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Variant rules and options to create adventures and characters in the MASS EFFECT setting using the Diaspora Role Playing Game.
By M.Gooding (Reaganstorme)
Document Version 2.0.2 MAY 2012
Table of Contents
Introduction The Diaspora Mini-Games Fudge Dice The Ladder The Mass Effect Premise Setting Background Element Zero and the Mass Effect Cluster Creation Mini-Games Changes New System Stat – Order Character Creation Mini-Game Changes Racial Backgrounds Asari Batarians Drell Elcor Geth Hanar Humans Krogan Quarians Salarians Turians Virtural Intelligences and AIs Volus Vorcha Yahg Class Packages New Skills and Stunts Biotics New Skill: Biotic Training New Stunt: Bio Implant Omni-tools New Skill: Tech Training
New Stunt: Military Grade Omni-tool
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8 9 10 11 12 12 13 14 16 17 18 19 20 21 22 22 23 24 25 26 29 31 31 33 34 36 37 38 39 41 42 44 46 46 46 47 49
New T3+ Powered Armour Stunts New T3+ Energy Weapon Ammo New T3+ Energy Weapon Mods New T3+ Powered Armour Mods Sample Advanced Gear Adversaries Cerberus Geth Husks MECHs Mercenary Organisations Rachni Thresher Maws Varren Vorcha Space Combat Mini-Game Changes Spacecraft New T0+ Spacecraft Stunts New T1+ Spacecraft Stunts Sample Mass Effect Spacecraft Platoon Combat Mini-Game Changes Mass Effect Platoons New Platoon Stunts Example Platoons Alliance Marine Platoon A61 Mantis Multirole Gunship Asari Huntress Platoon Geth Platoons M35 ―Mako‖ IFV Salarian STG Platoons Other Platoons and Units Campaigns and Themes Blank Mass Effect Character Sheet Variant Rules Quick Sheets Open Game Licence 1.0a Gear Manufacturer Tables Weapon Manufacturers Bio-Amp Manufacturers Omni Tool Manufacturers Armour Manufacturers
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New Stunt: Combat Excellence Paragon and Renegade Emulation Option 1: Skill Progression Option 2: Status Tracks Sample Characters Garrus Vakarian Kaiden Alenko Dr. Liara T‘Soni Tali'Zorah nar Rayya Urdnot Wrex Personal Combat Mini-Game Changes Weapon Types Equipment New T3+ Energy Weapon Stunts Sample Weapons Spectre Gear Options
gear or mods don‘t quite suit your game. Travellingdave.net members Stevenls. and more. For those looking for the font I used for the titles and headings. Their home page can be found here: http://www. and are not meant to challenge ownership of such ideas. and Propagandor for their comments and encouragement. Page references in this document that refer to the Diaspora rulebook are for the 2010 corrected version. it‘s a freeware font called Slider. despite the available scope of the setting. Also. Countless worlds and star systems linked by a network of mostly understood technology called mass relays that enabled starships to traverse the galactic void. others left as blank slates. chiefly Brad J.wikia.html. Matthew Gooding (Reaganstorme) May 2012 ACKNOWLEGDEMENTS I would like to thank the creators of Diaspora. Please see the Licence section for further details. That‘s where VSCA Publishing’s Diaspora comes in. ChopSockey. Bioware could only put so much into the game. characters and equipment are Product Identity of EA International (Studio and Publishing) Ltd. fellow RPG. 4 . zircher. What you see here is the culmination of my efforts to blend the two. Yook. Mass Effect told the story of a group of civilisations about to meet their doom. Some things were hinted at. Mass Effect 2 and 3.net. which can be found here: http://www. I realised I had found a game system that would suit my needs. don‘t be afraid to make up your own versions. James the Dark. and are used in this document with Fair Use intent.TTF.ea. Wanting to explore and tell my own stories against this compelling backdrop of impending galactic doom. Introduced to Diaspora by friends on RPG. but if some of the sample aspects. and Stacie_gmrgrl.com/. As you can imagine. Silent Wayfarer. the player trekked across the game setting exploring uncharted worlds. Assembling a group of champions. Bioware’s Mass Effect and its sequels. battling synthetic intelligences. I acknowledge that Mass EffectTM and all related races. the process of taking an established setting and creating. EonTrinity. Murray (Halfjack). Special thanks goes out to my playtesters. Darth Illithid. prototype00. Some text has been taken from the Diaspora System Reference Document. PolkaNinja. I first had to find a system that could do it justice.com/. HumAnoydd. rescuing colonists.ca/Diaspora/diaspora-srd. for allowing me to play with their toys by releasing them under the Open Gaming Licence ver 1. and that you undertake and enjoy the adventures that are waiting for you. were fantastic games that begged to be explored. Barbacobra.Introduction Welcome to the updated version of my first attempt at system hacking. and can be found in their fantastic completeness here: http://masseffect. ignoring or modifying a role playing rules system to be able to game and tell stories in those worlds. I hope you find this document useful.0a (see page 90).vsca. stunts. Some text has been taken from the Mass Effect Wikia pages under the Creative Commons Attribution-Share Alike License.
available on the Internet. 3-4 as blank. when all things are considered.75 0 1 2 3 4 19/81 23. Our Ladder here is slightly different from the Spirit of the Century Ladder. it is often the difference between two rolls that might determine the quality of success. The system will work with a different probability curve by rolling two different coloured six-sided dice and subtracting the darker from the lighter. If one is looking for appropriate adjectives to describe an action. FUDGE DICE 4dF in statistics roll odds % -4 1/81 1. You add up the +s.The DIASPORA Mini-Games Diaspora is a set of mini-games. this is functionally the same as rolling 4d3-8. and you have a total. So. in which a player roll is compared against a referee roll. and then you compare against some difficulty level. The remainder of this document will assume you are familiar with FATE mechanics and at a minimum the Diaspora SRD. Without special dice.95 1/81 1. around which the game is built. through the invocation of Aspects. Refer to the provided links if you wish further clarification of any rules based information. This yields a particular curve. and two faces blank.24 -3 4/81 4. in an opposed roll. you add an appropriate skill. THE LADDER +8: Legendary +7: Epic +6: Fantastic +5: Superb +4: Great +3: Good +2: Decent +1: Average +0: Mediocre -1: Poor -2: Terrible In FATE. results of 7 against 5 represent a decent success. subtract the -s. Aspects. a result of +9 represents an exceptionally successful attempt at something by a dedicated professional. and 5-6 as +. in that the term Fair is replaced by Decent. with two faces marked -. successes and difficulties are rated by numbers or by the terms on the Ladder. which yields a result between -4 and +4.46 16/81 19. most numbers in the game. and other elements from the FATE system but they each have other distinctions. as per character generation (Diaspora page 31) and since the best result from a roll of the dice is +4.95 -2 10/81 12. are single digits. Since an apex Skill is at level 5. Treating the -5 and 5 results as zero keeps the expected range though. You roll your set of four fudge dice. While higher numbers are possible. 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. A Fudge die is a d6. 5 . Each of these use fate dice.75 10/81 12. with better chances for extreme results.35 4/81 4.24 Almost every roll in Diaspora is 4dF: a single roll of four Fudge dice. which might be someone else's roll or might be a level imposed by the referee.35 -1 16/81 19. The words are only applicable directly when a single character acts. yielding a range from -4 to +4. two faces marked +. you could treat 1-2 as -.
are not in-fact the creators of the mass relays scattered through the galaxy. 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. allowing higher rates of acceleration. the Reapers wait thousands of years for sentient races to climb again to the stars before harvesting them in a devastating orgy of extinction. or "eezo". The Citadel. Using the energy field created by the mass relays. and the passage generates so much heat in the power core that crew and passengers will die unless it is bled off into space. and their focus. behind them when they again leave for millennia. FTL Drives Faster-than-light drives use element zero cores to reduce the mass of a ship. It is most prominently used to enable faster-than-light space travel. dubbed the Protheans. Very massive ships or very high speeds are prohibitively expensive. In fact. They discovered that in the dark spaces between galaxies. This effectively raises the speed of light within the mass effect field. were the Reapers. economy ion engine. with a few catches. from generating artificial gravity to manufacturing highstrength construction materials. By leaving the mass relays. The last such galactic extinction event happened approximately 50. or military antiproton drive) in addition to the FTL drive core. the rare material dubbed element zero. the Reapers wait for the coded signal from their keepers that technology is progressing. emits a dark energy field that raises or lowers the mass of all objects within it. all currently discovered uses for element zero based effects generate a heat debt that must be managed. commercial fusion torch. An advanced hybrid race of sentient synthetic/organic warships. In anticipation of intelligent life reaching for the stars. With only a core. These routes are only able to be navigated using space ships with special Element Zero power cores. the idea of technological advancement to the point of collapse is here. allowing high speed travel with negligible relativistic time dilation effects.The MASS EFFECT Premise SETTING BACKGROUND Some of the fundamental basics of the Diaspora setting mesh quite well with Mass Effect. a ship has no motive power. In the Mass Effect setting. and that the time to feed has come again. Starships still require conventional thrusters (chemical rockets. and the heat debt acquired by interstellar travel. This "mass effect" is used in countless ways. and the usages of their Element Zero based technologies. as are limited FTL routes. skilled navigators are able to propel the ships light-years in only a few hours. the Reapers provide the building blocks for their next harvest. the last great technological society. allowing them to tap into dark energies to reduce their mass. 6 . In particular. In that time several races have reached the stars and begun to unlock the secrets of the mass relays. slumbering in hibernation.000 years ago. but the latest in a long line of intelligent races to unlock the secrets of their use and discover their purpose. Navigation is only possible between relays. ELEMENT ZERO AND THE MASS EFFECT Element Zero ("Eezo") When subjected to an electrical current.
For Biotics. the seeding of the mass relays by the Reapers has effectively pushed the standard technological levels up to T3 or T4 across the board. When the table sits down to create the cluster. The Geth are a prime example of the doom that is pending with the development of AIs. It also means that most weaponry will be energy weapons. Whilst there are still advances to be made. and we never see any nontechnical races competing for resources. but can produce impressive offensive or defensive effects. and each system can have several planetary systems reachable by ships. and plenty of scientific secrets still to be discovered. Mass Effect Fields Element zero can increase or decrease the mass of a volume of space-time when subjected to an electrical current. With a positive current. Static Buildup Extended use of mass effect fields creates a measurable static electrical charge. High-mass fields create artificial gravity and push space debris away from vessels. The ship is snapped back to sublight velocity. In space. This requires intensive training.If the field collapses while the ship is moving at faster-than-light speeds. driving the Quarians from their homeworld and taking over. Biotics Called Biotics by the galactic population due to their ability sense and manipulate biologically generated dark energy fields. 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. In manufacturing. In starship drive cores. This still gives us plenty of conflict to game. with mass effectutilizing fighting vehicles being standard frontline issue in most military forces. sturdy construction materials. 7 . the effects are catastrophic. this manifests as an occasional static shock when they touch metal or other people. This reflects back to the Cluster generation mini-game quite easily. this charge must be grounded at regular intervals. The stronger the current. either by touching a planet surface or interacting with a planet's geomagnetic field. personal networks are everywhere. but all Biotics are sensitive to the presence of mass effect fields. and both are susceptible to combat hacking. the slipstreams become the links between the mass relays. the greater the magnitude of the dark energy mass effect. So. Even colonists have access to advanced tech. low-mass fields permit the creation of evenlyblended alloys. the enormous excess energy shed in the form of lethal Cherenkov radiation. who have jump started their technological creations and exploit Element Zero and mass effects themselves. and cybernetic implants. to prevent the electricity discharging into the hull and causing catastrophic damage. low-mass fields allow FTL travel and inexpensive surface-to-orbit transit. Ubiquitous Technology In the games. Some Biotics' talents are not strong enough to be offensively viable. and protect starships in planetary orbit or during space battles. as with regular Diaspora T4 societies. amongst a variety of other effects. mass is increased. The least developed of the races is humanity. Mass effect fields are also essential in the creation of shields to protect against enemy fire on the ground. many Biotics can also create and manipulate their own mass effect fields. so the Tech stat for world creation becomes relatively non-variable for gaming purposes. mass is decreased. it's much more efficient to use the mass relays to navigate the galaxy. The military makes extensive use of mobility enhancing technologies. whilst limited FTL is possible. while high mass compaction creates dense. With a negative current. the world of Mass Effect is on the brink of imminent collapse. we see the presence of technology everywhere.
the rules and restrictions are beginning to pile up. systems and societies. we need a new stat to represent variances between worlds. Example – Batarian Hegemony controlled worlds O+4: Total Control Places with this rating are typically under direct military control. Example – The Citadel 8 .Cluster Creation Mini-Game Changes NEW SYSTEM STAT: ORDER Due to the universally high level of access to technology. Any sufficiently charismatic or forceful individual can set whatever rules they like. Example – Any homeworld of the Council races. representing a very minimal structure of a handful of people at most. Example – The world of Illium. Example – The human colony world of Eden Prime O+3: Institutionalisation There are rules for almost everything. O+1: Progress Typically touted as a fair system for all. There is a substantial administration system geared towards the issue. although there are still those willing and able to rort the system without bringing too much attention to themselves. where slaves. What started as measures to protect the public good are beginning to become quite restrictive. There's plenty of variance in the levels of Order in societies during the missions in the game. O+0: Stability Those employed to look after the public generally do. weapons. 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. revocation and enforcement of many activities. At this level of order. those in charge are more concerned with their own power than in serving the public interest. Here's how I've established the ratings: O-4: Virtual chaos There are no authority figures that control everything here. Example – The cartel and mercenary controlled Omega Station O-3: Ad-hoc Rule Most new colonies have these ratings. validation. O-1: Corruption Whilst relatively stable. I've picked ORDER. the Citadel. and those who commit crime and are caught generally face the appropriate penalties. especially if they are creating or studying dangerous or outlawed technology such as full Artificial Intelligences. to the totally controlled centre of galactic politics. Example – The completely corporate and privatised world of Noveria. and all manner of other restricted goods are available for sale. from the relatively lawless Omega. verification. or other associate species of the Council. licensing and policing of those granted licences are the primary methods of keeping order. O+2: Licensed At this level of order. all exploited by those wanting to work around them. controlled or illegal narcotics. Life is strictly survival-of-the-fittest. period. Example – The Citadel Council‘s elite military and special forces training facility of Pinnacle Station. tomorrow's gang leaders may die in a hail of blaster fire. so whilst today's criminal ganglords might provide some measure of stability. there are multiple layers of bureaucracy.
and Stunts that would be more common in the race than in humans.Character Creation Mini-Game Changes RACIAL BACKGROUNDS As well as some similarities in premise to Diaspora. and of those ideas. Aspects. New Concepts Helpfully found under the heading Non-Human Races in the SRD are the suggested ways of introducing non-human races to the Diaspora format. and Stunts”. Page 221) There are fifteen racial backgrounds in Mass Effect. 9 . 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. as the SRD states. I‘ve incorporated two of them: new races and special powers. (Diaspora.Making it Work. These differences do not change the number of Stunts or Skills or the shape of the Skill pyramid. Chapter 9 . including baseline humans. Here's the relevant text from the authors that I used to help create the following racial outlines: Formulating a non-human race (or converting one from another source) may then be framed in terms of general statements that are applicable when measured against a normal human. 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. Mass Effect also has quite a few variations from the base outlines. “anything should be able to be modelled with an appropriate balance of Skills. These differences form the mechanical description of the race. After all. but are included in this section for completeness. There are some suggestions on how to model variances to the Diaspora setting in the SRD. or that some should be lower.
a hunter's eye. Reflecting their physical attributes. there are not many of them. bureaucracy. not all develop their skills. Asari characters favour a few skills over others. Politically minded Asari will have good arts. and some all of them at somepoint in their life. 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. mercenaries. The Asari were instrumental in proposing and founding the Citadel Council.Asari from that point is dedicated to sharpening their mind and body for that sole purpose. Asari have had a long time to develop many other skills. One-on-one. Fortunately. Asari can be found in all walks of life. diplomacy. Asari characters must take the Natural Biotic stunt. Huntresses fight individually or in pairs. depending on the tactics preferred in their town. Biotics are common enough that some capability is a requirement to be trained as a huntress." The average Asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. As a popular Turian saying puts it: "The Asari are the finest warriors in the galaxy. traders. and to discover and inhabit the Citadel. and a dancer's grace and alacrity. Asari typically have the Agility skill quite high. are often considered the most powerful and respected sentient species in the known galaxy. Regardless of their current phase of life Asari are mindful of their lifespan and take the long view. and some kind of profession. native to the planet Thessia. lack of Biotic talent excludes a young Asari from military service. but taking ranks in Biotic training is optional. and when focused on building their martial abilites are fearsome huntresses. culture/tech. As such. and Biotic talent. Whilst they are natural Biotics. and their education 10 . and as such often have the resolve skill. possessing profound tactical insight. Asari choose to be warriors at a young age. and usually have at least one space skill. A mono-gender race—distinctly feminine in appearance—the Asari are known for their elegance. Out of physical combat. A very long lived race. develop their stealth and close combat skills as huntresses. a huntress is practically unbeatable. When they retire. Asari have been bartenders and dancers. they possess an alarming proficiency for killing. and have been at the heart of galactic society ever since. but often have good charm or intimidation ranks. diplomats and warriors. The Asari. This is partly due to the fact the Asari were the first race after the Protheans to achieve interstellar flight.
