear below.
Designed for rapid fire. assault rifles should have a range of 1/3. Cost 1bp. Cost -1bp. and the Advanced Optics. and that all weapons should take the Thermal Clip stunt. naming conventions should be considered. I decided to have all weapon and armour gear at T3 across the board. Double Tap. Here‘s a brief set of guidelines to help you design your own. Advanced Optics2 Transfer Aspect. doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. and a low penetration of 1 or 2.
Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical.Personal Combat Mini-Game Changes
To aid narration. They should not have much penetration power. Double Tap and High Recoil stunts are all appropriate. shotguns should have a range of 0/2 and take the Limited Range stunt. Cost 1bp. They benefit from the Dispersed Fire. and cannot both be placed on the same weapon. and keep some consistency as the table creates their own weapons. but the Both Barrels and Dispersed Fire stunts should be considered.
Designed for use over short to middle distances. After all. They benefit from both the Double Tap and Advanced Optics stunts. Time for some fun with equipment. generally have low accuracy and damage per shot. pistols should have a range of 0/2. offset by their clip size and rate of fire. "Overheated" tag must be free to use this stunt.
New T3+ Energy Weapon Stunts
The following stunts may be taken on any energy weapon unless noted below. SMGs often have similar ranges to pistols (0/2).
Both Barrels/Double Tap Transfer Aspect. we have a pretty good idea of the expected differences between different types of weapons. A high penetration is valuable. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. Penalty reduced from -2 to -1.
The ultimate close range weapon. this weapon is unable to be used for ranges other than those specified.
Awkward at close range. Cost -1bp. sniper rifles should not have a minimum range below 3. Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. it is not recommended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts. I began by deciding at what level to set for the purposes of equipment design. which then clears at the end of the players next turn. and Advanced Optics stunts.
The ultimate long range weapon. Limited Range2 Transfer Aspect. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. They should have the Dispersed Fire and High Capacity stunts.
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. 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. Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork. 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. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges.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.
. this is a basic assault rifle.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions.
Note 2: See the Spectre Gear Options section on page 49. use them to provide inspiration for colourful aspects such as ―Never been let down by an Armax‖ or ―As cool as Devlon Industries gear‖ and so on. Instead. but rarely differs substantially from other weapons of the same type. 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 for gaming purposes there is little need to differentiate one manufacturer from another due to the variability of weapons able to be created with the Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Skunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2
energy weapon creation rules on page 233 of the Diaspora rulebook.Weapon Manufacturers
There are a large number of weapon producers in the Mass Effect setting. but may be retrieved from defeated Geth.
but any nonauthorised users will be tracked down by other Spectre agents for item retrieval. Basic Spectre Bio-Amps augment one Effect numerical value. Spectres may authorise squadmates to purchase and use such gear. and Master Spectre Omni-tools augment three Talent variables. 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. lasting 3 turns or until another Biotic effect is used. and cannot be changed afterward. Advanced Spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free.
Costs Basic Spectre gear costs 5. Duration based effects must cool down between uses by one turn per increase. This may be a further +1 increase to a skill bonus. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects. Advanced Spectre Omni-tools augment two Talent variables. Basic Spectre Omni-tools augment one Talent numerical value. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased. or an extension by one additional turn of an effect. so there is no Spectre rated armour available for purchase. This may be a further +1 bonus to the effective armour defense rating of the character. for use solely by the Citadel Council‘s elite Spectre units.
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. and Master Spectre weapons are built with a +2bp bonus. and Master Spectre gear costs 7. one additional zone able to be reached by a talent. an additional -1 penalty to enemy skill checks. an additional -1 penalty to the armour defense rating of an enemy. Alternatively. For example: A character that knows the BarrierBiotic Effect with a HMBA Basic Bio-Amp has two choices. Some examples are below:
. Creation Basic Spectre weapons should be created with a +1bp bonus. and Master Spectre Bio-Amps augment three Effect variables. They can choose to add 3
Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents. lasting 4 turns or until another Biotic effect is used. they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons.Spectre Gear Options
High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres. Advanced Spectre Bio-Amps augment two Effect variables. Advanced Spectre gear costs 6. There are no Spectre armour manufacturers.
The character must now wait two turns after using this Talent before being able to use it again.
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. or to assist in narration.
. infiltrating manufacturers warehouses.
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. there are plenty of corporations out there to choose from. and all lead to potentially interesting stories of obligation and debt. 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. and corruption are all viable tactics for underhanded characters to use. and cannot be changed afterward. and not augment any other known Talent. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. Whilst such advanced gear would seem to favour characters with a high assets skill rank. Alternatively. character histories. Bribery.A character that knows the Decryption Tech Talent with a HMOT Basic Omnitool can provide a +2 on computer skill checks during the damage control phase of space combat. there are other ways of obtaining these items. being hunted. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased.
Bio-Amp and Omni-tool Manufacturers
In the highly competitive Bio-Amp and Omnitool markets. theft. Use the lists below to inspire aspects. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. blackmail. and the place of law and order in the galaxy.
armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. this stunt provides more energy to run any systems that draw their power from the armour. Recharge Booster
Transfer Aspect. using a mass effect field to protect the wearer. Provides a +2 bonus to agility checks. Cost 1bp. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. but cannot be spent on the same turn that "Shields are Down!" has been tagged. confers the taggable aspect "Taking Cover!".New T3+ Powered Armour Stunts
The following stunts require the "Powered Armour" stunt as a prerequisite.
. "Taking Cover!" is cleared when the character moves. ―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. Booster Power Pack
Transfer Aspect. Cost 1bp. Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn.
Transfer Aspect. Shields require spending a fate point to recharge. Shields
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. the benefit of this stunt is also negated. Requires the "Shields" stunt also. but until they do. they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. If available. Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged.
whereas others like the Serrice Council produce solely for one race. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. and are not available to other races. Some. like Devlon Industries. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. will manufacture for all races.2 Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation
Sample Armour Manufacturers
Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix
Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes
Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes
Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes
Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes
Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes
Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes
Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes
Note 1: Volus. and is here purely for reference and inspiration for aspects or plots. use this table as inspiration to describe or inspire character aspects. Elcor.Armour Manufacturers
Not all armour manufacturers produce a line of armour that is suitable for all body shapes. and Hanar all produce their own armour.
. Instead. 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.
• +1 Harm to targets with a 0 armour defense rating. criminals and mercenaries. these rounds are particularly effective against living targets. Ammunition must be purchased separately from weapons. activates the weapon's "Overheated" tag and extends it for one additional round. Armour Piercing Rounds
Specifically designed to puncture metal. With nine different ammo types. removes the Thermal Clip stunt. these rounds are coated with a highly toxic compound.capable of snap-freezing impacted objects. Successful hits confer the free taggable aspect "Toxic Shock" to the target.) • if used in two successive rounds. places a free taggable aspect "Massive Fireball!" around the target.
. and can only be installed or removed from the weapon during the refresh phase of the game. • on an unsuccessful attack. +2 Pen to targets with an uncompelled Shields stunt. there's plenty of opportunity for customisation. All variant ammunition costs 3 to purchase. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. these rounds are particularly effective against synthetic targets. • -1 Harm. High Explosive Rounds
Designed to shred flesh and other organic matter.a mass of super-cooled subatomic particles . • Harm of the weapon is reduced to 0. They are similar in construction to hollow point rounds. • 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. this could mean back in the attacking character's zone. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. and provide +2 shifts if tagged by another player who successfully hits. • -1 Penetration to targets with an armour defense rating greater than or equal to 2. Chemical Rounds
Designed to detonate on impact.
Popular with pirates. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn.
New Variant Ammunition:
Cooling lasers collapse ammunition into small Bose-Einstein condensate . high explosive rounds have one major drawback: a massive increase in weapon overheating. • If installed on a weapon with a maximum range not exceeding 2. 1dF zones away (yes.
Low Recoil. or disappears after a short rest. Harm 4. It would have its base stats against any other target. However. This makes them perfect for shotguns. the actual damage done to the target is typically less than what's done by a standard round. Thermal Clip). • +1 Harm to targets with one or both Biotic Training and Tech Training skills. Phasic Rounds
Instead of projectiles. knocking opponents completely off their feet. a hit will place the tag on all targeted enemies. Sledgehammer Rounds These rounds hit with incredible force. as due to their Dispersed Fire stunt. a weapon's Harm and Penetration are as per listed normally for the weapon. causes +1 shift to all subsequent successful attacks against target until player's next turn.
. upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. • extends the "Overheated" tag for one additional turn after being compelled. usually one that occurs between scenes. or with a tagged Shield aspect "Shields are Down!"
These rounds are stamped with a minuscule amount of radioactive material. Penetration 2. if Cryo Rounds were installed into the sample Assault rifle listed on page 31 (Range 1/3. For situations not discussed in the details of the Ammunition stunts. This consequence can be removed by a character with the First Aid Tech Talent.Incendiary Rounds
Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance. inducing low levels of radiation sickness in targets. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. • on a successful hit. which is greater than maximum of 2 zones required for the ability to take effect. then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour. This sickness makes it more difficult for Biotic or Tech abilities to be deployed. • -2 Harm. • on a successful hit. • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". For example. +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt. knocks the target over and confers the free taggable aspect "Knocked prone". Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence.