as the Department of Information Control ensures that only government-approved news enters or leaves Batarian space. Most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. 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. despite being illegal according to Council law. who are forbidden to leave Batarian space by their omnipresent and paranoid government. Batarians are a race of four-eyed bipeds that chose to isolate itself from the rest of the galaxy. Most Batarians at large in the galaxy will therefore be mercenaries or pirates. make Batarian counter-culture rebels almost impossible to find. When humans began to colonise the Skyllian Verge. fuelling the stereotype of the Batarian thug. it is speculated their supreme leadership is autocratic or totalitarian in nature. despite the fact that their exile is largely self-imposed. Batarians place an extremely high value on social caste and appearance. It should be noted that these criminals do not represent average citizens. The Council refused. The Terminus Systems are infested with Batarian pirate gangs and slaving rings. but beneath the notice of the powerful Council races. is still hostile to the Systems Alliance. Their shock troopers are known to be Biotically talented. Given the Batarian government's oppressive nature. Almost universally despised. The Batarians blame humanity for their troubles and claim they were forced to fend for themselves.Batarians Slavery is an integral part of the Batarian caste system. 11 . negotiations with a Batarian are likely to be conducted at gunpoint. Casting aspersions on the monetary worth of a social better is considered a serious insult. though in more lawless regions of the galaxy like Omega. The indoctrination by their govenment and caste systems. Batarians strongly believe that species with less than four eyes are less intelligent. preferencing vanguard and sentinel packages. a region the Batarians were already actively settling. becoming an inward-looking rogue state. The rest of the galaxy views the Batarians as an ignorable problem. Their government. and related skills such as demolitions and tactics. and overstepping one's place is frowned upon. and in response the Batarians closed their Citadel embassy and severed diplomatic and economic relations. It is not known what the average Batarian thinks about their enforced isolation. They have a reputation for being shrewd businessmen and merchants. and have high combat and intimidation. Batarian characters are largely distrusted for their outspoken supremacist views and despised for ther practice of slavery. they asked the Citadel Council to intervene and declare the Verge an area of "Batarian interest". as well as the threat of slavery by their own kind. known as the Batarian Hegemony. especially among colonists. The custom is so deeply ingrained in Batarian culture that they consider the Council's anti-slavery standing to be prejudicial.
These recalls are so vivid and detailed that some Drell may mistake it for reality. Elcor speech is heard by most species as a flat. Since their subtlety can lead to misunderstandings with other species. The Elcor follow the recommendations of their Elders. and survival. such as combat. The memories are so strong that an external stimulus can trigger a powerful memory recall. The Elcor were just making their first forays into space travel when the Asari made contact with them. which the Drell fulfill by taking on tasks that the Hanar find difficult. an adaptation to a world where they must remember the location of every necessary resource (vegetation. The Elcor are native to the high-gravity world Dekuuna. alertness. resolve. EVA and repair. drinkable water and prey migration paths) across vast distances. They are massive creatures. This has coloured their psychology. but primarily ones that involve physical tasks. had established a regular trade route to the Citadel. the Elcor discovered the closest mass relay and. 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. an evolved response to an environment where a fall can be lethal. Drell have quite a few physical skills due to their harsh development. as well as all space and combat skills. within a single lifetime. With their help. extremely slight body movements. so many have high ranks in agility. the Drell have remained loyal to the Hanar for their camaraderie and have fit comfortably into galactic civilisation. standing on four muscular legs for increased stability. Elcor move slowly. but as being requested to serve is a great honour. Their Compact with the Hanar allows them to develop many other skills. the Elcor prefix all their dialogue with non-Elcor with an emotive statement to clarify their tone. and vocalised infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. though they still have to share an embassy with the Volus. making them deliberate and conservative. These are filed away in huge libraries of data discs 12 . such as demolitions. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact. few turn down the offer. The Elcor quickly became one of the more prominent species in Citadel space. Amongst themselves. stamina. Since then. Any Drell may refuse to serve. 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. scent. ponderous monotone.Drell Elcor The Drell are a reptile-like race that were rescued from their dying homeworld by the Hanar following first contact between the two. This process can be involuntary.
but extremely well developed. While they prevented any contact by other races with themselves. 13 . The Geth were created sometime around 1900 CE by the Quarians. Elcor warriors don't carry small arms. they should not have combat skills. pirates. This makes Elcor policies very predictable. The slow speed and immense size of the Elcor makes them easy targets. the Elcor rely on sophisticated VI combat systems. High brokerage. assault. Elcor make better colonists than sailors. instead choosing to exist in the computer hubs aboard massive space stations. They obtained an ultimate goal in this time period. century-long development plans. the Geth have evolved into numerous sub-forms — from the diminutive but highly agile Geth Hoppers. lumbering Geth Armatures. consequently having fewer space related skills. The Geth continued development of new technology and variations of mobile platforms. and stamina. dubbed the ―Morning War‖ by the Geth. Little is known about the Geth in the time between the Morning War and the present. Due to their conservative nature. recon and repair drones. Fortunately. The Geth did not repopulate the now barren Quarian worlds. to bouncers.and are consulted when needed. serial killers and actors.to create a Dyson Sphere. They don't need to trade for any resource—they have all they require to supply their own needs. These war machines can choose between thousands of gambits developed and polished over centuries by Elcor strategists. They adopted an extremely isolationist attitude. only slightly larger than the Alliance's. Elcor occupy all sorts of positions. Any attempt to embargo their space would be fruitless. The Geth won the resulting war. Geth The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. colonists. bureaucracy. separating their technology base from the rest of the galaxy. and are fond of making thorough. to the gigantic. their durable hide allows them to shrug off most incoming fire.any ships that ventured into Geth space were immediately attacked and destroyed. 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. from traders and business operators. as labourers and tools of war. provided one has done a great deal of research. and reduced the Quarians to a race of nomads. The Geth also utilise turrets and drones (rocket. They see no point to rushing things. and trade only in finished goods. conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations. When the Geth became sentient and began to question their masters. The Elcor economy is small. specifically). the Geth monitored communications and the Extranet. their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles. Because their slow. the Quarians attempted to exterminate them. which could house every single Geth program. instead relying on equipment stunts if in military roles. Over time. Elcor characters must take the stunt "Integral Equipment Toughened Hide" which grants them the benefits equivalent to a bullet proof vest.
whom they refer to as "the Enkindlers". When interacting with mainstream galactic society. and most consider it an honour to serve a Hanar family in a tradition referred to as the Compact. Drell have integrated with every level of Hanar society. and vary according to role. they rely on contra-gravitic levitation packs that use mass effect fields. The Hanar 'stand' slightly taller than a human. Hanar are known for their intense politeness when speaking. They were allowed to peacefully leave the main Geth network. Now the Drell serve as a client race of the Hanar. A small percentage of Geth. the Hanar made contact with the Drell on their nearby homeworld of Rakhana. in exchange for their assistance. However the invertebrate. Their limbs can grip tightly. although most of their height is in their long tentacles which have three fingers at the base. 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. so the Hanar rescued several hundred thousand Drell and brought them to Kahje. the reality is very different. Many Drell become unofficial members of the 14 . and although to outside observers the relationship can be construed as a form of slavery. The majority of the Geth dismissed the offer. Several hundred years ago. and their strong religious beliefs regarding the Protheans. Geth encountered beyond the Veil will have programs developed equivalent to skills. have access to Tech Talents. however.Approximately three centuries after the Morning War. deeming it better to accomplish their goal with their own technology rather than be dependent on another race‘s technology. water-native Hanar cannot support their own weight in normal gravity. the Geth were approached by the Reapers who offered them technology that would aid them in achieving their goal. Drell society was quickly collapsing due to overpopulation and warring over scarce resources. Hanar The Hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. accepted the Reaper‘s help and were henceforth referred to by the mainstream Geth as ―Heretics‖. where they integrated into Hanar society with the remaining Drell dying out. but are not strong enough to lift more than a few hundred grams each.
15 . and some even earn the privilege to learn their masters' soul names. and will remain formal even with those it wishes dead. One industry that Hanar seem well suited to is the Entertainment Industry. as the Hanar are too cumbersome out of the water to participate in a physical fight. For example." Famous for it's tagline "Enkindle this" followed by a gunshot. Due to this self-imposed isolation and the unique physiology of the race. a Hanar will still maintain exquisite poise. and tend to be poetic. a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers. Hanar are extremely polite. Even when flustered or angry.family. and must take special courses to unlearn this tendency if they expect to deal with other species. "This one wonders if the criminal scum considers itself fortunate". Hanar characters will be exceptional by choosing to associate with non-Hanar races. the trailer also shows another key scene where the Hanar says." The face name is used as a general label for use by strangers and acquaintances. a "face name" and a "soul name. Economic contacts are limited to a handful of trade stations on their borders. Most Hanar take offense at improper language. Few Hanar are willing to deal with other species. As such. and they produce very few goods that are usable by others. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. Instead they refer to themselves as "this one." It is only around those who know their soul name that they would ever consider using the first person. The Hanar communicate using sophisticated patterns of bioluminescence -. Drell servants usually carry out Hanar assassinations. Hanar characters should have no combat skills at all. their economy is small and isolated from the rest of the galaxy. frequently appearing in magazines. a movie about a Hanar Spectre who has "a gun in every tentacle. The Hanar themselves are known to become vocal if their religious rights appear threatened in any way. Few standard technologies (designed for bipedal and fingered species) are available in their space." That said. so should have some driving Aspects to explain why.and speak with scrupulous precision and extreme politeness.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) -. possibly as a homage to the Human detective that the Hanar character is based on." or the impersonal "it. The Hanar have two names. almost to a fault. games and movies such as Blasto: The Jellyfish. though they are still capable of strangling someone in favourable conditions. The soul name is kept for use among close friends and relations. which occasionally causes clashes with other Citadel races.
known by humans as the First Contact War. Led by Admiral Kastanie Drescher. as the first step to getting a seat. humans have had to follow the edicts of the Council without having much influence on their decisions. which caught the Turians by surprise and ex- 16 . because they have far greater genetic diversity compared to other species with more peaks and valleys. While religions tried to assimilate this discovery into their doctrine. humans have no close allies among the other races. As a consequence of the Alliance's swift and decisive action during the First Contact War. are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. a global rush began to decipher the petabytes of data from the outpost. explorers managed to open the Charon Relay and discovered it led to Arcturus. they will be able to influence the Council's rulings. This makes human genetic material useful in biological experiments. from the planet Earth. Since then. humans expanded to other systems. humans have rapidly risen in prominence. begun in 2157. The Council forced the Turians to pay heavy reparations. though they are trade partners with the Turians and Asari. opening any mass relays they could find. with a surviving data cache that proved Protheans had studied Cro-Magnon humans millennia ago. Without alliances or key political positions. The conflict caught the attention of the Citadel Council. Human ambassadors have been pushing to induct a human into the Spectres. Discovering information on a mass relay orbiting Pluto. Humans. as a control. Human explorers on Mars uncovered a longruined Prothean observation post.Humans pelled them from Shanxi. which wasted no time brokering a peace and stoping hostilities before the crisis could escalate into full scale interplanetary war. Humans first came to the attention of the galactic community after a brief but intense conflict with the Turians. 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. and the mass relay networks shortly thereafter. It has been noted that humans are unusual in the galactic community. the Second Fleet then launched a massive counter-attack. With the help of the fledgling Systems Alliance. Once humanity does get a seat. the Alliance became the representative and supranational governing body of humanity. the Council's elite operatives. Unlike many species in Citadel space. protect their own interests and have a say in the governing of Citadel space. thus introducing humans to the galactic community. They independently discovered a Prothean data cache on Mars in 2148. although the repercussions from the First Contact War are still being felt.
including toxins. The weak and selfless do not live long. close combat and resolve. 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 Krogan have always had a tendency to be selfish. and blunt. after the Rachni were eradicated. Unfortunately. scarce resources. the rapidly-expanding Krogan became a threat to the galaxy in turn. but due to the overabundance of predators on their home planet. radiation. "looking out for number one" is simply a matter of course. perhaps excluding intimidation. Biotic individuals are rare. population. With the help of the Salarians. This genetic 'infection' dramatically reduced fertility in Krogan females. and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). unsympathetic. eliminating the Krogan numerical advantage. a world known for its harsh environments. bodyguards. starting the Krogan Rebellions and forcing the Turians to unleash the genophage. Krogan typically have few social graces. In their culture. As such. The most amazing physiological feature of Krogan biology is the multiple instances of major organs. as Krogan society became more technologically advanced so did their weaponry. and should also invest in brawling. though those who do possess the talent typically have strong abilities. Ironically. causing a severe drop in births and. scrapes or contusions. but actually thrived in the extreme conditions. ultimately. and they are highly resistant to environmental hazards. The Krogan managed to not only survive on their unforgiving homeworld. and extreme heat and cold. private armies. Many who have left Tuchanka have found employment as professional mercenaries. Krogan characters should have the stamina skill in one of the top three tiers. Their thick hides are virtually impervious to cuts. and security enforcers for gangsters. and overabundance of vicious predators. the Krogan were 'uplifted' into galactic society. 17 . They respect strength and self-reliance and are neither surprised nor offended by treachery. and governments alike.
some take all six. resolve. a huge collection of starships that travel as a single fleet. but they also take ranks in repair. Quarian characters are generally prohibited from taking stamina due to their fragile immune systems. and assets and brokerage due to their lack of currency based economics in the Migrant Fleet. when the Geth gradually became sentient. to serve as an efficient source of manual labor. and favour MicroG combat or energy weapons. Approximately three hundred years ago the Quarians created the Geth. 18 . If they travel on a sterile ship of the Migrant Fleet. the Quarians have devoted all their skills and resources to preserving their species aboard the Migrant Fleet. the Council stripped the Quarians of their embassy.Quarians Quarians are trained extensively before they leave on their pilgrimge. Ever since. all Quarians habitually dress in highly sophisticated enviro-suits. All Quarian characters should take the Aspect "Life seen through a window". a species of rudimentary artificial intelligences. Most Quarians focus on two space skills. However. and quickly develop high EVA and medical skills to protect themselves. effectively cutting the Quarians out of Citadel politics as a punishment for their actions. After being refused aid from the Citadel Council. science and survival. Their suits can be compartmentalised in the event of a tear or similar breach to prevent the spread of contaminants (similar to a ship sealing off bulkheads in the event of a hull breach). the Quarians became terrified of possible consequences and tried to destroy their creations. As a result. Since their homeworld Rannoch was conquered. this aspect changes to "No substitute for home cooking" or something similar. the Quarians fled in the Migrant Fleet while the Geth took over their systems. Soon after. The most important fact of Quarian biology is their weak immune system. The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. to protect them from disease or infection if they are injured. the Quarians live aboard the Migrant Fleet.
a biological weapon that effectively sterilized the Krogan resulting in almost all Krogan pregnancies ending in stillbirth.Salarians The second species to join the Citadel. science. other species seem sluggish and dull-witted. but some races. repair. Though their military is nothing special. demolitions. spearheaded in the field by Special Tasks Groups (STG). as they did before contact with the Salarians. Many Salarians have high alertness informing their decisions. see the Salarians as manipulators. medical. but this is not underhanded: they simply embrace the dictum of 'knowledge is power'. bureaucracy. using their brokerage. and move fast. The peaceful home planet and better technology put less strain on the Krogan as a species. and tactics. In order to end these "Krogan Rebellions" the Salarians then provided the Turians with the genophage. Salarians are currently seen as the premier intelligence and information-gathering arm of the Council. numbers and energy to spread through Citadel space. 19 . Salarians over the age of 40 are a rarity. and EVA skills to augment their chosen professions. they no longer had to worry about simply surviving on a dangerous planet with primitive technology. including a few humans. talk fast. especially the Elcor. Salarians often have ranks in intellectual skills such as archaeology. aggressively claiming formerly allied planets as their own. allowed the Krogans the time. combined with their exceedingly high birth rate. This manifests as an aptitude for research and espionage. This comparatively easy life. The Salarians provided the Krogan with advanced technology and a new. With this in mind. Salarians think fast. and it is generally accepted that they always know more than they are letting on. Unfortunately. Salarians are known for their observational capability and non-linear thinking. As such they are well respected. the Salarians are warm-blooded amphibians with a hyperactive metabolism. tranquil home planet (in order to manipulate the Krogan into eradicating the Rachni for the Council). To Salarians. preferring to use cutting-edge technology rather than settle for anything less. The Salarians see information gathering and even spying as a matter of course when dealing with other races. Salarian Characters excel at invention. Also valued are all space based skills. They are constantly experimenting and inventing. The Salarians also played a significant role in the evolution of the Krogan species. and as such are well suited as traders and mercenaries. their metabolic speed leaves them with a relatively short lifespan.