This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. and cannot be applied to weapons with the "Civilian" aspect. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. variant ammunition isn't enough to give you an edge over your enemies. and must be installed on higher quality weapons. Stacks with Alertness bonus from Powered Armour "Sensors" aspect. All weapon mods cost 3 to purchase. the player rolls 1dF. • +4 to Penetration. and can be installed or removed from the weapon during the refresh phase of the game. If weapon and armour are separated. Agility checks now at -3 if no "Servo" stunt on armour. it instead clears at the end of the players current turn. • Cost of this mod is 4. 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. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. that's when you need to go and upgrade your guns.
. this mod ceases to provide its bonuses and penalties. Weapons can only accept two Weapon Mods at any time. Users already prone still receive the free taggable aspect. • -1 to Harm. • After every turn in which the weapon is fired. • -1 to Agility checks. • +2 to Penetration. if it would normally clear at the beginning of their next turn. • Replaces "Low Recoil" aspect with "High Recoil" aspect (weapon can only be fired every other round unless the firer is prone). Kinetic Coil
Frictionless Materials give rounds more power at impact. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". When you want to get that edge back. Weapon Mods must be purchased separately from weapons. This allows it to be compelled again before the player's next turn.New T3+ Energy Weapon Modifications
High Caliber Barrel
New Weapon Mods
Designed to interface with the Sensor packages installed on powered armour. • +2 to Harm. Frictionless Materials
Increases the damage of the weapon at a cost of increased recoil. For example. They are more expensive to obtain than other weapon mods. • +1 to Alertness when operated by an individual in powered armour. this mod cannot be applied. If "High Recoil" is already present. Combat Scanners increase the chance of detecting enemies.
it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive. • -1 to Harm. • +4 bonus to Defense rating of armour. • Armour gains the "Very Heavy" aspect. and each armour can be modified to take a maximum of two Armour Mods. the player rolls 1dF. Combat Exoskeleton
This prototype armour upgrade combines mechanical augmentation. negating the benefits of the "Lightweight" aspect. • Replaces "High Recoil" aspect with "Low Recoil" aspect. resistance to weapons force and resistance to Biotic and tech attacks. All Armour Mods cost 3 to purchase unless otherwise stated. Rail Extension
New Armour Mods
Modifies the length of the barrel to increase damage. If "Low Recoil" is already present. • After every turn in which the weapon is fired. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat. • -1 to Harm. it now becomes more difficult to move due to its awkwardness. but causes a greater chance of weapon overheating.Kinetic Stabiliser
New T3+ Powered Armour Modifications
With all those lethal variant ammunition and weapon mods out there. • +3 to Harm. increasing their effectiveness. element zero microcores and firewall technology to give the wearer brute strength.
Hardened ceramic plates can be applied to body armour suits. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect. and which may be compelled for all sorts of scene effects. redirecting the energy of incoming projectiles away from the body. • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. until the bonus is reduced to a minimum of +0 for the remainder of the scene. such as Cryo Rounds or the Improved Heat Sink weapon mod.
. • +2 bonus to Defense rating of Armour. 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. All mods require the aspect "Powered Armour" to be installed. 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. this mod cannot be applied. Armour Plating
This prototype upgrade greatly increases damage. • .
Advanced VI functionality reduces weapon kickback to improve accuracy. • +1 to Harm. Comes at a cost of reduced power. These mods may only be installed or removed from the armour during the refresh phase of the game.1 to Agility checks.
First Aid Interface
A prototype upgrade designed specifically 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). and counts as two Armour mods.Biotic Effects and Tech Talents. and counts as two Armour mods. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1.
. Energized Weave
Microprocessors wired into a combat suit can monitor vital functions and release small. localised doses of medi-gel to accelerate the healing process. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2. • This armour costs 4 to purchase. • 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. • Grants a +2 bonus to Close Combat checks. Energised Plating Mechanical augmentation increases the brute strength of the wearer. • -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4. this armour provides maximum protection for the user. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. and also remove the Defense and agility penalties. • -2 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. • This armour costs 4 to purchase. and counts as two Armour mods. • This armour costs 4 to purchase. • +6 bonus to Defense rating of armour. Hardened Weave
A prototype armour with a complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and tech attacks. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the Defense bonus and remove the agility penalty. • -2 to Agility checks as the mod draws power from the system intended for the servos. it provides maximum protection for the user. • -2 to Agility checks as the mod draws power from the system intended for the servos. Exoskeleton • +4 bonus to Defense rating of armour. Designed for heavy combat use.
• Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. The greater the capacitor storage. Medical Exoskeleton
Specialised microprocessors wired into a combat suit monitor vital functions and release small. causing a -1 to Agility checks. • -1 to Stamina checks (this does not confer any changes to the Health stress track). Requires the Shield aspect on the armour to be installed. Requires the Shield aspect on the armour to be installed. • Any time the "Shields are Down!" tag is activated. • +1 to Agility checks. and counts as two Armour mods. • This armour costs 4 to purchase. maximising healing and minimising recovery times for the user. • 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. • +3 to Defense rating of armour. the shield bonus from this mod is also negated. Shield Battery
A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. localised doses of medigel to accelerate the healing process. Kinetic Exoskeleton
This prototype armour upgrade combines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. • Any time the "Shields are Down!" tag is activated. the shield bonus from this mod is also negated.
. • Chemical rounds are unable to confer the "Toxic Shock" aspect. and counts as two Armour mods. • 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 the Defense rating of the armour. combat suits rely on capacitors to store energy from a generator. Medical Interface
This mod draws on the user's stamina to boost their agility. causing a -2 to Agility checks. • +2 Shield bonus to Defense rating of armour.Kinetic Buffer
(this prevents an opponent using the Consequence to your disadvantage). • +1 to agility checks. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions
To generate kinetic barriers. This interface also provides resistance to toxic attacks. 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. • This bulky armour mod decreases the power available to run other systems. • This very bulky armour mod decreases the power available to run other systems.
• If installed on a weapon with a maximum range not exceeding 2. Toxic Seals
Sample Advanced Gear
Specially-sealed body armour provides increased protection against radiation. The prototype armour mods provide some of the better bonuses. Tali knows that the Geth nearly always have shielded systems. and causes a -2 penalty to Agility checks. Costs: Pistol 4. gases.
. • -1 to Harm. Cryo Rounds 3. and become unreliable when dramatically necessary. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. • Chemical rounds are unable to confer the "Toxic Shock" aspect. Tali needs a weapon that she can rely upon if the battle gets too close.Stimulant Pack
All weapon and armour gear starts at T3 across the board. though they count as two mods instead of just one. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes.
Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times.
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. Relying primarily on her Tech Training. • 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. +2 Penetration to targets with an uncompelled Shields stunt.) • 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. She also added the ammunition mod at the same time so that the weapon will never overheat. and a host of other toxins. Here's a look at some of the possibilities. Kinetic Stabiliser: • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. Although it has reduced stopping power. • +1 to Biotic Training and Tech Training skill checks. removes the Thermal Clip stunt. and that penetrating those shields is paramount. May not be compelled two turns in a row.
may be compelled for all sorts of scene effects.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 cannot be applied to weapons with the "Civilian" aspect. With enough protection to allow him to get up close and personal in a fight. and clears"Shields are Down!" tag automatically. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. like the defense against Biotic Effects and Tech Talents. • . Rail Extension 3.
. AP Rounds 3.1 to Agility checks. +2 bonus on armour defense the turn after "Taking Cover!". • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. No movement required to activate. Costs: Armour 4. and counts as two Armour mods. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!".1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. He appreciates the ability to take down highly armoured foes from great distances. Wrex becomes a battlefield juggernaught. Frictionless Materials: • +2 to Penetration. • This armour costs 4 to purchase. Combat Exoskeleton 4. Costs: Rifle 4. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . ―Out of Juice‖ taggable aspect) • Servos (removes agility penalty) • Shields (taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. 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. • Cost of this mod is 4. Assisting this was his access to some of the best mods available. 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. and knows that with correct field placement. a Krogan Battlemaster running in at a charge is terrifying beyond belief.) • 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. Rail Extension: • +1 to Harm. • +4 bonus to Defense rating of armour. Frictionless Materials 4. Little tricks. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. unstoppable warrior. negating the benefits of the "Lightweight" aspect.
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.
Frictionless Materials: • +2 to Penetration. knocks the target over and confers the free taggable aspect "Knocked prone". Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra. • Both Barrels • Limited Range • On a hit. Frictionless Materials 4. This shotgun is able to double its Harm rating every turn. 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. clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon.
. and apply that to every target in an area. Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. knocks targets over and confers "Knocked Prone" free tag. and cannot be applied to weapons with the "Civilian" aspect. Improved Heat Sink 3.Cerberus Defender Modified Shotgun Manufacturer: Cerberus Skunkworks Equipment: Hydra class Shotgun Base Stats: • Range: 0/2 • Harm: 4 (8 when using Both Barrels) • Penetration: 0 Aspects: • Low Recoil • Thermal Clip • Dispersed Fire • Both Barrels (doubles Harm for next shot and tags ―Overheated‖ aspect until end of next round) • Limited Range Sledgehammer Rounds: • On a successful hit. Sledgehammer Rounds 3. knocking them all prone in the process. applying its offensive roll to each target in a zone).
Costs: Rifle 4. • Cost of this mod is 4.
or hunting rogue psychotic Asari purebred Biotics. but believe history will vindicate them. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. and use modified shotguns (page 61). but which has now gone rogue. Due to their widespread network. Led by a mysterious figure known only as the Illusive Man. collecting bounties on escaped Tech criminals. Cerberus has operatives all over Citadel space and the Terminus Systems. these snipers find cover and hit with Assassination. major trade stop.
. Cerberus effectively has access to almost every settled system. Each cell is led by an operative who reports directly to the Illusive Man. which includes Rachni (soldiers and workers).
Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. This ensures that should one cell be compromised. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. or other dangerous nasties. reporting regularly.ADVERSARIES
Apart from chasing after rogue Spectre agents. Their core belief is that humans deserve a greater role in the galactic community. though unarmoured. destroying Batarian pirate and slaving rings. Cerberus also runs several front corporations meant to fund and support their operations. Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse. the others would not be captured. Cerberus operatives accept that these methods are brutal. including illegal or dangerous experimentation. they use powerful Throw attacks. they are rapidly deployed. there are other races. • Cerberus Snipers: Often found indoors.
• Research Technicians: The technicians are normally Biotics. and colony in the galaxy. However. highly armoured.
Cerberus is very well-funded. due to their activities." and may have been edited by Cerberus agents to discourage casual explorers. Husks. creatures and organisations out there for the characters to encounter. sabotage and assassination. ranging from political to scientific but all united under the common goal of advancing humanity. • Cerberus Defenders: Found protecting research technicians. which they don‘t just use against vehicles such as the M35 Mako. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. thus rendering the Illusive Man blind in those areas. They have also been described as a pro-humanity terrorist or paramilitary group. Cerberus operates many other kinds of cells than purely para-military focused ones. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on. Any methods of advancing humanity's ascension are justified. Cerberus bases are usually guarded by the following forces: • Cerberus Commandos: Highly trained shock troops armed with assault rifles or pistols. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers. terrorist activities. Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year.
Attacks using the Geth sniper beam. shielding and rocket launchers. • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. Overload. Some have a stunt that grants them the equivalent abilities of an Omni-tool. such as the Neural Shock Tech Talent. and vary according to role. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping). • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. • Geth Sniper: Armed with Geth sniper rifles and shielding. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. Equipped with Geth pulse rifles and rocket launchers. Has the Geth Shield Boost ability (treat as Ablative Armour). and Toxic rounds. barriers. Also possesses shields.
• Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. Geth barriers and capable of recharging shields. with the number of Talents equal to the skill rating. The Geth are entirely synthetic creatures. and thus immune to effects that target only organics. have access to Tech Talents. Capable of Radar Jamming but no shield recharging. Resilient to gunfire. specialised for long-range combat. Very strong shields and extremely resilient with shield recharger. Capable of using Assassination (see page 20). and can utilise Carnage. practically all Geth encountered outside the Perseus Veil likely belong to the violent faction of Geth Heretics and will react with hostility to any organic not working for the Reapers. Geth encountered beyond the Veil will have programs developed equivalent to skills. Extremely strong armour and shields with recharger. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). and Jamming. Has shielding but no rechargers.Geth
As described in the Racial Backgrounds section. Specialised for close quarters combat. • Geth Hopper: Cyberwarfare and ambush platform. Carnage (see page 20) and the ability to recharge shields. • Geth Rocket Trooper: Equipped with Geth pulse rifles.
. Extremely resilient to small arms and ground vehicle fire. has the ability to charge.
Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. • Geth Juggernaut: Similar to Geth Destroyers. Heavily shielded and very resilient with shield rechargers. Utilize both disruptor and scram rockets heavy weapons platforms.
partly as a trap and partly as a warning to other organic races not to enter their space. often fielded by the Alliance. though it is effective psychological warfare to make soldiers fight their own dead. When a human is captured they are placed on impaling devices. Thereafter. commonly called MECHs. Many mercenary groups make extensive use of them. give off a powerful electrical blast which disables shields and causes massive damage. They have an inbuilt level of equivalent armour with a defense rating of 2. Unfortunately for those that encounter them. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. and is also the manufacturer of the FENRIS. The Geth used a ship full of Husks. huge spikes that Alliance marines have nicknamed "dragon's teeth". LOKI. skin and water content are converted into cybernetic materials. the dual "eye" on the unit turns from white to red. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. never seek cover during a firefight. They count as both biological and synthetic creatures for the purposes of Tech Talents. LOKI Mechs are incapable of any complex tactics. husks attack with a brawling skill level of rank 2. The husks will charge at their enemies and. there is never only one husk around. variant weapon ammunition.
Earth based weapons manufacturer HahneKedar has become a major supplier to the Systems Alliance military. and their civiliangrade firewalls are insufficient to deal with modern hacking. they have also seen use in groups on the shiftier side of the law when raw manpower is needed. once close enough. and the body generates an electrical charge. as an individual husk can only generate one electrical blast. When the spikes are approached – say. Over time the body's organs. typically as expendable assault units. A LOKI Mech that switches to its security protocols is easily identified. Originally used by the Alliance for colony guard duty. They possess a basic personality suite and are easily programmed for various security tasks. and YMIR classes of mechanical infantry units. Husks that reach the same zone as any character attack first with an electrical blast. and so on. with an equivalent skill level of 3 ranks. prior to determining whether the effects of the blast generate composure track shifts. or where the use of organics for "around the clock" shifts is unfeasible. if marines try to recover their dead comrades – the Husks are released and attack.Husks
Husks are synthetic "zombies" created by the Geth.
. • 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. blood is changed to a sickly green fluid.
No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. allowing their programs to be easily overridden and turned upon their owners. the MSV Cornucopia.
as they tend to constantly advance on enemies to engage at point-blank range. They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. limiting its movements to a slow. altered. After the target is struck. and indeed to all mechs. the YMIR does have a few limitations. Despite its fearsome weaponry. In order to fire either weapon. When a FENRIS Mech is severely damaged. giving warning to those able to see the mech. As a military model. is that their software programming can be hacked. If shot while in this deactivated state. Kinaesthetic programming is limited due to the complexity of the design. the mech will deactivate and remain stationary. noisy. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions. or overridden by an experienced hacker. but is still vulnerable to hacking by dedicated hackers. YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. and have been seen deployed alongside LOKI Mechs.
. is a massive killing machine designed for anti-infantry purposes.
• YMIR Mech: The Battle YMIR Mech. it must pause to fire rockets to ensure a stable launching platform. they are fitted with protective actuated shield covers.
FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. Heavily armoured and shielded. a FENRIS Mech will accelerate to a set speed and jump with its rear legs. and FENRIS Mechs can be turned against those they are tasked with serving. they are identifiable by their white armor and red lights.and drugsniffing dogs would. A major disadvantage to FENRIS Mechs. bringing the target down with its front legs in an animalistic pounce-like motion. or Model 34-A. walk and cannot attempt to climb steps. When attacking. For many humans. To protect the workings of the weapon arms from small arms fire.• FENRIS Mech: Like other mechs produced by Hahne-Kedar. they are stunned by a taser device embedded in the 'head' of the FENRIS. the YMIR Mech has better firewalls than other models. these covers must open. the mech will explode. used in the same manner bomb. the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. Whilst it can fire its twin Cannons on the move however.
Able to field a variety of personnel to fulfil their contract. usually equipped with an assault rifle or a shotgun. mercenaries tend to use superior weapons and armour. Given that their occupation requires them to be efficient and capable. Krogan mercenaries regenerate their shields particularly quickly in a fight. • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders. Their use of Throw and Warp makes them dangerous. Mercenaries hail from all races and backgrounds.
. • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher.a pirate group that acts as the"muscle" of Omega. most fill one of the following roles: • Mercenary: The standard mercenary. They control 20% of Omega.a Turian group based on Omega. and line up for an Assassination shot.
Notable Mercenary organisations
• Blood Pack.a 'private security' firm and one of the most powerful groups in the Terminus Systems. smuggling tainted element zero. or by individuals who want protection or assassination services. which prefer to select equipment from a single company). and focus on vehicles such as the M35 Mako. or protecting their employer's investments or operations. though are most commonly Turians. Mercenaries are usually found at their bases on remote worlds. a biotic can be found amongst mercenary bands. meaning their equipment is usually produced by a variety of manufacturers (unlike military forces. mercenaries will commonly raid remote outposts or unprotected starships when unemployed.Mercenary Organisations
Mercenary bands operate throughout the Attican Traverse and the Terminus Systems. • Blue Suns. Batarians or Krogan. but they are lightly armed and armoured.
• Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers. They often have the ability to use Immunity. mostly wiped out by Council Spectre agent Saren Arterius. • The Grim Skulls. • Mercenary Adept: Very occasionally. they are usually lightly armoured.a major mercenary corporation active in the Terminus systems. Sometimes euphemistically referring to themselves as 'private security organisations'. • The Talons. They are usually hired by criminal organisations that require "heavy muscle". Humans. • Eclipse.a minor mercenary band. consisting exclusively of Krogan and Vorcha.
Defended by Brood Warriors who will die to protect them. They normally inhabit extremely hazardous worlds. Acting in swarms. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. It is said that they only attack when the hive is particularly strained for warriors. Bred in captivity away from a brood queen. Rachni Queens are capable of possessing the minds of other Biotics. Rachni soldiers are cunning and like to ambush their enemies. they are effectively giant sized locusts intent on death and destruction of all sentient life around them. The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. tending to the needs of the queen. they are quite fragile.
Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. causing heavy toxic damage which ignores shields. on difficult to terraform worlds. The Rachni are territorial. They can also spit acid. They are the 'elder males' of the hive that usually mate with the queen. Rachni Soldiers are slower. The Rachni aren't as extinct as the galaxy had been led to believe. able to survive environments that kill most sentient species. These tentacles are used to impale enemies . who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. It is also unique among Rachni in that it possesses some Biotic ability. they respond with brutal force.Rachni
The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago.the Rachni can use weapons but prefer to use these tentacles to impale their victims. Best handled at a distance. in fear of being plunged into another galactic war. it will occasionally place a squad member in Stasis and appears to use a form of Barrier. The Brood Warrior has abilities comparable to a standard Rachni Soldier. but much larger creatures than Rachni Workers. They are most at home in vents and tunnels. Given their name. although its attacks inflict more damage. Rachni Queens are the largest and most intelligent of the species. determined to remain isolated from the rest of the galaxy. Should their territory be invaded on purpose or even by accident. It stands to reason that if the galaxy‘s newest spacefaring race. the humans. have encountered them. then its highly likely that other governments have as well. the spacefaring Rachni were driven to expand and defend their territory. seen. They were eventually defeated and completely eradicated by the Krogan. causing heavy toxic damage. with thin tentacles ending in little pods. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. Intelligent but highly aggressive. if ever. they rush up to the squad and explode in suicide attacks. and rarely. and other hidden locations. they likely fill the niche occupied by drones in other hive species. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient).
. using them as proxies to translate and communicate when necessary.
They also have rank 4 skills agility. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets.Thresher Maws
Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. As a result.
. yet are robust enough to survive prolonged periods in deep space and atmospheric reentry. They may use their one free move to rise up or drop back underground. When moving underground. They can grow to be in excess of 30 metres tall above the ground. Their attacks consist of spitting powerful viscous acid that splashes on contact. asteroids or moons with little or no atmosphere. harm 8. only the head and tentacles erupt from the earth to attack. Owing to the nature of their attacks. violent creatures that burst up from the ground without warning when disturbed. such as a crashed probe to draw unwary scavengers. Treat Thresher Maws as having an armour defense rating of 6. Aggressive and highly territorial. thresher maw spores appear on many worlds. They live alone in nests spanning large areas underground. and do not inhabit rolling hills. and are a menace to any structures or vehicles in their nesting area. but can move incredibly quickly below. and instead have an extended health track of 3dF+9
Thresher maws are solitary creatures. they completely ignore shields. identifiable only by their landscape profiles. and must wait one round between attacks to recharge their spit. Give them the following stunts: • Extended Reach: Due to their immense size. • Dauntless: Thresher Maws have no composure or wealth tracks. and smashing with their claws in close range while emitting infrasound. They also consume minerals and ores from the ground itself and use an odd form of photosynthesis to combine solar radiation and minerals into energy they can use to fuel their significant mass. They have Natural Weapons as an apex skill. They always attack the closest target. the Thresher Maw cannot be targeted. or they may take an additional zone of movement when they take their free move when fully underground. They can take a lot of damage and can be very hard to kill. They reproduce via spores that lie dormant for millennia. and a new skill called Acid Spit. which is a combined combat skill and weapon. with a harm rating of 8 and must wait one round between attacks due to their size. Due to their size. and move if shifts are successfully generated against them. or valleys. They are enormous. Threshers commonly have some sort of "lure" in their nest. but there are some "stray" nests. two or three at most can be found on a single planet. and their burrowing style of movement. Fortunately. • Native Burrower: Thresher Maws never fully leave the ground they live in. and their acid attacks as though the shields stunts don‘t exist.
burrowing up from beneath their prey. penetration 6. mountains. thresher maws are immobile above ground. they can reach one additional zone with their claws when using their natural weapons. with a range of 2/5. with a body nearly twice that size beneath the surface. and are immobile when they raise up to attack. thresher maws usually live in large flat open spaces on uninhabited planets. The body of an adult thresher maw never entirely leaves the ground. spread by previous generations of space travelers.
wreaking havoc with the native ecology. smarter. A common subgenus of varren has metallic silver scales. However. and more resilient than other members of the race. and consummate survivors.
Their supreme adaptability. they are – like most life from Tuchanka – savage. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. their continual lack of resources have kept Vorcha society extremely primitive. To this day. savage species. Virtually everywhere the Krogan have been. leading to the rather unusual nickname 'fishdogs'. The lack of resources has resulted in a tight-knit clan based society in which rival clans wage constant war against one another for control of scarce resources. Krogan – and some other species. including Batarians – raise them as beasts of war. Even as their population grows. each additional Vorcha magnifies the gang‘s combat ferocity exponentially. Seeing the potential of the Vorcha's individual adaptability. varren infestations have followed. Krogan Blood Pack mercenaries often sweep pockets of Vorcha. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds.
. The Krogan have had a love-hate relationship with varren for millennia. With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw. alternately fighting them for territory and embracing them as treasured companions. gathering them up and literally beating them into soldiers. the Vorcha constantly fight each other in fierce competition over basic necessities. Originally native to the Krogan homeworld of Tuchanka. Gaining even a few Vorcha gives a mercenary band a formidable advantage. hostile. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it.Varren
Varren are omnivores with a preference for living prey. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. clannish. faster.
The Vorcha originate from a small. Vorcha ―trained‖ by this ordeal are stronger. wild varren hunt in packs and are so vicious they'll even take on the Geth.
Carriers. thus Technology is the difference between ships. Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). Spacecraft and Tech Levels Diaspora made the design decision that ship size. and are limited in number to only a few operated by each member race. and built with 8bp. With this small tweak. so that instead of limiting ships build points by technology. • Frigates are designed at a level of T2 (17bp). Using this idea. Warships in Mass Effect are classified in one of four weight classes: Frigates. larger than anything else built by the council races. We can adjust this for our game. and Dreadnaughts. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. so are well represented by the T1 (11 bp) level. with severe consequences for variation from those limits so imposed. assigned a dedicated crew to operate all systems. or at T3 with a few sink stunts. cargo freighters and colony ships usually sport minimal or no weaponry. we have a quick and easy way to define and differentiate our ships. These behemoths are built at T4 (29 bp). one man ships. we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships. • Cruisers are firmly in the realm of T3 (23bp) ships. Geth dropships are classed as Frigates. • Carriers are usually the same size as Cruisers at T3. we just say that they are limited by size. spacecraft may not take the T4 Stunt "Dumps heat into another dimension".
Crew must adhere to the standard operating procedures of the government. All ships of this type must take the Civilian stunt. but use the optional rules for Fighters on page 228 of the main rules. depending on the individual size and age. The only ones who use an actual Beam weapon are the Reapers. and have access to shipyard facilities that supply dedicated repair engineers. usually fielded by carriers.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. • Fighters are small. for a hard sci-fi genre. Cruisers.
New Spacecraft Stunts
Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers. or T2 level for the larger designs. • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design"
. All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system. • Reapers are sentient ships. who use magneto-hydrodynamics to power them. These terrors of the black are built at T5 (35 bp) or T6 (41 bp). • Dreadnaughts are the largest vessels in Council space. such as luxury cruisers. is not important.
New T0+ Spacecraft Stunts
Government Subsidy Spacecraft with this stunt are officially part of the navy of the government.
and thus reserved for critical operations. or drift passively through a system for days before having to vent and give away her position.
New T1+ Spacecraft Stunts
Mass Effect Drive The pinnacle of interstellar drive design. This experimental system may only be installed on spacecraft with a
. 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.• • • • • • • • • • • • • • • • • •
"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. Cost 2bp. Spacecraft can go to 'silent running' for around 2-3 hours. but the stored heat must eventually be radiated.