and power stations. Every citizen from age 15 to 30 serves the state in some capacity. demolitions. repair. as anything from a soldier to an administrator. which virtually sterilised the Krogan and sent them into a decline. The merchant marine ensures that all worlds get needed resources. It is rare to find one who puts his needs ahead of the group. schools. The corps of engineers builds and maintains spaceports. The Turians then filled the peacekeeping niche left by the oncecooperative Krogan.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. Known for their militaristic and disciplined culture. from a construction engineer to a sanitation worker. stamina and survival. 20 . Turians are noted for their strong sense of public service. The fire brigades serve the civilian population as well as military facilities. The Turians deployed a Salarian-created biological weapon called the genophage. the Turians are the most recent of the Citadel races invited to join the Council. water purification plants. they accepted the mercantile Volus as a client race. offering protection in exchange for their fiscal expertise. so they tend to be poor entrepreneurs. oratory. To compensate. Turians have a strong inclination toward public service and self-sacrifice. The Turian military is the center of their society. It is not just an armed force. The military police are also the civic police. They gained their Council seat after defeating the hostile Krogan for the Council during the 'Krogan Rebellions'. Also prominent are bureaucracy. and eventually gained a Council seat in recognition of their efforts. Aspects should also be chosen to reflect their loyalty to the team. it is an allencompassing public works organisation. All Turians characters should have at least five skills from the combat and space skill sets reflecting time spent in public service. intimidation.
however. only four corporations have been licensed by the Citadel to develop artificial intelligence for research purposes. expensive education. so the onboard computer can optimise the armour‘s combat performance or dispense medi-gel to heal the user. and in Citadel space they are technically illegal. is a selfaware computing system capable of learning and independent decision making. they aren't actually self aware. the term "synthetic" is considered the politically correct alternative. but not the definition. when the Geth rebellion put an end to most of their research into synthetic intelligence. The newest biotic implants. as variations in the quantum hardware and runtime results create unpredictable variations. A VI is Rogue when it no longer does what it is intended or instructed to do. although it is illegal to make VIs based on currently living people. The Quarians were even attempting to make their 'ancestor VIs' (virtual intelligences preserving the wisdom and personality of their ancestors) truly intelligent. The Geth serve as a cautionary tale against the dangers of rogue AI. This is what gives Rogue VI its definition—had the VI simply not worked. however. 21 . An AI cannot be transmitted across a communication channel or computer network.s A VI going ―rogue‖ is akin to software not working correctly—that is in fact the cause. the L4 iteration. They argue that continued use of the term "artificial" is institutionalized racism on the part of organic life. Both the Humans and the Elcor make extensive use of VIs in their military endeavours to process status reports. Loading these files into a new blue box will create a new personality. they can still get out of hand). Without its blue box. A lot of armour upgrades use VI enhancements. to create a kind of virtual immortality. conscious entity deserving the same rights as organics. Creation of a conscious AI requires adaptive code. it would be more broken than rogue. as VIs are only utilised to assist the user and process data (although. Though they appear to be intelligent. speech pattern and appearance based on specific individuals. use VI technology to constantly monitor the Biotic's brain waves and adapt the implant's performance to maximise biotic potential. Some VIs have 'personality imprints'. and a specialized quantum computer called a "blue box". They are not to be confused with artificial intelligences like the Geth. that an AI is a living.Virtual Intelligence and A. 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. a slow. To gain some measure of control over the creation and study of AI. react faster than organics can or—in the case of the Elcor—choose instantly between millions of gambits designed for any combat situation. with their behaviour parameters.I. just made with clever programming. An Artificial Intelligence (AI). Advocacy groups argue. like AIs. an AI is no more than data files.
Brokerage should be in the top three tiers. and their presence is generally seen as a blight. and can even seem overly-pacifistic and cowardly to other. but are also a client race of the Turians. 22 . and most have extensive assets to draw upon. more militant species. As a result. The Volus have a reputation as traders and merchants. Like the Quarians. Many Vorcha are trained by the Krogan as mercenaries due to their savage nature and adaptability to different environments. Known for their unique biology and aggressive behavior. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up. Volus culture is dominated by trade. as should some profession such as banking. both singly and in groups. as do oratory and tactics. They are extremely aggressive. In fact. Because the Volus are not physically adept. or even other tribe members. 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". as their default form of communication resulting in their communications being primarily non-verbal. which is a sore point for many Volus individuals. The Vorcha are not themselves a space-faring race. they tend not to be very violent.Volus Vorcha The Volus are an associate race on the Citadel with their own embassy. such as Omega. trader or accountant. and many. Volus mostly make their influence felt through trade and commerce. They hail from Irune. which possesses a high-pressure greenhouse atmosphere able to support an ammoniabased biochemistry. Their inability to provide adequate soldiers for themselves and the Citadel is a primary reason for not yet being inducted into the Council. Vorcha society is built around combat. When a clan population grows too large. work as some of the best financial advisers in Citadel space. Volus characters should not have any combat skills above tier four. if at all. resources. younger members will depart to start a new clan elsewhere. the Volus must wear pressure suits and breathers when dealing with other species. the Vorcha use combat. Volus must develop EVA skills to keep themselves safe. Vorcha who have managed to escape their homeworld have a tendency to occupy uninhabited areas of space stations or larger spaceships. whether it be of land. but are unlikely to have much in the way of space skills. They are comfortable with bureaucracy. and only two at most. The rest of galactic civilization regards them as pests and scavengers. they have never been invited to join the Council. However. The Vorcha who escaped their hostile homeworld did so by hiding on the ships of space faring races that had the misfortune of visiting their planet. the Vorcha are a primitive race that live among the galaxy's darker and more dangerous locations. and they have a long history on the Citadel. Because they are not physically adept compared to most species. 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. although many have found their way off-world as stowaways on ships visiting their homeworld. Culture/tech skills are part of the business ethos.
Yahg society is built around a pack mentality. Discovered by the Citadel Council in 2125 CE. the Yahg possess unrivalled perceptiveness and mental adaptability. making it almost impossible to lie to a Yahg. known for their violent and aggressive nature. two large horns and facial markings on their heads. Their hands each have three fingers which include a thumb. as well as three toes on each foot. and two other fingers. They have scaly skin ranging from red to brown. a triangular mouth adorned with sharp teeth. each pair designed to track and predict the movements of prey. The Yahg are a sentient race of towering humanoids native to the world of Parnack.Yahg The Yahg evolved to fill the niche of apex predator on Parnack. Yahg have four pairs of eyes. the Yahg were unceremoniously barred from interaction with Citadel space after massacring the Council's delegation. The Yahg also possess a muscular. the defeated Yahg do not hold a grudge and former rivals serve their new superior loyally. Consummate predators. A group of Yahg will not cooperate until a single leader has attained dominance through either social maneuvering or brute force. Once the leader is established. 23 . large body standing over a Krogan which provides considerable physical strength and agility. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species.
Whilst still prevented from taking Tech Training. intimidation. they are by no means the only character concepts allowed. Vanguards have the Biotic Training skill at rank two or three and their highest combat skill at tier three. and tactics. Possessing an unusual combination of skills. The Tech specialist. 24 . they should not have more than three combat skills in total and the highest at a tier one lower than their Biotic Training skill. with resolve and stamina also valuable. Their apex skill should be non-technical in nature to reflect their dedication to Biotic and Tech Talents. The exhaustive requirements of both sets of training skills prevents them from attaining rank one with either. whilst there are only six basic classes in the game. Infiltrators have the Tech Training skill at rank two or three and their highest combat skill at tier three. 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. or oratory. They should have no ranks in Biotic Training or Tech Training. Soldiers should have at least three or four combat skills. Also. if at all. They lack advanced combat training. and should have no ranks in the Biotic Training skill. They should also take ranks in stamina and resolve. and as such. in that to play as a certain class type some skills should be valued over others. The Biotic specialist. with the highest combat skill at tier four. They should also consider taking advantage of the Combat Excellence stunt. Engineers should have the Tech Training skill in the first or second tier. Sentinels are Biotics with Tech training. such as charm. Such specialised fields leave little time to develop combat skills. but should have ranks in demolitions. They lack advanced combat training. stamina. and should have no ranks in the Tech Training skill. Whilst still prevented from taking Biotic Training. The weapon and combat specialist. Adepts should have the Biotic Training skill in the first or second tier. and their attendant specialisations. Receiving more combat training than Engineers. with the highest combat skill at tier four. should have only one combat skill at tier five. they should not have more than three combat skills in total and the highest at a tier one lower than their Tech Training skill. Receiving more combat training than the Adepts. stealth and tactics.CLASS PACKAGES After a bit of tinkering. They should also take ranks in agility. I came to the realisation that classes are not all that different from non-human races. all ranked relatively highly with one in tier one or two. with one of them at tier two and the other at tier three.
Biotics of other species. there is no real issue with ignoring that particular rule. reducing it to a dump stunt instead of its previous role as an "all-access" stunt. then the character needs a Military Grade weapon stunt to utilize it. if a weapon does not have the ―civilian‖ aspect. then outfitted with a surgically implanted amplifier in the brain . such as humans. and thus implanted with their Bio-Amps during the Growing Up phase of character creation. about one in ten exposures will result in a person with moderate. Biotics were typically discovered at a very young age. they aren't always permanent. or escaped and became mercenaries. slow process. and the extent of their training are the core concepts we want to integrate. The natural electrical impulses in the body can create mass effect fields from these nodules. however if they don't there are still stories that can be told about characters who didn't receive training. beating the odds. stable Biotic talents that are worth training. Finally. and the last with a new skill. or who had defective implants. This is done using a technique called 'physical mnemonics'. All Biotics are sensitive to mass effect fields. can develop them in puberty through further exposure to element zero. humans who were exposed in utero. Weapons are an important aesthetic from the games. The medical risk to their body. or otherwise went rogue. generate protective barriers or restrain enemies.usually at puberty . and many new stunts are described introducing concepts and abilities from the Mass Effect universe to the Diaspora rules format. but each Biotic must first be trained. or after being Sidetracked. which is a long. With Mass Effect being Space Opera in theme. there is a risk the eezo will cause medical complications instead. and are handled a little more freely here than in the original version of the Diaspora rules. producing the effects seen as Biotic abilities. though not all choose to develop their abilities. yet 25 . Two new skills are introduced to allow characters to access these abilities. but not all. developed eezo nodules throughout their nervous system. the second with a stunt. Usually. The events leading to their Moment of Crisis. and so on. This effectively inverts the function of the "Civilian" weapon stunt. In humans. or gainfully employed? Biotics All Asari are natural Biotics from birth.to use their talents to any useful degree. are individuals who were exposed to dust-form element zero in utero and. the quality of their implant. Bio-Amps are artificial devices used to increase a Biotic's talent in a particular discipline. Once trained. However. a Biotic can generate and control dark energy to move objects. and even if Biotic talents manifest themselves. such as terminal cancer. In the core rules. did not manifest Biotic talents.NEW SKILLS AND STUNTS Another of Mass Effect's differences is the presence of Biotic and Tech related powers. In extremely rare cases. the expensive procedure is performed by the military. what now? Who knows the character is a Biotic? To whom do they owe the debt of Implants? Are they on the run. though some left. could also have been influenced by their Biotic Powers. Most. and as a result many Biotics develop their powers with military application in mind. Appropriate Biotic Aspect Development All phases of generating character aspects are suitable for themed Biotic Aspects. entered military service when they reached their Starting Out phase. A Biotic has to essentially develop conscious control of their nervous system. as it suits the genre and play style from the games. The first one we can do with an appropriate Aspect. Players who wish to play Biotic characters should be encouraged to take all three changes for their character. the Biotic uses a physical gesture to cause the right neurons and eezo nodules to fire and create the desired effect. They were also probably raised away from their parents.
Primary powers are those that most Biotics learn first due to the ease at which their effects are manifested. This effect conserves the momentum of its target. When activated. If the same target is Warped for two consecutive turns. 26 . 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. and so on. this effect is mostly used to keep opponents at a distance. the Biotic Training skill allows the character to create various effects. and last until the next turn only unless otherwise specified. or until another Biotic effect is used. Place an appropriate Aspect on the target zone as you would for a maneuver. and so on. modified by their BioAmp Implant stunt. an Asari character with Biotic Training skill at 3 needs no Bio-Amp stunt and may choose three effects. Barrier Using this effect creates a barrier against the skin to protect against energy weapon attacks. by either launching them away or knocking them over. Powers are available at two levels. Singularity This gravitational power sucks multiple enemies within a radius to a single area. Warp This effect lowers the armour on a target. such as crates or pieces of furniture. leaving them floating helplessly and vulnerable to attack. This effect lasts 3 turns. In game terms. rendering them helpless when they land. subtract 2 from the effective armour rating of the target for the purposes of their defensive rolls. a character with Biotic Training skill at 1 with an L3 BioAmp may choose one effect. Lift Using Lift will cause enemies to float helplessly in the air. When activated. Thus. so a charging enemy will rush over the characters heads. or until another Biotic effect is used. a player may choose a number of effects equal to their Biotic Training skill level. Throw / Pull In combat. This effect lasts 2 turns. increasing the damage the enemy takes. add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. Primary and Advanced. Advanced powers usually combine effects and require much more skill and fine control to manifest. freezing the target in place and making them unable to attack. Shift an enemy one zone on a successful activation. It can also attract objects from the environment. making them more vulnerable to attack. Primary Biotic Effects Stasis This effect causes an enemy to be temporarily locked in a mass effect field. These effects all require a successful Biotic Training skill roll to activate. Place an appropriate Aspect on the target as you would for a maneuver. and place an appropriate Aspect lasting till the characters next turn. any damage to the target generates one additional shift before consequences are applied to represent the damaging nature of the mass effect field. Enemies in Stasis also become impervious to damage. During character creation. Some examples are listed below. as well as dealing damage over time.
whilst also giving a temporary defensive bonus when the power is used against unprotected organics. To use this Effect. place manouvers. Dominate Prerequisites: Stasis Effect. Dominate is an innate Ardat-Yakshi ability that works almost the same as the Tech Talent Hacking. the character must not attack. but on an organic target instead. This bonus is equal half the character's ranks in the Medicine skill rounded up (rank 1. When the character attacks an unprotected organic. To use this Effect. The power employs mass effect fields to biotically attack the target's nervous or synthetic systems. as well as Medicine present in the skill pyramid. and the benefits of the Barrier Effect to themselves if they have it. the target becomes immune to further domination attempts. which does not count toward the next use of this Effect. and if the target is still alive. the character can spend 1 FP to gain a bonus to their defense against attacks from other organics. The following round. rank 3. Charge Prerequisites: one of either Barrier or Throw Effects. less one from this Effect. and applied to each separate border/barrier. the character must not attack. but only on a successful result against their defense. as well as Resolve present in the skill pyramid. Place a "Dominated" free tag on the target until the player's next turn. or +2 against armoured or synthetic targets. That target is unable to act next turn and loses the applied aspect at the end of that turn. with a bonus of +4 against unarmoured biological targets. Next turn. Next turn. with a +2 bonus for having one of the required Effects (Barrier or Throw) and a +4 bonus for having both. rank 5 = +3 to defense). the player makes an attack against the target. Organic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their perception. they take a full turn move as per the standard rules (Diaspora page 102). After the attack. with the exception that they may ignore any border pass costs equal to 1.4 = +2 to defense. After the attack. move or reduce any barrier ratings for their current turn in preparation for their attack. place manouvers. Higher pass costs must be eroded with shifts as normal. At the end of the move. 27 .Advanced Biotic Effects These effects have prerequisite conditions that must be met for characters to select them as one of their available powers.2 = +1 to defense. the character is unable to act for one turn. the character loses all benefits and must start again. If the target is no longer valid. as well as Close Combat present in the skill pyramid. place an "Immobilised and Helpless" aspect on the target. the character may make a Close Combat check. Reave Prerequisites: Warp Effect. The character applies the effects of the Throw Effect to the target if they have it. attuning themselves to their declared target. move or reduce any barrier ratings for their current turn in preparation for their attack. There must be multiple enemies present to activate this talent.