This stunt also provides a +2 bonus to maintenance checks when at government facilities. and mass effect accelerated projectiles. whilst also powering the Internal Emissions Sink. and a +2 bonus to repair checks to remove consequences. Requires the Tantalus Core Stunt. Cost 4bp. Cost: -1bp. These shields safely deflect small objects traveling at rapid velocities.
Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. a Mass Effect Drive is required to access the mass relay system. and allows ships to move ten times faster between their destinations for the same reaction mass.
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. torpedos. This system does not operate during mass relay travel as the heat generated is too much to absorb. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). except when such consequences were gained when the aspect chosen above was tagged. Cost 1bp. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks. or it will build up to levels capable of cooking the crew alive. and provides a +1 bonus to V-Shift. This affords protection from micro-meteorites. then divide those by ten. See Diaspora page 69 for standard travel times.
nimble. she is optimised for solo reconnaissance missions deep within unstable regions. using state-ofthe-art stealth technology powered by an experimental drive core.Sample Mass Effect Spacecraft
SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. except when "Experimental Design" was tagged) • Tantalus Drive Core • Internal Emissions Sink (+2 bonus to Nav check in detection phase) • Kinetic Barriers • Interface Vehicle (M35 Mako Infantry Fighting Vehicle) Aspects • Government Owned and Operated (Systems Alliance) • Experimental Design • Tough Little Spacecraft • Fast. is a prototype "deep scout" frigate. Should the Normandy‘s design prove useful in field tests. codeveloped with the Turian Hierarchy.
. fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. and with the sponsorship of the Citadel Council Ship Class: Prototype "Deep Scout" Frigate Base Stats: • V-Shift: 4 • Beam: 3 • Torpedo: 1 • EW: 3 • Trade: 0 • Frame Track: 3 • Data Track: 4 • Heat Track: 4 Stunts: • Mass Effect Drive • Government Subsidy (Experimental Design) • Tantalus Drive Core (+1 to V-Shift) • Internal Emissions Sink (+2 Heat Track. it is expected that a follow-up class incorporating "lessons learned" will be produced. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council. but strangely balanced • Experienced Crew • Shields Down! • Out of Ammo (Torpedos) The SSV Normandy SR-1. +2 to Nav check) • Kinetic Barriers • Interface Vehicle Cost: 8 Final Spacecraft Stats: • V-Shift: 5 • Beam: 3 • Torpedo: 2 • EW: 3 • Trade: 0 • Frame Track: OOO • Data Track: OOO O • Heat Track: OOO OOO • Mass Effect Drive (All travel times reduced by factor of 10)
• Government Subsidy (+2 to consequence removal.
Cerberus fields its own defense ships around their secret research stations. these fighter craft work as a unit to jam the comms of any intruding vessels. Designed with killing much larger ships in mind.
. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. A mix-up during the cruiser's construction left it with an unusually large drive core and engineers redesigned the ship around the excessive power source. and +2 to to V-Shift for 4bp. The Oversize Drive Core stunt provides a +1 bonus to the Heat track.Asari Cruiser “Cybaen” (T3) Manufacturer: Asari Republics Ship Class: Frontline War Cruiser Spacecraft Stats: • V-Shift: 4 • Beam: 4 • Torpedo: 2 • EW: 0 • Trade: 0 • Frame Track: OOO OOO • Data Track: OOO O • Heat Track: OOO OOO Stunts: • Mass Effect Drive (All travel times reduced by factor of 10) • Government Subsidy (+2 to consequence removal. and then cause them to catastrophically vent their atmosphere. bring down their kinetic barriers.
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. explosive style. 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.
Additionally. though. All normal rules for character association with units apply as per Diaspora page 192. There are no new platoon skills added in this section. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. colloquially called "shields". Anti-Air. the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour. and +1 to one of Direct Fire or Anti Air. Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand. This stunt provides a +1 to Hand-toHand. there is an opportunity to explore larger scale events through multiple squads in the Platoon level combat minigame. Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. the infiltrators gain an extra aspect ―Power Drained‖. The unit receives +2 to this skill when used defensively. provide protection against most mass accelerator weapons. Additionally. Biotic Specialist (Infantry) As fearsome as they are in direct combat. Shield Projector Kinetic barriers. At creation choose one of Armour or Hand-to-Hand.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.
Platoon Creation Changes
When constructing platoons. this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately. the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals. or Armour. the Specialists gain an extra aspect ―Power Drained‖. At the gaming table. At platoon level. as well as +1 to one of the Observation or Armour skills. offensive Biotic abilities are unfortunately visually flashy and distinctive. Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. Tech Specialist (Infantry) Seizing control of the electronic battlespace. and receive a -1 penalty to Camouflage next turn. change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. the Defenders gain an extra aspect ―Power Drained‖. or Direct Fire. while no less potent to their unit. the basic principle remains the same. Additionally. determined at creation. Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking. there are a few ways Mass Effect characters can augment their assigned platoon. Tech Infiltrator (Infantry) Using their jamming skills to great effect. as well as +1 to one of the Signals or Camouflage skills. Command. Similarly. Direct Fire.
New Platoon Stunts
The following stunts may be taken by any unit that meets the type restriction (if any).
. Whether on a starship or a soldier's suit of armour. this stunt grants +1 to the Signals skill of the unit. However. as well the ability to try to use a manouver to remove a free tag on an ally that is currently within Command range.
Movement 1. the Mantis remains in service in dozens of armies across the galaxy. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1
. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. Movement 1.Example Platoons
All platoons are created at tech level T3. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. The only role the Mantis cannot perform is that of a true deep-space fighter. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. First rolled off the assembly lines in 2170. Command 1. The Mantis houses an element zero core which lightens the engines with a mass effect field. 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. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. disrupting communications. Signals 2. as it has no FTL drive. Direct Fire 3. Direct Fire 3. taking out support units and delivering marines to weak points in the enemy formations. Hand-to-Hand 2.
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. a fighter. “Goldylocks” Platoon (Alliance) • 2x Alliance Marines • 2x Alliance M29 Grizzly Infantry Fighting Vehicles • 1x Alliance M29C Grizzly Command IFV • Platoon Fate: 6 FP An older styled platoon. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. and was a bane against the Turians during the First Contact War. the M35 Mako. Armour 1. Movement 1. Whilst slower and bulkier than its successor. the Grizzly has had a long career protecting its troops well. Observation 2.
Alliance Marines (T3 Infantry) Direct Fire 3. allowing it to take off vertically and hover in place using minimum fuel. a high-altitude bomber. Anti-Air 2. Max Move +1 Scout: able to continue move when entering a zone containing an enemy Wireless: Command Range +1 Reach Out with Precision Fire Overheated Weapons Alliance M29 Grizzly Infantry Fighting Vehicle (T3 Armour) Armour 5.
Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. possessing profound tactical insight. Observation 2 Morale OO Scatterable Mine Payload: can deliver areadenial ordnance (mines) Shield Projector (TE): Armour +1 Mass Accelerator (TE): Direct Fire +1 Highly Trained: Morale +1 Suddenly.Ground Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. One-on-one. Armour 2. 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. Movement 4. and assassination. Movement 3. and their education from that point is dedicated to sharpening their mind and body for that sole purpose. Direct Fire 2 Morale OO Interceptor: able to respond and act to enemy aircraft if on LAUNCH box
. 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 .Air Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Anti-Air 4. demoralizing and defeating their enemies through intense. a huntress is practically unbeatable. focused guerrilla strikes.
A61 Mantis Gunship . Like an army of ninja. Armour 2. and a dancer's grace and alacrity. a hunter's eye. Armour 2. 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 . infiltration. Huntresses fight individually or in pairs. depending on the tactics preferred in their town. they are adept at ambush. Movement 3.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.
Wireless: Command Range +1 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3. they don't even breathe. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. Hand-to-Hand 3. Armour 1. Armour 1. Armour 2. +1 spot marker and -1 to Camouflage after attacking Guerrilla Tactics: attacks from this unit never generate spin for the defender. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. they don't make noise. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively. Direct Fire 2. shutting down their power sources to stay undetected. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Anti-Air 2. Movement 2. This makes them extremely efficient in battlefield conditions. Camouflage 1. Veteran 1. +1 to Direct Fire. +1 to Anti-Air. Movement 2. +1 to Direct Fire. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Direct Fire 3. Highly Trained: Morale +1 Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Peerless Biotic 50+ Years of Battle Experience Asari Commando Team (T3 Infantry) Hand-to-Hand 4. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. they may communicate their exact thoughts and ideas at the speed of light. Morale OOO OOO O Geth Platoons All Geth are networked to each other. The Geth make perfect ambushers—"they don't move. Observation 2. The key element of Geth warfare is surprise. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. Movement 3." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. Camouflage 1. Veteran 1.
Geth Infantry Platoon • 4x Geth Troopers • 1x Geth Juggernaught • Platoon Fate: 6 FP Geth Heavy Weapons Platoon • 2x Geth Troopers • 2x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP
. Command 1. Direct Fire 2. Movement 1. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. Veteran 1. Geth can even be packed tightly into crates and left in storage.Biotic Specialist: +1 to Hand-to-Hand. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Direct Fire 1.
M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. Observation 1. Armour 2. Signals 1 Morale OOO O Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1 Geth Network: able to use Signals in place of Command. Geth Troopers (T3 Infantry) Hand-to-Hand 3. Anti. Though the interior is cramped. It is designed to fulfill the role of rapid deployment that its predecessor. It is equipped with microthrusters and a small element zero core. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. which can be used to increase mass and provide greater traction. fell short of accomplishing. which varies depending on which Leader is assigned to a Platoon. Observation 1. or reduce its mass for limited evasive or positioning manouvers. Geth repair their morale using Signals instead of Command. Armour 1. Movement 2. Morale OO Command Range: 2 Anti-Personnel Rounds (TE): Direct Fire +1 Wireless: Command Range +1 Wireless: Command Range +1 (command range is 2) Relentless Automatons Overheated Weapons Geth Rocket Troopers (T3 Infantry) Direct Fire 3. Observation 1. Signals 2. Movement 1. Anti-Air 2.Air2. the M29 Grizzly. 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. Movement 1. Armour 2. and that they are extensively reliant on digital communication for interaction. Movement 2. Direct Fire 2. Direct Fire 2. Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1 Geth Network: able to use Signals in place of Command Tactical Genius: Units in platoon ignore 1 extra zone of range when attacking Close Range Nightmare Overheated Weapons Relentless Killing Machine New Stunt: Geth Network (Geth only) Due to their synthetic nature. Observation 1.
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. Armour 3. Signals 2. 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.
Direct Fire 3. 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. assassination. reconnaissance. 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. These include a recon drone controller. STG operators are brutally practical. and sabotage. Hand-to-Hand 2.
STG Recon Unit (T3 Infantry) Camoflage 3.
Salarian Special Tasks Group Platoons • 1x STG Cell Leader • Choose 4 units from the following: STG Recon Unit STG Combat Engineers STG Infiltrators • Platoon Fate: 6 FP The Special Tasks Group (STG) is a Salarian espionage organization. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. devoted to accomplishing their mission regardless of the cost involved to others or themselves. +1 to Observation. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained
. Movement 1. Hand-to-Hand 2 Armour 1. Direct Fire 1. performing dangerous missions such as counterterrorism. infiltration. Movement 1. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4. Observation 3. Signals 1. a mobile air defense platform.Several combat support vehicles using the Mako's basic chassis are manufactured for Alliance surface garrisons.
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. Observation 2. Armour 1. STG operators work in independent cells. usually deployed by the Citadel Council. and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. Armour 3. additional aspect ―Power Drained‖ to remove these bonuses.
Armour 1. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. Tech Infiltrator: +1 to Armour. +1 to Camouflage. I encourage you to create your own versions of these units. Tech Defender: +1 to Command. Hand-to-Hand 2.STG Infiltrators (T3 Infantry) Camouflage 3. able to use manouver to remove free tag on ally in command. additional aspect ―Power Drained‖ to remove these bonuses. 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. additional aspect ―Power Drained‖ to remove these bonuses. Indirect Fire 1. Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Always Has a Plan Overheated Weapons Command of the Airwaves Power Drained
. Movement 2. Hand-to-Hand 1. Movement 3. 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. Armour 2. 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. Signals 1. Direct Fire 2.
humans have an active role in galactic commerce and settlement. Hoping to expand their territory and driven by immense curiosity about the galaxy.Campaigns and Themes
Mass Effect is set in the year 2183 CE. by its very nature as programmed entertainment. they began activating every mass relay they could find. Cluster creation is intended for each player to suggest themes they‘d like to explore. Whilst you can explore hundreds of worlds across the series. Humanity began its journey among the stars. and some members of those races resent the appearance that humans are going to jump the queue ahead of them. exploring ancient ruins and fabulous cities alike. unlocking faster-than-light travel. unpredictable. encountering various alien races and establishing itself on the galactic stage. such as
. At the gaming table. you get the chance to explore the galaxy. 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. and are heavily petitioning for full member status in the Citadel Council. Many races have petitioned for elevation to this status for a long time. as the structure of the Diaspora RPG cluster and character creation is designed to help you. creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. those confines. as well as confronting the prevailing opinions of humans as intelligent. and Turians in the decision making process. Character creation works in a similar way. our options are not so limited. permitting instantaneous passage across thousands of light-years. At the time of the first game. Humans are still discovering what it takes to survive on these newly discovered worlds. moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space. with steps designed to help link your characters to each other. Salarians. as well as how individuals choose to operate within. In this section. to join the Asari. which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry. This is the setting history established in the first Mass Effect game. humanity learned the secrets of mass effect physics and element zero. individualistic and thus. there are many places that the reach of the council doesn‘t extend. Whilst the Citadel is seen as the primary location of galactic rule. there are hard limits on what you can do and where you can go. highly adaptable.
They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. abnormally ambitious. battling aliens and making allies (and vice versa). With the technology from these ruins. beginning the First Contact War. no one in the wider galactic community had ever heard of humans. Taking control of a pivotal character in the events of the game. or outside. This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. Humans also discovered the mass relay network that threaded the galaxy. Their independent discovery of a Prothean data cache on Mars and their activation of the Charon Mass Relay thrust them into politics of the existing races and upset many delicate balances. 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. Law and Order The Mass Effect games place strong emphasis on the theme of law and order in the galaxy. Humans are new to the galaxy A little over 35 years ago.
notably Blue Suns and Eclipse. from a synthetic point of view. you can always begin by using one of those characters as a starting point to developing your own. the Geth. and Elite special operations groups are one place to develop them. Sometimes. and you‘re good to go. The apex skill represents a significant investment in time. so too is the nature of how organics deal with synthetic intelligences. give ‗em that race. so they have no need to
trade resources or information with them. The introduction of both a Geth character. When you are unsure what kind of aspects. exiled from their home planet by their own creations. or the corporate control of Noveria. The Quarian peoples are adrift in space. banning AI research almost entirely. skills or abilities your character needs. the law. or stunt that interested you. They have successfully incorporated humans into their structure to help with policing and patrol duties. Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. The companion document to this rules hack.
. 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. aspect. The Citadel Council heavily controls all research into synthetic intelligences. Conversely. Organics vs Synthetics In the large scale. there is much appeal to playing highly competent beings breaking heads and taking names. this can be explored in the ways humans protect. you have probably noted things of interest you‘d like to explore. Whether they are the biotic powerhouse Asari Huntresses. You can always fill in the rest as you play. C-Sec is a volunteer organisation. An AI gives the view from the other side of the fence when it says that. 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. Unfortunately for the council races. Partial Characters and Cool Stuff As you have read through this book. "all organics must destroy or control synthetic life forms". At the personal level. these potentially disastrous outcomes are neither certain. However. lest the same mistakes get made. With only one skill at the Superb (+5) level. an ability or race. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. there are those who are sent in to do them. they are all you need to begin to create a character. Just choose one. with them making up the largest of the minorities. and is always happy to take new recruits. to provide protection to interests not necessarily desired by the Council. 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. Diaspora supports this style of play with its pyramid skill structure. nor impossible to work around. or circumvent. when other inspiration is taking a while to surface.the iron fisted rule of the Asari crime lord Aria on Omega. a stunt or two. 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. Tying into the first theme of humans being new to the galaxy. or even the elite Council Spectres. the covert and clandestine Salarian Special Tasks Group. Special Operations and Apex Skills When there are dangerous missions to perform. resources and attitude for the character. name them. ―Hacking Diaspora: Threats. Along these lines. many mercenary groups employ humans as hired muscle. take some time to decide why your character is so good at that particular skill.
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. now militantly serve the Hanar Ponderous giants.
. Singularity Gravity sink. Conserves momentum. clannish primitives used as cannon fodder by mercs Towering. adept at sneaky and subtle Public service peacekeepers. Zone aspect. Three or four combat skills. If used two turns in a row. Tech and Combat skills not higher than rank 4. reliable and affordable equipment such as armour. slavers. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. no Biotic or Tech Training. Minimal combat training. Place aspect on target. Hate humans Rescued from their dying world. Combat specialist. home is where the flotilla is. no combat skills. Non-technical apex skill. Throw Shift enemy one zone. Primary Biotic Effects: Barrier +2 to own armour defense rating. Minimal combat training. Biotic and Combat skills not higher than rank 4. no Tech Training. adaptive predators loyal only to the strongest
Biotic specialist. omnitools and bio-amps. Place aspect on target. modified by Bio-Amp Implant stunt. Effects last until the next turn only unless otherwise specified. target takes one additional damage shift from any successful attacks. Lasts two turns. emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. Biotic and Tech Training skills not higher than rank 4. no Biotic Training. Place aspect on target. other combat skills not higher than rank 3. Lift Target floats helplessly. combat skills not higher than rank 3. Warp -2 to enemy armour defense.
Class Packages (Page 24)
Asari Batarians Drell Elcor Hanar Humans Geth Krogan Quarians Salarians Turians VI / AI Volus Vorcha Yahg
Powerful Biotics. Broken by the genophage Evicted by own AI creations.