The Shockwave is present until the start of the next turn. etc). the character must not use their free move this turn. 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. equal to the number of shifts generated. Targets with the Shielding armour stunt that are hit are unable to move next turn. The player must decide which scope the aspect belongs to at the time they place the aspect. The character uses Slam like they would use their Biotic Lift ability. The character draws a straight line across the map. the character must not use their free move this turn. However. allies and electronic systems along the line are all impacted by an expanding explosive Biotic pulse originating from the character. and the originating character may not use another Biotic Effect until after the end of the next turn. The target rolls to defend only. placing an appropriate aspect on a target. they may pay 1 FP to immediately resolve the following effect. To use this Effect. New Option: Biotic Combos As an additional option. including airborne targets close to the ground. This ability is unable to be used in consecutive turns. unlike Lift. To use this Effect. instead of the ground. The target must resist an attack equal to the Biotic character's ranks in Biotic Training +2. If the character has 3 or more ranks in science. The character applies the effects of the Lift Effect to all unshielded targets if they have it. When Slam resolves. 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. unsecured objects (explosive barrels. which otherwise resolves after all other characters have acted.Shockwave Prerequisites: one of either Lift or Singularity Effects. and benefits from Science present in the skill pyramid. NPC's. which can only be tagged by other Biotic skill checks. the target who was lifted is immediately subjected to rapid acceleration straight down into the same zone that they were Lifted from. 28 . If the character has 3 or more ranks in the Science skill. The following effects are applied to all valid targets along that line. and any shifts are dealt to armour first. leaving it on the table for the remainder of the turn. Slam Prerequisites: requires Lift and one of either Throw or Pull Effects. as well as Tactics present in the skill pyramid. the target loses all momentum becoming stationary as the ability takes effect. and place a "Biotic Shockwave" aspect along the line if they have the Singularity Effect. equal to (Tactics Rank -1) zones in length from their position. All targets take damage if the check exceeded their defense rating. they may instead choose to Slam the target into a nearby wall or object when the Effect resolves.
others are strong but unstable. Roll 1DF before each personal combat scene begins and add to the Biotic Training skill rating. Krogan characters with Bio-Amps are called Battlemasters. but assume any drawbacks associated as well if implanted. The purpose of this implant was not to develop combat powers. also determining 29 . The character may not take the Biotic Training skill at any level. but to save the life of the character.New Stunt: Bio-Amp Implant Unless your character is an Asari. the character is unable to manifest any Biotic Effects this scene. but suffer discomfort from their implants. The effective rating of the Biotic Training skill varies each time the character begins combat. while a few are powerful and stable. this is the effective rating of the skill for the remainder of the scene. If reduced to zero or below. cumulatively. Geth are unable to be Biotics. some L2s are hardly stronger than an L1. Natural Biotic (Asari only) As the only known species that are all natural Biotics. but without the associated drawback aspect. also determining the number of Biotic effects the character can manifest. Non-Asari Biotics harness their abilities through training with their implanted Bio-Amp. being a Biotic is an acquired ability. and can reduce this damage by taking Consequences like normal. A Biotic with this stunt is in debt to somebody due to the expensive and dangerous nature of the surgery. L2 Implant The results of this implant vary wildly. the character is unable to manifest any Biotic Effects this scene. L1 Implant Biotics with an L1 implant can manipulate small objects but aren't strong enough to be offensively viable. this is the effective rating of the skill for the remainder of the scene. If raised above 5. the character begins to take one composure or health track damage for every successful activation. because the L1s were implanted after puberty. but haven‘t been created for at least 300 years as the surgery is deemed too risky to the borderline extinction level of the current population. Stable L2 Implant The maximum rating for the Biotic Training Skill is 4. Asari have no need to augment their innate abilities with a Bio-amp. These implants are rated by their efficiency and have associated effects Asari characters also benefit from these stunts. Roll 3DF before each personal combat scene begins and add to the Biotic Training skill rating. See the Bio-Amp Manufactures section on page 39 for some sample manufacturers. Their implants are almost universally equivalent to current L4 Bio-Amps. Asari are only restricted by training to the number of Biotic Effects they can produce. but must still invest in the Natural Biotic stunt below. If reduced to zero or below. Unstable L2 Implant The maximum rating for the Biotic Training Skill is 3. New Bio-Amp Implant Stunts the number of Biotic effects the character can manifest. Players choose which track they will apply the damage to each time.
Krogan Biotics older than 300 years of age have the equivalent of L4 implants without the associated aspect. L3-R Implant Short for 'L3-retrofit'. 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. Also restricted to a maximum rating of the Biotic Training skill to 3. although the nature and personality of the Virtual Intelligence is highly variable due to their experimental nature. stable implant. They would make good candidates for L1 implants.L3 Implant A good. 30 . with many Battlemasters still alive today. implantation was commonplace prior to and during the Krogan Rebellions over three hundred years ago. They spend those years in increasing levels of pain. this Bio-Amp restricts the maximum rating of the Biotic Training skill to 3. and force police or military personnel to kill them to stop the devastating rampage. if they could ever be convinced to do so. this is an L1 or L2 who has undergone extremely dangerous brain surgery to replace their implant with a newer model. Characters with this stunt permanently have the Aspect "Occasionally distracted by internal dialogue with VI". L4 Implant These implants use Biotic amplifiers with inbuilt VI interfaces to allow for monitoring and improved performance. with the Krogan organ redundancy and biological fortitude the only reason they don‘t die for many years. before eventually going insane with the agony. There is no restriction to the maximum rating of the Biotic Training skill. Krogan Biotics younger than 300 years of age are slowly dying due to the cancers destroying their bodies. There are no officially acknowledged side effects. the character's Composure Track is 1 less than normal reflecting the fragile nature of their psyche. They may choose one additional Biotic Effect than their Biotic Training skill would allow to reflect their previous abilities.
but a character with training and access to a military grade omni-tool becomes a true threat in a high tech environment. and minifacturing fabricator. Multiple Redundancy: use your Tech Training to grant a +1 bonus to an ally on their Computer skill check during the damage control phase of space combat. Decryption Used to unlock sealed doors. It is also recommended that they invest in the Computer skill due to its requirement for the advanced Tech Talents. most common energy weapons. reusable industrial plastics. or the target of elite Special Forces themselves. and access secure systems. it can also be used to augment another character's Computer (space) check. ceramics. Characters may take a number of Tech Talents equal to the number of ranks they have in the Tech Training skill.Omni-tools Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks. and can be used to disrupt Biotics. Due to the highly technical nature of most devices. and even enemy weapons malfunction on command. After a successful attack in this manner. and even starship systems. This allows for field repairs and modifications to most standard items. They are handheld devices that combine a computer microframe. Electronics New Skill: Tech Training Anyone can play games or watch news clips on their omni-tool. or offensively by placing a "Suppressed by Tech" aspect on an appropriate target no more than 1 zone away. All primary Tech Talents last for one turn and must affect targets in the same or an adjacent zone to the character. the target's weapon is too hot from the sudden draining to be used immediately. preventing them from firing for one turn. no codes are safe from their access. Energy Drain Sophisticated circuitry allows the user to drain energy from an enemy‘s energy weapon for use in their own. as well as the reuse of salvaged equipment. Remove the characters tagged ―Overheated‖ aspect and tag an untagged ―Overheated‖ aspect on an enemy. 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. 31 . such as hacking. Use this Talent defensively to make Biotic Training checks contested when used on the character or allies in the same zone. an omni-tool can be used to analyse and adjust the functionality of most standard equipment. from a distance. Primary Tech Talents Damping This application of the Military Grade Omni-tool (see below) causes disruptions and suppression of mass effect fields. as a combat action (this prevents an opponent using the aspect to your ally‘s disadvantage). or repair. and must cool down until the end of their next turn. and light alloys. They're either elite military. 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. Systems crash at the blink of their eye. The fabrication module can rapidly assemble small three-dimensional objects from common. The amount of energy drained in this manner will never exceed the storage capacity of the character's own gun. sensor analysis pack. including weapons and armour. Versatile and reliable. decryption. unless otherwise stated below.
The following round. this talent allows the user to reduce the effectiveness of enemy scanners. Jamming 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 overload attempts. Place a "disoriented and confused" free tag on the target until the player's next turn. 32 . Place a "system rebooting" free tag on the target until the player's next turn. Through superior technique or inspired creativity. Repair The diagnostic tools in a MG Omni-tool allow a character with ranks in repair to substitute their ranks in tech training to the skill roll instead. The character must have at least one rank in the repair skill to use this talent. Once destroyed. and also can also be attempted against lone targets. granting a cumulative penalty to alertness checks. as a combat action (this prevents an opponent using the Consequence to your ally‘s disadvantage). Hacking Artificial or synthetic life forms attacked with this talent can be subverted for one round to fire on their own allies by messing with their targeting systems. Harm 2. This effect lasts 2 turns when activated. By investing in this talent and the linked Stunt. Advanced Tech Talents All advanced Tech Talents require the Computer (space) skill to be present in the pyramid. Advanced Hacking Prerequisite Talent: Hacking. Medicine The advanced scanners in a MG Omnitool allow a character with ranks in medicine to substitute their ranks in tech training to the skill roll instead. the target becomes immune to further hacking attempts. causing a -2 penalty to alertness checks. The character must have at least one rank in the medicine skill to use this talent. during combat the character can control a tech drone that draws enemy fire and can electronically stun targets while damaging their shields. NonLethal. or other appropriate point in play.Have-aThing (Combat Drone) Stunt. Combat Drone Prerequisites: Hacking Talent. 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. Transfer Aspect: ―Combat Hover Drone‖ Neural Shock Biological lifeforms attacked with this talent can be paralysed for one round by disrupting their central nervous systems. This talent may be taken multiple times. Penetration 2. The character must have at least one rank in the medicine skill to use this talent. the Combat Drone is unavailable until the next refresh phase. Place a "targeting malfunction" free tag on the target until the player's next turn. Have-a-Thing: Combat Drone Range: 0/1. as well as their linked Primary talent. The following round. Overload Artificial or synthetic lifeforms attacked with this talent can be shut down for one round by overloading their power systems. There must be multiple enemies present to activate this talent.First Aid Used in this way.
Attacks made against the character reduce the bonus by 1 for every shift. New Option: Tech Combos As an additional option. or one adjacent zone. all targets within. You may also pay a Fate Point once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. serving member of a military organisation or affiliate. Target an enemy with a tagged ―Overheated‖ aspect and roll your Tech Talent against a difficulty of 1. any character that gets a Superb (+5) or better result on their Tech Training skill check may spend a FATE point to apply a "Residual Static Charge" aspect on either the target or the zone the target is in for the usual bonuses. The player must decide which scope the aspect belongs to at the time they place the aspect. the user's Omni-Tool fires a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius. Advanced Overload Prerequisite Talent: Overload. See the Omni-tool Manufacturers section on page 39 for sample manufacturers. Illegal to have without being a current. place a ―Frozen and Immobilized‖ aspect on the zone for one turn. or removed by ablation. and others. Armour with Shields Stunt. and make a Tech Talent roll against a difficulty of 2. boosting the user's shields by +3 until deactivated. and unshielded targets must resist 3 shifts of Composure damage. which can only be tagged by other Tech Training skill checks. Your base Jamming duration is extended by one additional turn. causes a detonation that disrupts the zone the character is in. On a success. Tech talents can only be used with such an omni-tool due to their specialised nature. This talent is unable to be used in successive turns. Target the zone you are in. 33 . and when neutralised through any means except voluntary deactivation. Incinerate Prerequisite Talent: Energy Drain. many MG Omni-tools find their way onto the black market and into the hands of criminals. Your expert understanding of artificial and synthetic life form program structures and firewalls allows you to repeatedly attempt to shut down targets you have previously Overloaded. Tech Armour Prerequisites: Hacking Talent. Tactical Cloak Prerequisite Talent: Jamming. Until the aspect expires. This Talent interfaces with the Shields stunt on armour and generates an additional layer of protection when activated.Cryo Blast Prerequisite Talent: Neural Shock. the weapon detonates. absorbed by armour as usual. or passing through. that zone must make a Stamina check against the number of shifts you rolled. This talent is unable to be used in successive turns on the same enemy. the highest capabilities come from having and training with military grade omni-tools. On a success. When activated. 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. causing Health stress equal to the number of shifts. All shielded targets in the same zone when the Tech Armour detonates have their ―Shields Down!‖ aspect tagged. New Stunt: Military Grade Omni-tool Whilst personal omni-tools are common. excluding the user. mercenaries. or else immediately end their turn.
and no ranks in either Biotic Training or Tech Training skills. 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‖. the player doubles the Harm rating of the weapon for their next turn. Primary Combat Excellence Abilities Military Grade Assassination (Combat Excellence) Long term training with Sniper Rifle Energy Weapons has enabled the character to replicate the effects of the Weapon Modification ―Double Tap‖. the weapon immediately activates the free ―Overheated‖ tag. The character must meet all requirements to use this stunt. but must meet all other prerequisites and possess an appropriate weapon to use them. Military Grade Immunity (CombatExcellence) Representing many. Characters who are unable to take the Combat Excellence Stunt itself are able to take the individual Abilities as stunts like normal. With one round of focus. that is without doing any other action. Once per scene. Characters with this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill. and regain their balance and protection. a character with this stunt whose ―Shields are Down!‖ aspect has been compelled gains a +4 bonus to armour defense if they activate their Recharge Booster aspect "Taking Cover!" in addition to the bonus granted by that aspect. This ability may only be used on a weapon with a minimum range equal to or greater than three zones.New Stunt: Combat Excellence Extensive weapon training has opened up many more options in combat for characters who take this stunt. 34 . Tactics skill present in the pyramid. Once per scene. the character has an instinctual awareness of the flow of a battle allowing them to better protect themselves in the heat of battle. and is not able to be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects. It then immediately activates the free ―Overheated‖ tag on the weapon. Once the shot is taken. although there are limitations on what is required to take it. many hours of experience under heavy fire. The character must not do anything for that turn except shoot. this stunt allows the player to double the Harm rating of one of their weapons for one turn. Combat Excellence Prerequisites: Energy Weapon skill at Rank 3 or greater. Use of this stunt may not be stacked with a weapon that already possesses either the ―Both Barrels‖ or ―Double Tap‖ aspects.
As a full round action. 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. or the end of the scene occurs. Unity (Combat Excellence) Additional Prerequisite: Resolve and Oratory in skill pyramid. you may change out the ammunition used by your weapon. 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. allowing them to rejoin the scene. Concussive Shot (Combat Excellence) Additional Prerequisite: Science in the skill pyramid. Adrenaline Rush (Combat Excellence) Additional Prerequisite: Alertness and Agility in the skill pyramid. Fortification reinforces armour when struck. you may pay a Fate Point to temporarily grant a consequence on an ally that has been Taken Out. granting them more time to refine their actions. Add +1 to the effective harm rating of weapons before applying penalties from the ammunition. This consequence is additional to any that the character already possesses. Disruptive Shot (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. You may continue to pay a FP each round until the end of the scene to continue this effect.Advanced Combat Excellence Abilities The following advanced Abilities have additional prerequisites that must be met. 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. 35 . This ability only effects variant ammunition that inflict penalties of -1 or greater to Harm ratings. you may pay a Fate Point to activate this ability and gain a +3 to your next roll. when it then activates the ―Shields are Down!‖ tag on the armour. The finely tuned senses of the user seem to slow down time around them. Advanced applied scientific techniques enable you to replicate the effects of Sledgehammer rounds by spending a Fate Point. the weapon has the effect of Sledgehammer rounds in addition to any other effects from other variant ammunition. You may not use this ability in consecutive turns. Once per scene. You may not change out variant ammunition for other variant ammunition without first switching to normal rounds. Assign an aspect to the temporary consequence as usual. huge bonus through overcharging. armour with the Shields stunt. Fortification (Combat Excellence) Additional Prerequisite: Repair in the skill pyramid. As a combat action. You may remove any current variant ammunition for normal rounds. the character takes enough stress to be Taken Out again. Hot-Swap Ammunition (Combat Excellence) Additional Prerequisite: Agility in the skill pyramid. Until the ―Overheated‖ aspect is tagged. You take a penalty to all rolls equal to the consequence rating that was granted for the next round only. providing a brief. Your tinkering has allowed you to reduce the penalties imposed on weapon Harm ratings by variant ammunition. You also gain +2 shifts to damage for any attacks until the beginning of your next turn. and may be at any rating.
then in the refresh phase. characters should take both the charm and intimidation skills at tier five at character creation. and they must be used more than the other. John has the option during the next refresh to promote the Intimidation skill up the skill pyramid as he used it twice. they must count their usages for both skills from this point. but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier. To promote either skill further. If they used either skill the number of times that they have ranks in it. and Intimidate with Renegade choices. being nice occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel. he must use intimidate at least three times or charm twice. then he'd have to successfully use it three times. His first assignment is to find the location of a smuggler base from an inside source in the cartel.PARAGON AND RENEGADE EMULATION In the Mass Effect games. He manages to charm her into revealing the location of the fallback position for the cartel by offering to protect her. John's character has the opportunity to sway his superior's actions when he discovers that they are planning to renege on the deal he brokered with the hostage takers. the character now has Intimidation 3. therefore. the player should record the number of times they use them. During the next refresh. In this option. 36 . John's character managed to successfully use his intimidation skills to resolve the hostage situation without it resulting in combat. Even though he used charm twice last session. Charm is linked with Paragon actions. players are tracked with respect to how they treat other characters in social situations. Mass Effect keeps track of the Paragon and Renegade points on separate scales. A good action will not make up for an evil one. the same number of times as the number of ranks his character has in the skill. John's Turian has been accepted into the ranks of Spectre agents. Later in the same session. Swapping with his Arts skill again. and Arts 1. Swapping with his rank 3 Arts skill. If they do so. He intimidates his way into the club where he is to meet her. the Turian manages destroy the smuggler's base whilst saving the informant in the process. Option 1: Skill Progression To emulate the progression of the character's path towards Paragon and Renegade. John now has the option to promote the Charm skill up the pyramid. he must start counting again. Charm 2. Here are some examples: John is playing a Turian Spectre candidate character with rank 2 Intimidation and rank 1 Charm. John's character forces them to keep the deal. After an exciting session of combat. John's Turian Spectre now has Intimidate 3. as he used it more times than he used Intimidate and more times than he currently has ranks in it. Sent to recover an important member of the finance ministry. when the player has the option to promote a skill up the skill pyramid. the one they should move is the one they used the most out of charm and intimidate. A few sessions later. By threatening to follow through himself if they break the deal with another successful intimidation check. Arts 2 and Charm 1. the new rank of the intimidation skill. If he wants to promote the skill further. before successfully charming the information out of her. once he promoted it. During play. Now.
Composure and Wealth stress tracks. allowing you to generate Status Consequences sooner than others. an additional +1 bonus to your action or an ally‘s action that must be used before the beginning of your next turn. You may only take this stunt once. 37 . one for tracking Paragon status. and are 6 boxes in length. 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. Whether it‘s due to admiration or fear. The Consequence may be tagged by the player for the rated bonus outside of combat. Perhaps it is something in your voice. the other for Renegade status.Option 2: Status Stress Tracks This style of play adds two new Status Stress tracks to each PC character. and do not count against the maximum number of consequences allowed for stress taken on the original Health. You are able to bank an extra Minor (+1) consequence in addition to the existing three you can bank. Status Consequences are rated 2/3/4 instead of 1/2/4. Cult of Personality Others spread words of your deeds and misdeeds far and wide. one Minor (+1). When a track is full. the player can choose to generate one Status Consequence. In the event that the roll generates Spin when a Status Consequence was tagged. Increase the Paragon track for good or positive actions that benefit others. and the Renegade track for conduct that is selfish or callous. Both tracks start empty at character creation. Whenever a character would generate spin outside of a direct combat situation. This option uses the generation of Spin to increase your Status tracks. Characters are only able to take three Status Consequences at any one time regardless of which Status track generated them. 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. beating your opponent in an opposed roll by three or more shifts generates Spin. or the way your gaze seems to have a particular intensity. When a character that has a full Status track gets more Spin. It is the exceptional events that raise the status of Paragons and Renegades above those of their peers. representing the preceding reputation of the character. Lasting Reputation Events that you are a part of are particularly memorable for those involved. The track must be raised to full again before more Consequences can be generated. Status consequences are removed from the character once tagged by the player. the effect on you is that you can leverage your status more effectively than others. In Diaspora. self-interest or gossip. Status Consequences are recorded separately from consequences generated on normal stress tracks. one Moderate (+2). You may reduce one Status track to 5 boxes instead of the normal 6. for good or ill. NPCs may also attempt to compel the aspect on the consequence as they would a normal aspect. players may take one of the following stunts during character creation. and one Severe (+4). they may choose to spend that +1 Spin bonus to add one to an appropriate Status track. Additionally. the player can begin to generate Status Consequences for that track. but may still be spent as normal instead.
Garrus is forced to admit that he has no proof.SAMPLE CHARACTERS Garrus Vakarian Initial Concept: Garrus Vakarian is a Turian Investigator working on the citadel for Citadel Security. He attends the ship's landing craft as an engineer. but does have a lead he needs more time to follow. Commander Shepard frequently put his thoughts under new lights forcing him to openly consider his beliefs. as being hot. Garrus begins to become disillusioned with the abundance of restrictions and regulations C-Sec agents must enforce.Growing Up Not a lot is known of Garrus' past from the game. Garrus is now free to do things his way. despite Garrus desperately trying to convince his superiors that the hostages were only going to be used in horrific experiments as test subjects.Moment of Crisis Passionate about his job. have more respect for the law. • "Palaven was hot" • "Do it right or don't do it at all" Phase Two . who was a well known CSec investigator whose mantra was "Do things right or don't do them at all. 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. One of a thousand potential candidates for the Citadel's elite Spectre training. and were already as good as dead." We'll take these for our aspects. culminating in a disasterous situation.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. Using the Choosing Aspects Phase One . and being a former C-Sec Investigator. aka CSec. as he despised the freedoms the Spectres had in working around and ignoring the rules he had spent a lifetime enforcing. Garrus' father intervened to prevent him going. A fleeing Salarian suspect holding hostages was allowed to escape the citadel in a ship instead of being fired upon and destroyed. • "Breaks the Rules When He Has To" • "My Commander / Alternate Father Figure" Choosing Skills Garrus is a superior marksman. and also uses his C-Sec issue Omni-tool in an offensive capacity as an Infiltrator. he has strong Tech Training skills. Commander Shepard and the crew of the SSV Normandy. Garrus meets the humans assigned to the case. • "Military Training" • "Father knows best" Phase Three .Starting Out Garrus entered the Turian military at the age of 15 like all young Turians do at that age. This fresh perspective frequently contrasts against things his father demanded of him. • "Idealistic and Hot Headed" • "The one that got away" Phase Four . Palaven. also becoming an Investigator. He does refer to the world of his birth. shown to be able to headshot an enemy under difficult conditions. and that he had a very by-the-book father. and new Spectre. Due to his military training. Garrus is told to drop the investigation. • "More to life than C-Sec" • "Finish the job once started" Phase Five . Garrus frequently got into heated arguments with his superiors over his methods. He displays exceptional weapon skills. However. Under extreme time pressure.On Your Own Released from his obligations to others. discussions with his new friend. including his decision to accept his father's wishes in not taking Spectre training. described as a hot head who still thinks he can change the world and should 38 . and is at home on starships having useful gunnery skills. Denied.
The Turian used aggressive and provocative tactics. a veteran of the First Contact war between humans and Turians. Intimidation.Starting Out Attempting to accelerate the training. The Citadel). Electronics. we now have to choose some Tech Talents as part of the stunts. 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.Racial Background and Class Package options as guides. Tactics • Rank 2: Gunnery(space). • 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. Tech Training • Rank 3: Agility. The fourth is another mild Consequence. • "Proud family history of Military Service" • "Whisked away from family to 'Brain Camp'" Phase Two . Kaidan and his friend drifted apart. Stealth • Rank 1: Culture/Tech(Turian Hierarchy. Engineering(space). Conatix hired an ex-military Turian. Choosing Stunts • MG Omni-tool: Garrus retains his MG Omnitool when he leaves C-Sec. and Kaidan's retorts singled him out for punishing lessons. Kaidan immediately jumped to the rescue of his closest friend and lost it. Choosing Aspects Phase One . Tracks • Health: OOO • Composure: OOO O • Wealth: OOO Kaidan Alenko Initial Concept Kaidan Alenko is a human Systems Alliance Biotic sentinel with a stable L2 implant. The Mass Effect game gives us a few guidelines on the priority and types of Talents Garrus possesses.Growing Up The son of a serving Alliance military man. Medicine. and head of the SSV Normandy's Marine detail. • Resilient: The player may use four Consequences instead of three. unleashing a full Biotic charge. no matter the cost. Repair. he aghast 39 . I picked Garrus' skills as follows: • Rank 5: Energy Weapons(combat) • Rank 4: Computer(space). with Damping. Resolve(track). scarred from his childhood training. breaking the trainer's neck. other skills as befit a military background. and the guts to do things his way. Kaidan's mother was exposed to Element Zero dust after a transport crash in Singapore. This represents Garrus' commitment to finish a job once started. Decryption. Overload. • "Training caused super men and/or wrecks" • "Don't you touch her!" Phase Three . Conatix quietly shut down the program and had the records sealed. and First Aid Tech Talents. conducted at Gagarin Station and nicknamed 'Brain Camp' by the children sent there. By taking the Tech Training skill. Vehicle Garrus has a combination of five combat and space skills like most Turians.Moment of Crisis Realising their mistakes. Brawling(combat). He beat the odds of getting cancer and was identified by Conatix Industries as a potential candidate for their Biotic Acclimation and Temperance Training.
Sidetracked Serving in the human Systems Alliance military. and has trained to use a military grade Omnitool to keep his squad alive. Stasis. as he is familiar with Decryption. Kaidan rose through the ranks eventually being assigned to the prestigious post on the SSV Normandy as head of its Marine detail. Distracting and occasionally debilitating migraines from his implants served to spur Kaidan to push his nonBiotic abilities further. Tech Training • Rank 2: Agility. Kaidan explored alternatives to using his Biotic powers. • "Be cautious. Kaidan has extraordinary staying power for a human. Demolitions. and learnt how to keep his squad alive through the tough missions. Tracks • Health: OOO O • Composure: OOO OOO • Wealth: OOO 40 . I picked his skills as follows: • Rank 5: Resolve(track) • Rank 4: Biotic Training. Commander Shepard. Keeping his squads alive through alternatives to open firefights. • "Alliance Marines . Discussions with Commander Shepard have made Kaidan realise that his Biotic powers are important to keep up. Lift. He trained extensively with Omni-tools. • MG Omni-tool: Kaidan has a few surprises up his sleeve for those expecting Biotic attacks. Dropping off the radar awhile.at what he was capable of. • "The Geth must pay!" • "Biotics give me an edge" Choosing Skills Kaidan has a range of useful Biotic effects. and rolls 1DF and adds 4 before each personal combat scene to determine his current effective skill level. Stealth • Rank 3: Alertness. He knows Barrier. and Throw. Energy Weaons(combat). Refusing the risky surgery to upgrade his L2 implant. Receiving several commendations for his actions. and give him an edge if he is to pay back the Geth for his friend's death. Choosing Stunts • Stable L2 Biotic Implant: Kaidan has taken his Biotic skills as far as they can go. Kaidan stayed on when the commander was inducted into the ranks of the Citadel Council's Spectres. Electronics. Kaiden focused on other ways of being useful without necessarily using his Biotic powers. and she fearful that he would lose control again. Tactics • Rank 1: Culture/Tech(Systems Alliance. Medicine Forced to his limits and beyond. Turian Hierarchy). Stamina(track). he attempted to figure out what to do with his life.On Your Own After being saved by his new First officer. we now need to pick his Biotic Effects and Tech Talents. EVA. and First Aid. from a Geth attack that killed his best friend. Communications(space). • MG Tech Training: Always searching for ways to keep his squad alive. as his father did before him. be in control" • "There's got to be another way" Phase Four . Kaiden has added the Medicine Talent to his Tech Training options. sought ways of completing missions without raising alarm. before deciding to return to the Alliance and join the military. he also has the skills to function on the ship he serves on. Using the Racial Background and Class Package options as guides. By having both Biotic Training and Tech Training skills.Ooh Rah!" • "Implant Migraines" Phase Five . Computer(space).
Starting Out Liara does not relish her role as Benezia's daughter and has shied away from her mother's life as an important figure in galactic affairs. and then rescued from the newly rampant Geth. due to the almost entire lack of actual ruins to investigate. • "Escape the present" • "Obsessive about Protheans" Phase Three . Liara earned her Doctorate and has become the foremost authority on Prothean ruins.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. but look at that over there!" Choosing Skills A pre-eminent Archaeologist. Liara and the crew of the SSV Normandy realise the extent of the danger facing the galaxy with the return of the Reapers.Sidetracked She is discovered. Liara has honed her natural Biotic abilities to protect herself from pirates. she has very little practical knowledge about them to go on. With all this unexpected time spent with the team. which in the current cultural times is considered taboo. • "Think. since genetic traits and cultural insight is gained from mating outside their species.Growing Up Daughter of prominent politician Matriarch Benezia. so it's considered wasteful for Asari to reproduce together. an ancient Prothean defence that she triggered by accident. They frown upon intra-species conception. are the only way to help Shepard to interpret the vision. Liara suspects that "he" was another Asari. Deciding to avoid the issue altogether. slavers and other dregs of the galaxy. and joins the squad to help in the upcoming battles. Think!" • "What does this button do?" Phase Four . one Commander Shepard. Liara also has exceptional Biotic abilities and other technical skills. a great insult among contemporary Asari. I picked Liara's skills as follows: • Rank 5: Archaeology • Rank 4: Biotic Training. Asari believe that their offspring acquire the best qualities of the "father" from the melded genes. After Shepard reveals the information gained from a Prothean Beacon that transmits information directly into the brain of the recipient. Science Choosing Aspects Phase One . however. but evidence is anecdotal. • "My Mother the politician" • "Feared Pureblood shame" Phase Two . She eventually uncovers a major discovery before she is attacked and trapped in some sort of energy bubble. Using the Racial Background and Class Package options as guides. the Protheans. She begins to calm down when she realises that her expertise. and has spent a significant part of her 107years-young life in pursuit of answers to the Prothean riddle. 41 . Raised alone by her mother. Liara began studying what little was known about the last great space-faring race before the Asari. Liara has no idea who her father is. by the first human Spectre. • "Fascinated by Commander Shepard" • "We Must Save the Galaxy.Moment of Crisis Spending much of her time alone on strange and often dangerous planets. she is initially jealous that her decades of research seem to have been for nothing.On Your Own Peeling back the mystery. and relishes the time spent getting to know each other. Liara begins to feel the pull of attraction towards her new commander. Liara. She chose a career in archaeology to escape the pressures of being the daughter of such a prominent figure. and her ability to meld using Biotics. • "I miss working alone" • "Time to grow up and be part of the team" Phase Five . The results of such unions are occasionally referred to as "purebloods".
• 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.
• Lucky: player uses the Consequence progression 2/3/4 instead of the usual 1/2/4. Equivilent to a current L4 generation BioAmp without the VI interface. The blood of a thousand battles runs through his two hearts and four lungs. This emulates the Krogan biological redundancy. Alertness. Profession (Mercenary) • Rank 3 Skills: Brawling. Oratory Wrex has excellent combat skills. and +1 to Brawling rolls in defense. He has the words to diffuse a situation. Survival. Animal Handling. Using the Racial Background and Class Package options as guides. Mercenary Groups). it grants Wrex the Barrier. adding +2 penetration to Brawling attacks. I picked his skills as follows: • Rank 5 Skill: Stamina(track) • Rank 4 Skills: Biotic Training. • Military Grade Brawling: used to represent a lifetime of mercenary work. Close Combat. This applies to Consequences mitigating hits to any track.Choosing Skills Wrex is a combat powerhouse with the brains and Biotics to put them to effective use. Tracks • Health: OOO OOO • Composure: OOO O • Wealth: OOO 45 . but better Biotic skills. Choosing Stunts • Krogan Battlemaster: His Biotic amp was implanted before the Krogan Rebellions. Tactics • Rank 1 Skills: Agility. and Warp effects. and the four quads to see it through. Culture/Tech (Krogans. Resolve(track). Throw. Stasis. Energy Weapons • Rank 2 Skills: Intimidation. or incite one.