New Skill: Biotic Training
Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. client race of the Turians Aggressive. Amphibious information seekers. Tech specialist. admired and distrusted equally Synthetic AI race created by. Stasis Target unable to move and takes no damage.
Number of effects equal to skill training level.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. no Tech Training. the Quarians Reptilian mercs and enforcers. and overthrew. no Biotic Training. Combat Excellence stunt available with ranks in Tactics. mono-gendered race of female appearance Pirates. Lasts three turns.
Younger than 300: are dying. Effects = Skill rank. Effected targets with the Shielding stunt are unable to move next round. or +4 for both. Make a Biotic check at +2 for one effect. Draw line on map from character (Tactics -1) zones in length. or both if you possess both effects. or a +4 bonus to unarmed biological target. make a Close Combat check at +2 bonus for having one of the required effects. Finally. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. one composure or health damage cumulative per use. Their weapons and armour are high quality. or +4 for having both. Then. have no implant and cannot take skill. high priced and very difficult to acquire for most non-Turians.
. no effects avail. Place ―Biotic Shockwave‖ aspect if have Singularity. No max skill rank. All zones affected must resist this attack. then next turn make a full turn move. may spend a FP to gain a defense bonus equal to half Medicine ranks. L3-R Implant Max skill rank = 3 -1 to composure track. Next. Dominate Requires: Stasis effect and Resolve skill. Armax Arsenal Supplier of elite Turian military units. If target was unarmoured biological. Advanced Biotic Effects (pages 27. Finally. Add 1dF to skill rank before combat to determine skill level. those without Shielding have the Lifted effect applied to them. or Throw to target. rounding up against other biologicals. Effects = Skill rank L1 Implant Cannot take skill. Add 3dF to skill rank before combat to determine skill level. Effects = Skill rank. Effects = Skill rank +1. you are unable to act the following turn. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. Slam Requires: Lift effect and one of Throw or Pull effects. reducing any pass costs by 1. L3 Implant Max skill rank = 3 Effects = Skill rank. must start again. Unstable L2 Implant Max skill rank = 3. Shockwave Requires: Lift or Singularity effect and Tactics skill.VARIANT RULES QUICK SHEETS
Armali Council An affiliation of Asari manufacturing guilds who make high-grade omni-tools and bio-amps to only a select few clients. They must then resist an attack equal to Biotic Training +2. Effects = Skill rank. Spend one turn preparing this effect. That target becomes immune to further Domination next turn. L4 Implant Aspect: ―Occasionally Distracted by VI‖. Reave Requires: Warp effect and Medicine skill. May pay a FP to resolve the effect immediately. then next turn gain a +2 bonus to armoured or synthetic target. Unable to use another Biotic effect next turn. If 0. apply Barrier to self. Must not take free move. Spend one turn focussing on a target. Effects = 0 Stable L2 Implant Max skill rank = 4. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect. Place ―Slammed‖ aspect on target. you are unable to act the following turn. Asari Biotic No implant required. If target is invalid.
New Stunt: Bio-Amp Implant
Modifies number of effects. otherwise resolves at the end of turn. Unable to use this effect in consecutive turns. If >5.
in same or adjacent zone to the character unless otherwise noted below. Advanced Requires: Hacking talent. NonLethal. Harm 2. Multiple Redundancy: Use my Tech Training. Drone Stats: Range 0/1. access secure systems. Pen 2. Primary Tech Talents: Damping Use defensively to contest Biotic Effects. 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. Must have at least 1 rank in Repair skill. That target becomes immune to further Hacking next turn. Substitute ranks in Tech Training for Repair skill rolls. All targets in the zone. Elanus Risk Control Services A private security corp that can provide event security. First Aid Disable a free tag on Health track of you or ally in same zone as a combat action. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. Offensively. Place ―System Rebooting‖ taggable aspect on synthetic target. ending their turn if they fail. Decryption Unlock doors. A mobile weapon platform at your command. and lasts 2 turns when activated. etc.
. 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.
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. Jamming -2 penalty to enemy alertness checks. On a success. Target becomes immune to further Overloads next turn.VARIANT RULES QUICK SHEETS
Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold. place ―Suppressed by Tech‖ aspect on appropriate target. professional mercs. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. heat or toxic exposure. to weapons and armour. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action. starships. Advanced Tech Talents: Must also have Computer (space) skill. Must have at least 1 rank in Medicine skill. Drone and Have-a-Thing: Combat Drone stunt. Combat Requires: Hacking Talent. Substitute ranks in Tech Training for Medicine skill rolls. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. Place ―Disorientated and Confused‖ taggable aspect on biological target. All Tech Talents last for one turn. Must have at least 1 rank in Medicine skill. May be taken multiple times to stack penalty. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect. bypass alarms. or passing through must roll their Stamina skill against the number of shifts. including Biotics.
Tactical Cloak Requires: Jamming talent.VARIANT RULES QUICK SHEETS
Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain 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. Tech Armour Requires: Hacking talent. after ―Shields are Down!‖ compelled.
. Combat Excellence Requires: Energy Weapon skill of at least Rank 3. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. On a success.
New Stunt: Combat Excellence
This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. May also pay a FP to impair all attempts to attack or target you by -1 per level of Jamming you possess whilst it is active. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. Base Jamming talent duration extends by 1 turn. When neutralised. including possessing an appropriate weapon. Unable to be used on successive turns against the same enemy. Their weapons are stock quality at best. Armour bonus granted by Shields boosted by +3 when this talent is activated. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. MG Immunity Once per scene. 89)
Hahne-Kedar Earth-based major supplier to the Systems Alliance military. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. Advanced Requires: Overload talent.
Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. and unshielded targets must resist 3 shifts of Composure damage. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged. absorbed by armour. target takes Health damage of number of shifts. any level of Tactics skill. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene.
New Stunt: MG Omni-tool
MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. excluding the user. but must still meet all other prerequisites. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. though their armour lines are generally recognized as above average. the Tech Armour detonates. and no ranks in either Biotic Training or Tech Training. Attacks reduce this bonus by 1 per shift. Overload Restriction removed to allow repeated Overload attempts on same target. and Armour with Shields stunt.
VARIANT RULES QUICK SHEETS
Advanced Combat Excellence Abilities: Adrenaline Requires: Alertness and Rush Agility skills. Spend a FP to gain a +3 to your next roll. You also gain +2 shifts to damage for any attacks you make until the beginning of your next turn. Unable to use this ability in consecutive turns. Concussive Requires: Science skill. Shot Spend a FP to replicate the effects of Sledgehammer rounds (page 54, 89) until the weapon‘s ―Overheated‖ aspect is tagged. Disruptive Requires: Repair skill. Shot Add +1 Harm to weapons with ammunition that impose penalties to the Harm rating of the weapon. Fortification Requires: Repair skill; Armour with Shields stunt. Spend a FP to gain a +4 shield bonus to Armour until the end of next turn, when it then activates the ―Shields are Down!‖ tag. Hot-Swap Requires: Agility skill. Ammunition As a full round action, change from normal rounds to a variant ammunition type, or from a variant back to normal. You may not switch one variant ammo for another variant without switching to normal rounds first. Unity Requires: Resolve and Oratory skills. Once per scene, you may spend a FP to grant a consequence (1/2/4) to an ally that has been Taken Out. This is in addition to any consequences they already possess. You take a penalty to all rolls equal to the consequence rating for the next round only. Assign an aspect to the consequence as usual. You may spend another FP next round to keep the character active in the scene, but you no longer incur the consequence penalty. The character resumes their Taken Out status and the consequence is removed when no FP are spent, they take enough stress to be taken out again, or the end of scene occurs. Haliat Armoury A smaller Turian weapons manufacturer that specializes in a line of basic level weapons that are actually of high quality.
Paragons and Renegades
Option 1: Skill Progression Take both the charm and intimidation skills at tier five at character creation. During refresh phase, to promote either skill further, character must have used charm or intimidation skill at least the same number of times that they have ranks in it, and they must promote the one they have used more than the other. Option 2: Status Stress Tracks Characters gain two new stress tracks, one for tracking Paragon Status, the other for tracking Renegade Status. Both tracks start 6 boxes long, but may be modified by stunts. When Spin is obtained outside of a combat situation, you can spend the +1 Spin bonus on increasing one of your Status stress track levels. You should increase the Paragon track for good or positive actions that benefit others, and the Renegade track for conduct that is selfish or callous. When a track is full, you may generate a Status consequence (1/2/4) on that track, which doesn‘t count towards your maximum number of consequences. You can have only 3 Status consequences in total, one each of Minor (+1), Moderate (+2), and Severe (+4). Give the consequence an Aspect when created, and reduce the Status track by the rating. These consequences are only able to be tagged outside of combat (by anyone), and are removed once tagged by the player. Spin generated when Status aspects are tagged by the player do not count towards further Status stress.