"Overheated" tag must be free to use this stunt. 46 . Thermal Clip1 Weapon has the aspect "Overheated" which may be compelled to prevent firing. generally have low accuracy and damage per shot.Personal Combat Mini-Game Changes WEAPON TYPES To aid narration. naming conventions should be considered. After all. doubles Harm rating of the weapon for the next shot only and tags "Overheated" from Thermal Clip Aspect. and the Advanced Optics. Cost 1bp. I began by deciding at what level to set for the purposes of equipment design. Shotguns The ultimate close range weapon. Note 1: Due to the Rechargeable (Diaspora page 234) and Thermal Clip stunts being functionally identical. Cost 1bp. assault rifles should have a range of 1/3. Cost -1bp. Double Tap and High Recoil stunts are all appropriate. I decided to have all weapon and armour gear at T3 across the board. and Advanced Optics stunts. Penalty reduced from -2 to -1. we have a pretty good idea of the expected differences between different types of weapons. Sub-Machine Guns Designed for rapid fire. but the Both Barrels and Dispersed Fire stunts should be considered. Cost -1bp. Double Tap. pistols should have a range of 0/2. They should have the Dispersed Fire and High Capacity stunts. it is not recommended to have both stunts on the same weapon Note 2: Advanced Optics and Limited Range are incompatible stunts. this weapon is unable to be used for ranges other than those specified. New T3+ Energy Weapon Stunts The following stunts may be taken on any energy weapon unless noted below. and a low penetration of 1 or 2. A high penetration is valuable. and cannot both be placed on the same weapon. and that all weapons should take the Thermal Clip stunt. allows weapon to be fired with a reduced penalty for firing inside its minimum or outside its maximum range. They benefit from both the Double Tap and Advanced Optics stunts. offset by their clip size and rate of fire. Clears at the beginning of the player‘s next turn unless otherwise affected by another stunt or mod. Sniper Rifles The ultimate long range weapon. which then clears at the end of the players next turn. They should not have much penetration power. They benefit from the Dispersed Fire. Pistols Designed for use over short to middle distances. Assault Rifles Awkward at close range. EQUIPMENT In creating the gear below. Here‘s a brief set of guidelines to help you design your own. SMGs often have similar ranges to pistols (0/2). Both Barrels/Double Tap Transfer Aspect. Limited Range2 Transfer Aspect. shotguns should have a range of 0/2 and take the Limited Range stunt. and keep some consistency as the table creates their own weapons. sniper rifles should not have a minimum range below 3. Time for some fun with equipment. Advanced Optics2 Transfer Aspect.
and is available extensively.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. Cannot be Civilian) Both Barrels Limited Range Cost: 4 Cerberus produce their own hardware for black-ops wetwork. this is a typical sniper rifle with advanced optics reducing the penalties for firing inside and outside it's designated ranges. 47 . applying its offensive roll to each target in a zone. This shotgun has been rigged to take an extra shot for massive damage at the expense of immediately requiring cool down time.) Thermal Clip Advanced Optics Cost: 4 The weapon of choice for fire-support missions. Manufacturer: Elanus Risk Control Equipment: Banshee class Assault Rifle Stats: Range: 1/3 Harm: 4 Penetration: 2 Aspects: Low Recoil (weapon can be fired without penalty in low gravity) Thermal Clip Cost: 4 Standard issue to Turian military personnel. this is a basic assault rifle. 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. 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.
Sample Weapon Manufacturers Assault Rifles Tsunami Crossfire Terminator Gorgon Raptor Banshee Pulse Lancer Diamond Back Thunder Torrent Breaker Kovalyov Avenger HMWA Basic HMWA Adv HMWA Master Pistols Raikou Brawler Judgement Harpy Stinger Striker Kessler Stiletto Pinnacle Razer Karpov Edge HMWP Basic HMWP Adv HMWP Master Sniper Rifles Naginata Punisher Lightning Strike Titan Striker Hammer Sniper Rifle Avenger Python Equalizer Helix Harpoon Volkov Reaper HMWSR Basic HMWSR Adv HMWSR Master Shotguns Katana Avalanche Executioner Hydra Firestorm Hurricane Shotgun Storm Viper Tornado Savage Armageddon Sokolov Scimitar HMWSG Basic HMWSG Adv HMWSG Master Note 1: Geth Armoury weapons are never available for purchase. 48 .Weapon Manufacturers There are a large number of weapon producers in the Mass Effect setting. but may be retrieved from defeated Geth. but for gaming purposes there is little need to differentiate one manufacturer from another due to the variability of weapons able to be created with the Manufacturer Ariake Technologies Armax Arsenal Batarian State Arms Cerberus Skunkworks Devlon Industries Elanus Risk Control Services Geth Armoury1 Hahne-Kedar Hahne-Kedar Shadow Works Haliat Armoury Jormangund Technology Kassa Fabrication Rosenkov Materials Elkoss Combine Spectre Gear2 Spectre Gear2 Spectre Gear2 energy weapon creation rules on page 233 of the Diaspora rulebook. Instead. use them to provide inspiration for colourful aspects such as ―Never been let down by an Armax‖ or ―As cool as Devlon Industries gear‖ and so on. This weaponry is always in demand for research purposes. Note 2: See the Spectre Gear Options section on page 49. but rarely differs substantially from other weapons of the same type.
Advanced Spectre Omni-tools augment two Talent variables. an additional -1 penalty to the armour defense rating of an enemy. Advanced Spectre weapons also have a +1bp bonus and have the Advanced Optics stunt for free. Basic Spectre Bio-Amps augment one Effect numerical value. or extending the effect by one additional turn. Some examples are below: 49 . and cannot be changed afterward. one additional zone able to be reached by a talent. so there is no Spectre rated armour available for purchase. Spectres may authorise squadmates to purchase and use such gear. Advanced Spectre Bio-Amps augment two Effect variables. There are no Spectre armour manufacturers. Tracking down unauthorised shipments of such gear is a good mission for a team of rookie Spectres. and Master Spectre Omni-tools augment three Talent variables. This may be a further +1 bonus to the effective armour defense rating of the character. Duration based effects must cool down between uses by one turn per increase. but any nonauthorised users will be tracked down by other Spectre agents for item retrieval. an additional -1 penalty to enemy skill checks. they can choose to add 2 to the effective armour of the character for the purposes of the defense roll against energy weapons. lasting 4 turns or until another Biotic effect is used. Creation Basic Spectre weapons should be created with a +1bp bonus. They cannot choose to increase both the armour bonus and extend the duration of effect unless they buy a HMBA Advanced or HMBA Master Spectre BioAmp. and Master Spectre gear costs 7. to the effective armour of the character for the purposes of the defense roll against energy weapons. or an extension by one additional turn of an effect. Costs Basic Spectre gear costs 5. and Master Spectre Bio-Amps augment three Effect variables. For example: A character that knows the BarrierBiotic Effect with a HMBA Basic Bio-Amp has two choices. and Master Spectre weapons are built with a +2bp bonus. This may be a further +1 increase to a skill bonus. for use solely by the Citadel Council‘s elite Spectre units. lasting 3 turns or until another Biotic effect is used. Bio-Amps Spectre-grade Bio-Amps increase the numerical values of known Biotic Effects. Basic Spectre Omni-tools augment one Talent numerical value. Advanced Spectre gear costs 6.Spectre Gear Options High tech Spectre gear is very distinctive and fabricated by a variety of manufactures. They can choose to add 3 Omni-tools Spectre-grade Omni-tools increase the numerical values of known Tech Talents. The changes to Biotic Effect variables must be chosen when the Spectre rated Bio-Amp is purchased. Alternatively.
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. The changes to Tech Talent variables must be chosen when the Spectre rated Omni-tool is purchased. there are other ways of obtaining these items. and the place of law and order in the galaxy. there are plenty of corporations out there to choose from.A character that knows the Decryption Tech Talent with a HMOT Basic Omnitool can provide a +2 on computer skill checks during the damage control phase of space combat. or place a "system rebooting" free tag on a target for its next two turns instead of the usual one turn. 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. Whilst such advanced gear would seem to favour characters with a high assets skill rank. and corruption are all viable tactics for underhanded characters to use. instead of the standard +1 bonus. theft. character histories. Bio-Amp and Omni-tool Manufacturers In the highly competitive Bio-Amp and Omnitool markets. Both of these Talents now require one turn of cool-down between uses of the same Talent. a character that knows the Neural Shock Tech Talent with a HMOT Advanced Omni-tool may instead choose boost the effect by two. blackmail. and not augment any other known Talent. 50 . Use the lists below to inspire aspects. being hunted. and cannot be changed afterward. 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. or to assist in narration. infiltrating manufacturers warehouses. The character must now wait two turns after using this Talent before being able to use it again. and place a "disoriented and confused" free tag on a target for three turns instead of the usual one turn. and all lead to potentially interesting stories of obligation and debt. Alternatively. Bribery.
they gain a further +2 bonus on their armour the turn after "Taking Cover!" was tagged. armour with this aspect confers a taggable aspect "Shields are Down!" which may be compelled for a -2 to Armour defense. but cannot be spent on the same turn that "Shields are Down!" has been tagged. Shields require spending a fate point to recharge. Cost -1bp. Recharge Booster Transfer Aspect. Provides a +2 bonus to agility checks. Shields Sample Armour Manufacturer: Devlon Industries Equipment: Explorer line of Armour Stats: Defense: 5 Stamina Mod: +2 Agility Mod: 0 Aspects: Powered Armour (Stamina checks +2.New T3+ Powered Armour Stunts The following stunts require the "Powered Armour" stunt as a prerequisite. If available. Requires the "Shields" stunt also. Cannot be tagged unless "Shields are Down!" has been tagged or if the character has already moved this turn. ―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. this stunt provides more energy to run any systems that draw their power from the armour. Cost 1bp. but until they do. doing so clears the "Shields are Down!" tag automatically at the cost of having no movement actions at all for the turn. Booster Power Pack Transfer Aspect. Cost 1bp. Transfer Aspect. confers the taggable aspect "Taking Cover!". using a mass effect field to protect the wearer. the benefit of this stunt is also negated. 51 . Anytime the ―Out of Juice‖ aspect from the powered armour stunt is tagged. "Taking Cover!" is cleared when the character moves.
Some. and Hanar all produce their own armour. Note 3: The Krogan armour manufactured by the Geth are not available to player characters.Armour Manufacturers Not all armour manufacturers produce a line of armour that is suitable for all body shapes. 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. Manufacturer1. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. will manufacture for all races. Elcor. whereas others like the Serrice Council produce solely for one race. and is here purely for reference and inspiration for aspects or plots. like Devlon Industries. 52 . use this table as inspiration to describe or inspire character aspects.2 Aldrin Labs Aldrin Labs Aldrin Labs Ariake Technologies Armax Arsenal Devlon Industries Devlon Industries Devlon Industries Devlon Industries Elanus Risk Control Elanus Risk Control Elanus Risk Control Elkoss Combine Elkoss Combine Geth Armoury3 Geth Armoury3 Geth Armoury3 Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Hahne-Kedar Kassa Fabrication Rosenkov Materials Serrice Council Sirta Foundation Sample Armour Manufacturers Armour Agent Hydra Onyx Mercenary Predator X Explorer Liberator Survivor Thermal Duelist Guardian Warlord Assassin Gladiator Battlemaster Berserker Rage Mantis Predator Scorpion Silverback Ursa Colossus Titan Phantom Phoenix Asari No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Drell No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Human No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Salarian No Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No No No Yes Yes Yes No Yes Yes Yes No Yes Krogan No No Yes Yes Yes Yes Yes Yes No No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes Yes Yes No Yes Quarian No Yes Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes Turian Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes Yes Yes Yes Yes Yes Yes Yes Yes Note 1: Volus. and are not available to other races. Instead. such as ―Life saved by my Guardian armour‖ or ―Go anywhere in an Explorer suit‖.
) • if used in two successive rounds. +2 Pen to targets with an uncompelled Shields stunt. Ammunition must be purchased separately from weapons. removes the Thermal Clip stunt. these rounds are particularly effective against synthetic targets. there's plenty of opportunity for customisation. this could mean back in the attacking character's zone. With nine different ammo types. criminals and mercenaries. and provide +2 shifts if tagged by another player who successfully hits. • +1 Harm and +1 Penetration to synthetic targets such as the Geth. Cryo Rounds New Variant Ammunition: Anti-Personnel Rounds Cooling lasers collapse ammunition into small Bose-Einstein condensate . • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4. • on an unsuccessful attack. All variant ammunition costs 3 to purchase. these rounds are particularly effective against living targets. • +1 Harm to targets with a 0 armour defense rating. • If installed on a weapon with a maximum range not exceeding 2. and can only be installed or removed from the weapon during the refresh phase of the game. these rounds are coated with a highly toxic compound. • Harm of the weapon is reduced to 0. activates the weapon's "Overheated" tag and extends it for one additional round. Popular with pirates. and places a free taggable aspect "Massive Fireball!" on the target until the player's next turn. 53 . They are similar in construction to hollow point rounds. Successful hits confer the free taggable aspect "Toxic Shock" to the target. • causes 2 additional shifts on a successful hit. high explosive rounds have one major drawback: a massive increase in weapon overheating. • -1 Harm. Armour Piercing Rounds Specifically designed to puncture metal.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.a mass of super-cooled subatomic particles . High Explosive Rounds Designed to shred flesh and other organic matter. 1dF zones away (yes. Chemical Rounds Designed to detonate on impact. • -1 Penetration to targets with an armour defense rating greater than or equal to 2.capable of snap-freezing impacted objects. places a free taggable aspect "Massive Fireball!" around the target.
• on a successful hit. • on a successful hit. inducing low levels of radiation sickness in targets.Incendiary Rounds Radioactive Rounds Incendiary rounds are powerful rounds that can melt or burn through nearly any known substance. usually one that occurs between scenes. • +1 Harm to targets with one or both Biotic Training and Tech Training skills. For situations not discussed in the details of the Ammunition stunts. causes +1 shift to all subsequent successful attacks against target until player's next turn. Thermal Clip). For example. • extends the "Overheated" tag for one additional turn after being compelled. Low Recoil. knocking opponents completely off their feet. This makes them perfect for shotguns. or with a tagged Shield aspect "Shields are Down!" These rounds are stamped with a minuscule amount of radioactive material. upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. Harm 4. a weapon's Harm and Penetration are as per listed normally for the weapon. • -2 Harm. and would not remove the Thermal Clip aspect as the maximum range of the weapon is 3 zones. which is greater than maximum of 2 zones required for the ability to take effect. 54 . • A character who has taken damage from Radioactive rounds also gains the Mild consequence "Radiation Poisoning". Raise all target difficulty levels by 2 for Biotic Training and Tech Training skills in characters who currently have the "Radiation Poisoning" consequence. if Cryo Rounds were installed into the sample Assault rifle listed on page 31 (Range 1/3. Sledgehammer Rounds These rounds hit with incredible force. knocks the target over and confers the free taggable aspect "Knocked prone". as due to their Dispersed Fire stunt. Penetration 2. Phasic Rounds Instead of projectiles. or disappears after a short rest. This consequence can be removed by a character with the First Aid Tech Talent. This sickness makes it more difficult for Biotic or Tech abilities to be deployed. However. the actual damage done to the target is typically less than what's done by a standard round. a hit will place the tag on all targeted enemies. then it would have an effective Harm of 3 and a Penetration of 4 against targets with the Shield stunt on their armour. It would have its base stats against any other target. +3 Penetration to targets with an uncompelled Shield aspect "Shields are Down!" • -2 Harm to targets without the shields stunt.
Weapons can only accept two Weapon Mods at any time. and must be installed on higher quality weapons.New T3+ Energy Weapon Modifications Sometimes. • +1 to Alertness when operated by an individual in powered armour. 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. • +4 to Penetration. • Cost of this mod is 4. the player rolls 1dF. Stacks with Alertness bonus from Powered Armour "Sensors" aspect. that's when you need to go and upgrade your guns. They are more expensive to obtain than other weapon mods. Weapon Mods must be purchased separately from weapons. • +2 to Penetration. Improved Heat Sink Improves the thermal efficiency of the weapon at the cost of reduced accuracy. and can be installed or removed from the weapon during the refresh phase of the game. For example. it instead clears at the end of the players current turn. Frictionless Materials Increases the damage of the weapon at a cost of increased recoil. Users already prone still receive the free taggable aspect. This mod increases projectile acceleration for improved penetration but causes a high chance of knocking the user prone. High Caliber Barrel New Weapon Mods Combat Scanner Designed to interface with the Sensor packages installed on powered armour. variant ammunition isn't enough to give you an edge over your enemies. If weapon and armour are separated. 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). This allows it to be compelled again before the player's next turn. On anything other than a +1 result the weapon automatically knocks the user over and confers the free taggable aspect "Knocked prone". All weapon mods cost 3 to purchase. Combat Scanners increase the chance of detecting enemies. • +2 to Harm. 55 . this mod cannot be applied. • -1 to Harm. • -1 to Agility checks. and cannot be applied to weapons with the "Civilian" aspect. Agility checks now at -3 if no "Servo" stunt on armour. Kinetic Coil Frictionless Materials give rounds more power at impact. When you want to get that edge back. • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. If "High Recoil" is already present. this mod ceases to provide its bonuses and penalties. • After every turn in which the weapon is fired.
These mods may only be installed or removed from the armour during the refresh phase of the game. • Any shifts generated against the armour reduces the bonus by 1 for every two shifts. • +1 to Harm. • Confers the free taggable aspect "Cracked Plates" which may only tagged after the first turn of combat. • . • After every turn in which the weapon is fired. • Replaces "High Recoil" aspect with "Low Recoil" aspect. Rail Extension New Armour Mods Modifies the length of the barrel to increase damage. All Armour Mods cost 3 to purchase unless otherwise stated. it‘s a good thing that there are plenty of Armour Mods out there to increase the protection you receive.1 to Agility checks. • Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. the player rolls 1dF. negating the benefits of the "Lightweight" aspect. resistance to weapons force and resistance to Biotic and tech attacks. • -1 to Harm. but causes a greater chance of weapon overheating. Recoil Damper Ablative Coating Reduces kickback to improve accuracy at the cost of decreased power. Comes at a cost of reduced power. If "Low Recoil" is already present. 56 . it now becomes more difficult to move due to its awkwardness. increasing their effectiveness. Advanced VI functionality reduces weapon kickback to improve accuracy. Hardened ceramic plates can be applied to body armour suits. redirecting the energy of incoming projectiles away from the body. • +4 bonus to Defense rating of armour. and each armour can be modified to take a maximum of two Armour Mods. until the bonus is reduced to a minimum of +0 for the remainder of the scene. • -1 to Harm. and which may be compelled for all sorts of scene effects. Combat Exoskeleton This prototype armour upgrade combines mechanical augmentation. element zero microcores and firewall technology to give the wearer brute strength. Scram Rail Ablative coating is designed to chip away when impacted. This effect overrides any benefit that improves a weapon‘s Thermal Clip aspect. • Armour gains the "Very Heavy" aspect. • +2 bonus to Defense rating of Armour.Kinetic Stabiliser New T3+ Powered Armour Modifications With all those lethal variant ammunition and weapon mods out there. All mods require the aspect "Powered Armour" to be installed. such as Cryo Rounds or the Improved Heat Sink weapon mod. Armour Plating This prototype upgrade greatly increases damage. • +3 to Harm. this mod cannot be applied. 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.
and also remove the Defense and agility penalties. • This armour costs 4 to purchase.Biotic Effects and Tech Talents. 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. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +4. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1. 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). 57 . and counts as two Armour mods. • Confers the free taggable aspect "Power Glitches" which may be compelled to remove the Defense bonus and remove the agility penalty. Designed for heavy combat use. Energised Plating Mechanical augmentation increases the brute strength of the wearer. it provides maximum protection for the user. • -2 to Agility checks as the mod draws power from the system intended for the servos. • -1 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. this armour provides maximum protection for the user. • This armour costs 4 to purchase. • -2 to Defense rating of armour due to the weave not being as effective at stopping rounds as other armour. Exoskeleton • +4 bonus to Defense rating of armour. • -2 to Agility checks as the mod draws power from the system intended for the servos. Energized Weave Microprocessors wired into a combat suit can monitor vital functions and release small. • Grants a +2 bonus to Close Combat checks. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +2. localised doses of medi-gel to accelerate the healing process. • 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. and counts as two Armour mods. First Aid Interface A prototype upgrade designed specifically for heavy combat use. • +6 bonus to Defense rating of armour.
• +2 Shield bonus to Defense rating of armour. causing a -2 to Agility checks. • This bulky armour mod decreases the power available to run other systems. and counts as two Armour mods. • This very bulky armour mod decreases the power available to run other systems. • Confers the free taggable aspect "Servo Lockup" which may be compelled to prevent the user from applying any manouver aspects on the scene. • 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. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. • Chemical rounds are unable to confer the "Toxic Shock" aspect. • Any time the "Shields are Down!" tag is activated. • +2 Shield bonus to the Defense rating of the armour. • +1 to agility checks. combat suits rely on capacitors to store energy from a generator. 58 . maximising healing and minimising recovery times for the user. The greater the capacitor storage. Requires the Shield aspect on the armour to be installed. Requires the Shield aspect on the armour to be installed. the shield bonus from this mod is also negated.Kinetic Buffer (this prevents an opponent using the Consequence to your disadvantage). • +1 to Agility checks. • Any time the "Shields are Down!" tag is activated. • This armour costs 4 to purchase. This interface also provides resistance to toxic attacks. Medical Interface This mod draws on the user's stamina to boost their agility. • The armour disables the first two free tags gained from the Health stress track of the wearer as combat actions To generate kinetic barriers. the shield bonus from this mod is also negated. causing a -1 to Agility checks. 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). localised doses of medigel to accelerate the healing process. Shield Battery A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems. • This armour costs 4 to purchase. • +3 to Defense rating of armour. the more potent the barrier. • -1 to Stamina checks (this does not confer any changes to the Health stress track). Kinetic Exoskeleton This prototype armour upgrade combines multiple Technologies to improve shield regeneration and maximize the wearer's physical abilities and athletic prowess. Medical Exoskeleton Specialised microprocessors wired into a combat suit monitor vital functions and release small.
Tali knows that the Geth nearly always have shielded systems. • Aspects on the scene relating to environmental effects are unable to be tagged against the user of this armour mod. Costs: Pistol 4. Cryo Rounds 3.) • 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. Toxic Seals Sample Advanced Gear Specially-sealed body armour provides increased protection against radiation. • Chemical rounds are unable to confer the "Toxic Shock" aspect. 59 . 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. The prototype armour mods provide some of the better bonuses. and Radioactive rounds do not add +1 harm to characters with the Biotic Training or Tech Training skills who are wearing this armour. Relying primarily on her Tech Training. Kinetic Stabiliser 3 Final Weapon Stats: • Range: 0/2 (Penalty reduced from -2 to -1 for firing inside its minimum or outside its maximum range. Here's a look at some of the possibilities. removes the Thermal Clip stunt. and become unreliable when dramatically necessary. though they count as two mods instead of just one. Although it has reduced stopping power. and a host of other toxins. Armour equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. May not be compelled two turns in a row. • If installed on a weapon with a maximum range not exceeding 2. Tali chose this brand of pistol due to the manufacturer‘s experience dealing with environmental extremes. gases. She also added the ammunition mod at the same time so that the weapon will never overheat. • +1 to Biotic Training and Tech Training skill checks.Stimulant Pack Advanced Gear All weapon and armour gear starts at T3 across the board. Tali needs a weapon that she can rely upon if the battle gets too close. Kinetic Stabiliser: • 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. • -1 to Harm. • This mod confers the free taggable aspect "Overstimulated and Distracted" that may be compelled to remove the bonus to Biotic Training and Tech Training skill checks. and that penetrating those shields is paramount. and causes a -2 penalty to Agility checks.
• This armour costs 4 to purchase. and cannot be applied to weapons with the "Civilian" aspect. Rail Extension: • +1 to Harm. With enough protection to allow him to get up close and personal in a fight. unstoppable warrior. a Krogan Battlemaster running in at a charge is terrifying beyond belief. like the defense against Biotic Effects and Tech Talents. Assisting this was his access to some of the best mods available. and counts as two Armour mods. • Cost of this mod is 4. AP Rounds 3. • +1 Penetration to non-synthetic targets with an armour defense rating greater than or equal to 4.1 to Agility checks. He appreciates the ability to take down highly armoured foes from great distances. ―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. Costs: Armour 4. Little tricks. Costs: Rifle 4. and knows that with correct field placement. Combat Exoskeleton 4. Final Armour Stats: • Defense: 10 • Stamina Mod: +2 • Agility Mod: 0 • Powered Armour (Stamina +2. Frictionless Materials 4. the awkwardness of his modified rifle should never become a deciding factor.1 to Agility checks • High Recoil (weapon can only be fired every other round unless the firer is prone. have helped him survive more than 300 years of mercenary work and have added to his fame as an elite. • Increases the target for Biotic Effects or Tech Talents to affect the character or their armour by +1.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. Penalty reduced from -2 to -1) Garrus' military background and training has honed his sniping skills to fearsome levels. 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. Final Weapon Stats: • Range: 3/5 • Harm: 5 (6 against Synthetics) • Penetration: 5 (6 against Synthetics/ Armour >=4) • . negating the benefits of the "Lightweight" aspect. • +4 bonus to Defense rating of armour. Rail Extension 3. Frictionless Materials: • +2 to Penetration. • . 60 . 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. +2 bonus on armour defense the turn after "Taking Cover!". and clears"Shields are Down!" tag automatically. may be compelled for all sorts of scene effects. Fate point to recharge after current turn) • Recharge Booster (taggable aspect "Taking Cover!". No movement required to activate.) • 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. Wrex becomes a battlefield juggernaught.
Improved Heat Sink: • The "Overheated" tag from Thermal Clip aspect clears half a turn faster than normal. Improved Heat Sink 3. Frictionless Materials 4. Frictionless Materials: • +2 to Penetration. Sledgehammer Rounds 3. Costs: Rifle 4. and cannot be applied to weapons with the "Civilian" aspect. knocking them all prone in the process. applying its offensive roll to each target in a zone). This shotgun is able to double its Harm rating every turn. • -1 to Harm. and apply that to every target in an area. • Both Barrels • Limited Range • On a hit. • Cost of this mod is 4. 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. 61 . clears at the start of the players next turn if Both Barrels stunt used) • Dispersed Fire (can fire as an Area of Effect weapon. knocks the target over and confers the free taggable aspect "Knocked prone".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. knocks targets over and confers "Knocked Prone" free tag. Cerberus believes they have created a weapon that truly represents the awesomeness of a multi-headed Hydra.
they use powerful Throw attacks. The agency is divided into numerous different and independent cells which have no knowledge of their counterparts. due to their activities. Cerberus Cerberus is the codename for a black ops organization that was formerly part of the Alliance military. They have also been described as a pro-humanity terrorist or paramilitary group. Any methods of advancing humanity's ascension are justified. However. There is also some indication that Cerberus protects its bases from being found by hacking the Alliance database. highly armoured. Cerberus operates many other kinds of cells than purely para-military focused ones. but believe history will vindicate them. Cerberus also runs several front corporations meant to fund and support their operations.ADVERSARIES Apart from chasing after rogue Spectre agents. Cerberus operatives accept that these methods are brutal. Led by a mysterious figure known only as the Illusive Man." and may have been edited by Cerberus agents to discourage casual explorers. these snipers find cover and hit with Assassination. collecting bounties on escaped Tech criminals. which they don‘t just use against vehicles such as the M35 Mako. terrorist activities. • Research Technicians: The technicians are normally Biotics. Cerberus effectively has access to almost every settled system. or hunting rogue psychotic Asari purebred Biotics. or other dangerous nasties. Husks. reporting regularly. Each cell is led by an operative who reports directly to the Illusive Man. Information on at least two of their known planets in the astronomical database is described as "surprisingly sparse. 62 . the others would not be captured. and colony in the galaxy. though unarmoured. Their core belief is that humans deserve a greater role in the galactic community. They have several suppliers and contributors within the Alliance military-industrial complex who trust the Illusive Man to make the right decisions. thus rendering the Illusive Man blind in those areas. This ensures that should one cell be compromised. there are other races. • Cerberus Defenders: Found protecting research technicians. Cerberus bases are usually guarded by the following forces: • Cerberus Commandos: Highly trained shock troops armed with assault rifles or pistols. Cerberus has operatives all over Citadel space and the Terminus Systems. • Cerberus Snipers: Often found indoors. which includes Rachni (soldiers and workers). Spending trends indicate that Cerberus has a reliable income running up to several billion credits per year. destroying Batarian pirate and slaving rings. they are rapidly deployed. Due to their widespread network. ranging from political to scientific but all united under the common goal of advancing humanity. sabotage and assassination. creatures and organisations out there for the characters to encounter. • Cerberus Anti-Tank: These units are on patrol outside their base and are armed with rocket launchers. Cerberus is very well-funded. Cerberus has no knowledge of what goes on in uncharted systems and the Migrant Fleet. The bases also contain whatever dangerous experimental subjects Cerberus is currently working on. but which has now gone rogue. and use modified shotguns (page 61). and that the Alliance is too hamstrung by law and public opinion to stand up effectively to the Citadel races. including illegal or dangerous experimentation. major trade stop.
Overload. Has shielding but no rechargers. have access to Tech Talents. • Geth Destroyer: Equipped with Geth pulse rifle and strong shielding. Attacks using the Geth sniper beam. Carnage (see page 20) and the ability to recharge shields. such as the Neural Shock Tech Talent. Some of the known Geth variants include: • Geth Armature: Anti-personnel light walkers capable of launching Geth siege pulses. • Geth Colossus: Geth heavy walker capable of launching devastating siege pulse attacks and machine gun attacks. • Geth Sniper: Armed with Geth sniper rifles and shielding. Some have a stunt that grants them the equivalent abilities of an Omni-tool. • Geth Trooper: Standard Geth troops equipped with Geth pulse rifles. • Geth Hopper: Cyberwarfare and ambush platform. barriers. Utilize both disruptor and scram rockets heavy weapons platforms. capable of using Tech Talents selected from Sabotage (Geth equivalent to Damping). Improves combat skills of nearby Geth (+1 to attack rolls of Geth in same or adjacent zone). • Geth Shock Trooper: Advanced Geth troopers armed with the Geth Pulse Rifle. Extremely strong armour and shields with recharger. Specialised for close quarters combat. • Geth Rocket Trooper: Equipped with Geth pulse rifles.Geth As described in the Racial Backgrounds section. Geth encountered beyond the Veil will have programs developed equivalent to skills. • Geth Prime: Elite Geth unit equipped with Geth pulse rifle and rocket launcher or siege pulse. Equipped with Geth pulse rifles and rocket launchers. Capable of Radar Jamming but no shield recharging. has the ability to charge. Very strong shields and extremely resilient with shield recharger. Capable of using Assassination (see page 20). • Geth Dropship: Standard troop transport and Geth equivalent to a frigate. specialised for long-range combat. Resilient to gunfire. Has the Geth Shield Boost ability (treat as Ablative Armour). and can utilise Carnage. with the number of Talents equal to the skill rating. shielding and rocket launchers. Heavily shielded and very resilient with shield rechargers. and vary according to role. and thus immune to effects that target only organics. and Toxic rounds. Also possesses shields. The Geth are entirely synthetic creatures. 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 barriers and capable of recharging shields. and Jamming. 63 . Extremely resilient to small arms and ground vehicle fire. • Geth Juggernaut: Similar to Geth Destroyers.
commonly called MECHs. They possess a basic personality suite and are easily programmed for various security tasks. often fielded by the Alliance. and is also the manufacturer of the FENRIS. When the spikes are approached – say. and YMIR classes of mechanical infantry units. A LOKI Mech that switches to its security protocols is easily identified. typically as expendable assault units. prior to determining whether the effects of the blast generate composure track shifts. MECHs 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. blood is changed to a sickly green fluid. They have an inbuilt level of equivalent armour with a defense rating of 2. Husks that reach the same zone as any character attack first with an electrical blast. Thereafter. though it is effective psychological warfare to make soldiers fight their own dead. When a human is captured they are placed on impaling devices. if marines try to recover their dead comrades – the Husks are released and attack. and so on. They count as both biological and synthetic creatures for the purposes of Tech Talents. with an equivalent skill level of 3 ranks. and the body generates an electrical charge. as an individual husk can only generate one electrical blast.Husks Husks are synthetic "zombies" created by the Geth. give off a powerful electrical blast which disables shields and causes massive damage. Originally used by the Alliance for colony guard duty. Many mercenary groups make extensive use of them. once close enough. there is never only one husk around. huge spikes that Alliance marines have nicknamed "dragon's teeth". Unfortunately for those that encounter them. the MSV Cornucopia. • LOKI Mech: The LOKI Mech is a bipedal humanoid security robot designed for security detail and guard duty in locations where manpower is an issue. This immediately causes any effected characters with the shields stunt on their armour to have their ―Shields are Down‖ aspect activated. LOKI. or where the use of organics for "around the clock" shifts is unfeasible. skin and water content are converted into cybernetic materials. LOKI Mechs are incapable of any complex tactics. never seek cover during a firefight. variant weapon ammunition. they have also seen use in groups on the shiftier side of the law when raw manpower is needed. and can be equipped with any of numerous weapon systems — both lethal and non-lethal — as circumstances dictate. The Geth used a ship full of Husks. Over time the body's organs. partly as a trap and partly as a warning to other organic races not to enter their space. the dual "eye" on the unit turns from white to red. No one knows why the Geth do this to their captives: it seems like a lot of effort for a small result. The husks will charge at their enemies and. 64 . husks attack with a brawling skill level of rank 2. allowing their programs to be easily overridden and turned upon their owners.
and drugsniffing dogs would. altered. They possess high shielding and armour and do not have any other defensive capabilities or defensive strategies. limiting its movements to a slow. If shot while in this deactivated state. but is still vulnerable to hacking by dedicated hackers. walk and cannot attempt to climb steps. 65 . the mech will deactivate and remain stationary. as they tend to constantly advance on enemies to engage at point-blank range. bringing the target down with its front legs in an animalistic pounce-like motion. Whilst it can fire its twin Cannons on the move however. and have been seen deployed alongside LOKI Mechs. a FENRIS Mech will accelerate to a set speed and jump with its rear legs. FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics. they are stunned by a taser device embedded in the 'head' of the FENRIS. the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target. For many humans. • YMIR Mech: The Battle YMIR Mech. the YMIR does have a few limitations. After the target is struck. used in the same manner bomb. they are identifiable by their white armor and red lights. A major disadvantage to FENRIS Mechs. Despite its fearsome weaponry. and indeed to all mechs. is that their software programming can be hacked. and FENRIS Mechs can be turned against those they are tasked with serving. is a massive killing machine designed for anti-infantry purposes. YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. As a military model. noisy. or Model 34-A. giving warning to those able to see the mech. the mech will explode. To protect the workings of the weapon arms from small arms fire.• FENRIS Mech: Like other mechs produced by Hahne-Kedar. FENRIS Mechs are deployed in packs and make a habit of 'swarming' enemy positions. Heavily armoured and shielded. When attacking. or overridden by an experienced hacker. Kinaesthetic programming is limited due to the complexity of the design. it must pause to fire rockets to ensure a stable launching platform. they are fitted with protective actuated shield covers. these covers must open. the YMIR Mech has better firewalls than other models. When a FENRIS Mech is severely damaged. In order to fire either weapon.