New Status Stress Track Stunts
Heightened Reputation Cult of Personality Lasting Reputation
Reduce one Status Stress Track to 5 boxes. You may only take this Stunt once. Status Consequences are rated 2/3/4 instead of 1/2/4. You are able to bank one additional Minor (+1) Status consequence.
VARIANT RULES QUICK SHEETS
Jormangund Technology A rising Human corp that pursues aggressive integration of alien technologies. Makes advanced optical computers and AI "blueboxes", as well as superior environmental hazard armour
New T3+ Energy Weapon Ammo
New T3+ Energy Weapon Stunts
Weapon gains ―Overheated‖ taggable aspect; Cost -1bp. Both Barrels/ Doubles Harm and activates Double Tap ―Overheated‖ tag; Cost 1bp. Advanced Reduced penalty of -1 for firOptics ing outside min/max range; Cost 1bp. Limited Weapon unable to be used Range outside min/max ranges; Cost -1bp.
Spectre Gear Options
Costs Weapon Creation Bio-Amps and Omnitools
Basic Spectre gear costs 5; Adv Spectre gear costs 6; Master Spectre gear costs 7. Basic: +1bp bonus; Adv: +1bp bonus and Advanced Optics stunt; Master: +2bp bonus. Spectre rated gear increases the numerical values of stunts; Basic: one Effect variable; Adv: two Effect variables; Master: three Effect variables.
New T3+ Powered Armour Stunts
Booster Power Pack
"Shields are Down!" compellable aspect causes -2 to armour defense. Fate point to recharge. Cost -1bp. "Taking Cover!" taggable aspect removes tagged Shields aspect if character doesn‘t move; Further +2 bonus to defense next turn if they stay stationary. Cost 1bp. Provides a +2 bonus to agility checks. When ―Out of Juice‖ tagged, negates this bonus. Cost 1bp.
All variant ammunition costs 3 to purchase. Anti+1 Harm to armour rating 0; Personnel -1 Penetration when armour rating greater/equal to 2 Armour Pierc- +1 Harm and +1 Pen to ing synth; +1 Pen to non-synth targets with armour gr/eq 4 Incendiary On hit causes +1 shift to all successful attacks; Extends "Overheated" tag for one extra turn after compelled. Cryo -1 Harm, +2 Pen to targets with uncompelled Shields; Removes Thermal Clip stunt if max range eq/less 2. High Explosive Free taggable aspect "Massive Fireball!" on target and 2 extra shifts on hit; Free taggable aspect "Massive Fireball!" 1dF zones away from intended target on a miss; If used for two consecutive turns, activates and extends "Overheated" tag for one extra turn Sledgehammer Free taggable aspect "Knocked prone" on hit. Phasic -2 Harm, +3 Pen to targets with uncompelled Shields; -2 Harm to targets with tagged shield aspect or without any shields on armour Chemical Harm reduced to 0; Free taggable aspect "Toxic Shock" on hit; +2 shifts if tag is used by another player who hits. Radioactive +1 Harm to Biotic Training and/or Tech Training skills; Mild consequence "Radiation Poisoning" on damage; Biotic and Tech Training skill +2 to target difficulty level if character has "Radiation Poisoning". Kassa Fabrication No expense is spared by this Human corp, as the exorbitant cost of their products show, which include weapons, armour and omni-tools.
VARIANT RULES QUICK SHEETS
New T3+ Energy Weapon Mods
All weapon mods cost 3 to purchase unless otherwise stated. Combat +1 to alertness when wearing Scanner powered armour; stacks with sensors aspect; -1 to Agility checks. Frictionless +2 Penetration; Materials Cost 4; must not be Civilian. High Caliber +2 to Harm; "Low Recoil" Barrel swapped for "High Recoil"; Improved "Overheated" clears half a turn Heat Sink faster than normal; -1 Harm. Kinetic Coil +4 Penetration; After every use, user gets free taggable aspect "Knocked prone" unless rolls +1 on 1dF. Kinetic Reduced penalty of -1 for firing Stabiliser outside min/max range; -1 Harm. Rail +1 Harm; Extension - 1 to Agility checks. Recoil "High Recoil" swapped for Damper "Low Recoil"; -1 to Harm Scram Rail +3 Harm; after every use, auto activates "Overheated" unless rolls +1 on 1dF; Overrides any other improved Thermal effect.
Exoskeleton First Aid Interface Hardened Weave Kinetic Buffer Kinetic Exoskeleton
+2 to Close Combat checks. Combat action disables the first free tag on the Health stress track +2 protection against Biotic/Tech; -1 penalty to Defense +1 to Agility checks; -1 to Stamina checks only +2 Shield bonus to Defense; +1 to agility checks. "Shields are Down!" tag also disables shield bonus; "Servo Lockup" tag prevents the user from applying any manouver aspects to scene; Costs 4 and counts as 2 mods. +3 bonus to Defense; Combat actions disable the first 2 free tags on Health stress track; -2 to Agility checks; "Software Crash" tag prevents movement this turn; Costs 4 and counts as 2 mods. Combat action disables the first free tag on the Health stress track. "Toxic Shock" aspect from Chem Rounds can‘t be applied, Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills; -1 to Agility checks. +2 Shield bonus to Defense "Shields are Down!" tag also disables shield bonus; +1 to Biotic/Tech skill checks; "Overstimulated and Distracted" tag negates Biotic/ Tech bonus and causes -2 to Agility checks; Tag cannot be compelled 2 turns in a row. "Toxic Shock" aspect from Chem Rounds cannot be applied; Radioactive rounds do not add +1 harm against user with Biotic/ Tech skills; Environmental based aspects are unable to be used against the user of this mod. Rosenkov Materials A Human corp that has forged a reputation as one of the premier armour manufacturers in Citadel space.
New T3+ Powered Armour Mods
All armour mods cost 3 to purchase unless otherwise stated. Ablative +4 bonus to Defense; Coating Shifts against armour reduces bonus by 1 for every two shifts. Armour +4 bonus to Defense; Plating "Cracked Plates" tag only free after first turn of combat Combat "Very Heavy" negating any Exo"Lightweight" aspect; skeleton +4 bonus to Defense; +1 protection from Biotic/ Tech; Costs 4 and counts as 2 mods. Energised +6 bonus to Defense; -2 to AgilPlating ity checks; "Power Glitches" tag negates bonus and penalty; Costs 4 and counts as 2 mods. Energised +4 defense vs Biotic/Tech; Weave -2 penalty to Defense; -2 to agility checks; "Power Glitches" tag negates bonus and penalties; Costs 4 and counts as 2 mods.
Shield Battery Stimulant Pack
+2 bonus to repair checks to remove consequences. Adaptable dangerous pests that hunt in packs. Humans. Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics. Mostly Turians. Batarians or Krogan. Intelligent arachnid race with hive mind. Mechanical robots used as supplementary guards. Cost 4bp. sometimes used by Krogan Blood Pack mercenaries. 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). Must also have one other high energy usage system (IES). Additional aspect from list below (or similar). Huge solitary burrowing monsters with acid spit. 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. or T6 (41 BP)
Allows access to mass relay network. except when aspect was tagged. and all travel times reduced by factor of 10. "Government Owned and Operated" aspect. Violent primitive race usually found in forgotten corners of dark places. +1 to V-Shift. Stealth system gives +2 bonus to Nav check in detection phase.
New T0+ Spacecraft Stunts
Cerberus Geth Husks Mercenaries MECHs Rachni Thresher Maws Varren Vorcha
Official part of government navy. Crew must adhere to SOPs. Synthetic AI race. Cybernetic zombies created by Geth from captured Biological races. Cost 2bp. +2 to Heat Track. Cost 1bp.
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).
which causes a -1 penalty to Camouflage the following turn.
.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. and ―Power Drained‖ aspect. and get a -1 penalty to Camouflage next turn. Gain +1 spot marker after attacking with either of the two chosen skills. +1 to one of Camouflage or Signals. +1 to Hand-to-Hand. Ability to try to use a manuover to remove a free tag on an ally that is within command range. +1 bonus to one of Direct Fire or Anti-Air. +1 to Signals. Geth repair their morale with Signals instead of Command. +1 to Armour and ―Power Drained‖ aspect.
Tech Defender (Infantry)
Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network
+1 to Command and ―Power Drained‖ aspect. +1 to one of Armour or Observation.
. Note 3: The Krogan armour manufactured by the Geth are not available to player characters. and Hanar all produce their own armour. Note 2: See the Spectre Gear Options section on pages 49 or 89. but rarely differs substantially from other weapons of the same type. and are not available to other races.
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 2: Batarian armour is manufactured by Batarian State Arms and not available to other races.VARIANT RULES QUICK SHEETS
Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Shunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master
Weapon Manufacturers (Page 48)
Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master
Note 1: Geth Armoury weapons are never available for purchase. This weaponry is always in demand for research purposes. and is here purely for reference and inspiration for aspects or plots. but may be retrieved from defeated Geth. Elcor.2
Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix
Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes
Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes
Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes
Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes
Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes
Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes
Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes
Note 1: Volus.
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