and focus on vehicles such as the M35 Mako.a Turian group based on Omega. usually equipped with an assault rifle or a shotgun. Batarians or Krogan. • Blue Suns. a biotic can be found amongst mercenary bands. They often have the ability to use Immunity. but they are lightly armed and armoured.a major mercenary corporation active in the Terminus systems. • Mercenary Turret: Some mercenary bases are protected by turrets that fire rockets at intruders. or by individuals who want protection or assassination services. meaning their equipment is usually produced by a variety of manufacturers (unlike military forces.a 'private security' firm and one of the most powerful groups in the Terminus Systems. 66 . They are usually hired by criminal organisations that require "heavy muscle". mercenaries tend to use superior weapons and armour. though are most commonly Turians. Sometimes euphemistically referring to themselves as 'private security organisations'. They control 20% of Omega. which prefer to select equipment from a single company). mostly wiped out by Council Spectre agent Saren Arterius. • Eclipse. • The Talons. Humans. they are usually lightly armoured. smuggling tainted element zero. Able to field a variety of personnel to fulfil their contract. Mercenaries hail from all races and backgrounds. Mercenaries are usually found at their bases on remote worlds. Krogan mercenaries regenerate their shields particularly quickly in a fight. Notable Mercenary organisations • Blood Pack. mercenaries will commonly raid remote outposts or unprotected starships when unemployed. consisting exclusively of Krogan and Vorcha. Given that their occupation requires them to be efficient and capable.Mercenary Organisations Mercenary bands operate throughout the Attican Traverse and the Terminus Systems. • Mercenary Sniper: Mercenary Snipers take cover or wait in sniper towers. or protecting their employer's investments or operations.a pirate group that acts as the"muscle" of Omega. • Mercenary Adept: Very occasionally. and line up for an Assassination shot.a minor mercenary band. most fill one of the following roles: • Mercenary: The standard mercenary. • The Grim Skulls. Their use of Throw and Warp makes them dangerous. • Mercenary Anti-Tank: Some mercenaries carry a rocket launcher.
the spacefaring Rachni were driven to expand and defend their territory. using them as proxies to translate and communicate when necessary. they are effectively giant sized locusts intent on death and destruction of all sentient life around them. tending to the needs of the queen. Bred in captivity away from a brood queen. There are several Rachni subtypes: Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. They normally inhabit extremely hazardous worlds. 67 . The accidental discovery of the Rachni led to the Citadel races to curb their rapid expansion. seen. in fear of being plunged into another galactic war. They are the controllers behind the hive-mind intelligence linking all Rachni from the same brood mother. Intelligent but highly aggressive. Best handled at a distance. The Rachni are territorial. It is said that they only attack when the hive is particularly strained for warriors. they are quite fragile. Defended by Brood Warriors who will die to protect them. the humans. who had been groomed by the Salarians to effectively do the Council's dirty work during the Rachni Wars. they respond with brutal force. They can also spit acid. They are the only sapient arthropods known to exist in the galaxy (the citadel keepers not being known to be sapient). and rarely. They are the 'elder males' of the hive that usually mate with the queen. Should their territory be invaded on purpose or even by accident. able to survive environments that kill most sentient species. Acting in swarms. The Brood Warrior has abilities comparable to a standard Rachni Soldier. It is also unique among Rachni in that it possesses some Biotic ability. Rachni Queens are capable of possessing the minds of other Biotics. then its highly likely that other governments have as well.Rachni The Rachni are a supposedly extinct insectlike species that threatened to defeat and overthrow the Citadel Council roughly two thousand years ago. They were eventually defeated and completely eradicated by the Krogan. Rachni Queens are the largest and most intelligent of the species. causing heavy toxic damage which ignores shields. and other hidden locations. Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. have encountered them. if ever. Rachni Soldiers are slower. Several human organisations discovered dormant Rachni eggs on ancient derelict space hulks. They are most at home in vents and tunnels. Given their name. but much larger creatures than Rachni Workers. they likely fill the niche occupied by drones in other hive species. It stands to reason that if the galaxy‘s newest spacefaring race. with thin tentacles ending in little pods. Rachni soldiers are cunning and like to ambush their enemies. they rush up to the squad and explode in suicide attacks. although its attacks inflict more damage. it will occasionally place a squad member in Stasis and appears to use a form of Barrier. determined to remain isolated from the rest of the galaxy. These tentacles are used to impale enemies . causing heavy toxic damage. on difficult to terraform worlds.the Rachni can use weapons but prefer to use these tentacles to impale their victims. The Rachni aren't as extinct as the galaxy had been led to believe.
thresher maw spores appear on many worlds. As a result. and are immobile when they raise up to attack. yet are robust enough to survive prolonged periods in deep space and atmospheric reentry. only the head and tentacles erupt from the earth to attack. or valleys. Treat Thresher Maws as having an armour defense rating of 6. and do not inhabit rolling hills. They may use their one free move to rise up or drop back underground. with a range of 2/5. thresher maws are immobile above ground. Owing to the nature of their attacks. and their acid attacks as though the shields stunts don‘t exist. They live alone in nests spanning large areas underground. such as a crashed probe to draw unwary scavengers. they completely ignore shields. 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. Due to their size. thresher maws usually live in large flat open spaces on uninhabited planets. but can move incredibly quickly below. They can grow to be in excess of 30 metres tall above the ground. asteroids or moons with little or no atmosphere. Threshers commonly have some sort of "lure" in their nest. 68 . harm 8. • Native Burrower: Thresher Maws never fully leave the ground they live in. with a harm rating of 8 and must wait one round between attacks due to their size. Give them the following stunts: • Extended Reach: Due to their immense size. Aggressive and highly territorial. thresher maws feed by absorbing huge amounts of solar radiation and survive best on planets. They are enormous. which is a combined combat skill and weapon. and must wait one round between attacks to recharge their spit. They always attack the closest target.Thresher Maws Thresher Maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. but there are some "stray" nests. mountains. the Thresher Maw cannot be targeted. When moving underground. and are a menace to any structures or vehicles in their nesting area. Their attacks consist of spitting powerful viscous acid that splashes on contact. and a new skill called Acid Spit. burrowing up from beneath their prey. with a body nearly twice that size beneath the surface. they can reach one additional zone with their claws when using their natural weapons. Fortunately. and instead have an extended health track of 3dF+9 Thresher maws are solitary creatures. spread by previous generations of space travelers. • Dauntless: Thresher Maws have no composure or wealth tracks. and their burrowing style of movement. They can take a lot of damage and can be very hard to kill. and smashing with their claws in close range while emitting infrasound. The body of an adult thresher maw never entirely leaves the ground. violent creatures that burst up from the ground without warning when disturbed. and move if shifts are successfully generated against them. They reproduce via spores that lie dormant for millennia. two or three at most can be found on a single planet. identifiable only by their landscape profiles. or they may take an additional zone of movement when they take their free move when fully underground. They have Natural Weapons as an apex skill. penetration 6. They also have rank 4 skills agility.
Vorcha The Vorcha originate from a small. and more resilient than other members of the race. hostile. However. A common subgenus of varren has metallic silver scales. their continual lack of resources have kept Vorcha society extremely primitive. gathering them up and literally beating them into soldiers. savage species. Even as their population grows. Seeing the potential of the Vorcha's individual adaptability. wild varren hunt in packs and are so vicious they'll even take on the Geth. Originally native to the Krogan homeworld of Tuchanka. varren infestations have followed. 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. Vorcha ―trained‖ by this ordeal are stronger. overcrowded planet which has been largely stripped of natural resources by successive generations of this fast-breeding. wreaking havoc with the native ecology. the Vorcha constantly fight each other in fierce competition over basic necessities. Virtually everywhere the Krogan have been. including Batarians – raise them as beasts of war. This incessant warfare has made each generation of Vorcha stronger and more aggressive than that which preceeded it. they are – like most life from Tuchanka – savage. each additional Vorcha magnifies the gang‘s combat ferocity exponentially. Krogan – and some other species. clannish. vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds. and consummate survivors. Gaining even a few Vorcha gives a mercenary band a formidable advantage. Krogan Blood Pack mercenaries often sweep pockets of Vorcha.Varren Varren are omnivores with a preference for living prey. To this day. alternately fighting them for territory and embracing them as treasured companions. Their supreme adaptability. With jaw articulation similar to that of a snake and massive fangs that protrude up from the lower jaw. The Krogan have had a love-hate relationship with varren for millennia. leading to the rather unusual nickname 'fishdogs'. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. faster. smarter. 69 .
so are well represented by the T1 (11 bp) level. we can begin to assign where the different classes are assembled on the Technology table: • Civilian ships. The only ones who use an actual Beam weapon are the Reapers. or at T3 with a few sink stunts. is not important. who use magneto-hydrodynamics to power them. and have access to shipyard facilities that supply dedicated repair engineers. we just say that they are limited by size. with severe consequences for variation from those limits so imposed. All ships in the Mass Effect universe must have the Mass Effect Drive stunt below to access the mass relay system. usually fielded by carriers. New T0+ Spacecraft Stunts Government Subsidy Spacecraft with this stunt are officially part of the navy of the government. • Frigates are designed at a level of T2 (17bp). New Spacecraft Stunts Due to the jump start given by access to the Element Zero based mass relays left behind by the Reapers. and Dreadnaughts. Spacecraft must take the aspect "Government Owned and Operated" as well as one of the following Aspects (or similar). • Fighters are small. We can adjust this for our game. so that instead of limiting ships build points by technology. Warships in Mass Effect are classified in one of four weight classes: Frigates. but use the optional rules for Fighters on page 228 of the main rules. • Reapers are sentient ships. Cruisers. larger than anything else built by the council races. spacecraft may not take the T4 Stunt "Dumps heat into another dimension". Geth dropships are classed as Frigates. All ships of this type must take the Civilian stunt. Spacecraft and Tech Levels Diaspora made the design decision that ship size.Space Combat Mini-Game Changes SPACECRAFT Knowing that Mass Effect is not set in the hard sci-fi genre allows us to tweak the Diaspora starship creation rules to align with the Space Opera ideas that big ships with lots of people and weapons are possible. • Carriers are usually the same size as Cruisers at T3. or T2 level for the larger designs. The mass accelerator cannons used by all races in Citadel space are represented by the Beam stat. assigned a dedicated crew to operate all systems. Carriers. • Dreadnaughts are the largest vessels in Council space. These behemoths are built at T4 (29 bp). and are limited in number to only a few operated by each member race. thus Technology is the difference between ships. one man ships. we have a quick and easy way to define and differentiate our ships. for a hard sci-fi genre. and built with 8bp. such as luxury cruisers. With this small tweak. • • • • • "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" 70 . Crew must adhere to the standard operating procedures of the government. • Cruisers are firmly in the realm of T3 (23bp) ships. cargo freighters and colony ships usually sport minimal or no weaponry. depending on the individual size and age. Using this idea. These terrors of the black are built at T5 (35 bp) or T6 (41 bp).
Tantalus Drive Core This advanced drive core boosts the effective V-Shift of the spacecraft. This system does not operate during mass relay travel as the heat generated is too much to absorb. but the stored heat must eventually be radiated. Cost 2bp. and a +2 bonus to repair checks to remove consequences. torpedos. Cost 1bp. New T1+ Spacecraft Stunts Mass Effect Drive The pinnacle of interstellar drive design. These shields safely deflect small objects traveling at rapid velocities. Cost 4bp. This stunt also provides a +2 bonus to maintenance checks when at government facilities. and provides a +1 bonus to V-Shift. and provides a +2 bonus to Heat Track as well as a +2 bonus to the Navigation check during the Detection phase of space combat. Requires the Tantalus Core Stunt. and allows ships to move ten times faster between their destinations for the same reaction mass. Cost 1bp. except when such consequences were gained when the aspect chosen above was tagged. Internal Emissions Sink This stealth system is able to temporarily "store" heat generated by routine shipboard operations in lithium heat sinks deep within the hull. This affords protection from micro-meteorites. Requires the Internal Emissions Sink stunt (or similar bp cost high energy usage system). Cost: -1bp.• • • • • • • • • • • • • • • • • • "Incorporates Dodgy Alien Tech‖ "Infamous Captain" "Is It Meant To Do That?‖ "Known Weakness in Tactics" "Last Generation Tech‖ "Money Sink‖ "Must Not Shoot First" "Not Built To Do This‖ "Operating Beyond Its Limits‖ "Pirate Doppelganger‖ "Poorly Maintained‖ "Protection Obligations" "Rules and Regulations by the Book" "Should Have Retired Years Ago‖ "Slow To Respond‖ "Sub-standard Sub-systems‖ "Variable Training Levels" "We Have An Operative Aboard‖ Trade stat of 0. See Diaspora page 69 for standard travel times. or it will build up to levels capable of cooking the crew alive. This experimental system may only be installed on spacecraft with a 71 . and thus reserved for critical operations. whilst also powering the Internal Emissions Sink. Kinetic Barriers Kinetic barriers are repulsive mass effect fields projected from emitters on the hull of the ship. Spacecraft can go to 'silent running' for around 2-3 hours. and mass effect accelerated projectiles. a Mass Effect Drive is required to access the mass relay system. then divide those by ten. or drift passively through a system for days before having to vent and give away her position. Grants the ―Shields Down!‖ aspect that may be compelled for a +2 bonus to Beam or Torpedo attacks.
fully described as the Systems Alliance Space Vehicle Stealth Reconnaissance 1. 72 .Sample Mass Effect Spacecraft SSV Normandy SR-1 (T3) Manufacturer: Systems Alliance. it is expected that a follow-up class incorporating "lessons learned" will be produced. she is optimised for solo reconnaissance missions deep within unstable regions. 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. Should the Normandy‘s design prove useful in field tests. 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. using state-ofthe-art stealth technology powered by an experimental drive core. nimble. is a prototype "deep scout" frigate. codeveloped with the Turian Hierarchy. except when "Experimental Design" was tagged) • Tantalus Drive Core • Internal Emissions Sink (+2 bonus to Nav check in detection phase) • Kinetic Barriers • Interface Vehicle (M35 Mako Infantry Fighting Vehicle) Aspects • Government Owned and Operated (Systems Alliance) • Experimental Design • Tough Little Spacecraft • Fast. first of the eponymous Normandy class Co-developed by the Alliance and the Turian Hierarchy with the sponsorship of the Citadel Council.
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. Designed with killing much larger ships in mind. and +2 to to V-Shift for 4bp. and then cause them to catastrophically vent their atmosphere. 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.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. 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. bring down their kinetic barriers. The Oversize Drive Core stunt provides a +1 bonus to the Heat track. The Cybaen's unusually robust engines provide enough energy to generate kinetic barriers normally reserved for dreadnoughts. explosive style. 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. 73 .
Similarly. Biotic Specialist (Infantry) As fearsome as they are in direct combat. Additionally. as well as +1 to one of the Observation or Armour skills. offensive Biotic abilities are unfortunately visually flashy and distinctive. the Defenders gain an extra aspect ―Power Drained‖. Tech Defender (Infantry) Superior information control grants this unit a +1 to the Command skill. Shield Projector Kinetic barriers. However. the Shield Projector stunt provides a +1 Tech Enhancement bonus to Armour. This stunt provides a +1 to Hand-toHand. as well the ability to try to use a manouver to remove a free tag on an ally that is currently within Command range. At platoon level. though. as well as +1 to one of the Signals or Camouflage skills. Whether on a starship or a soldier's suit of armour. New Platoon Stunts The following stunts may be taken by any unit that meets the type restriction (if any). At the gaming table. Additionally. There are no new platoon skills added in this section. The unit receives +2 to this skill when used defensively.Platoon Combat Mini-Game Changes Mass Effect Platoons The Mass Effect computer games are played from the point of view of one small squad in a very large galactic struggle. or Direct Fire. the basic principle remains the same. Platoon Creation Changes When constructing platoons. determined at creation. Direct Fire. 74 . At creation choose one of Armour or Hand-to-Hand. Characters with the Biotic Training skill can amplify one of the following platoon skills when assigned to units: Hand-to-Hand. this stunt grants +1 to the Armour skill of the unit as enemies find it harder to hit accurately. Tech Infiltrator (Infantry) Using their jamming skills to great effect. the Tech Training skill can be used to amplify one of the following platoon skills by characters assigned to the unit: Signals. Tech Specialist (Infantry) Seizing control of the electronic battlespace. change the ―Out of Ammo‖ aspect assigned to all platoons to the more thematically accurate ―Overheated Weapons‖ aspect. or Armour. Biotic Defender (Infantry) Biotic shielding abilities are much less overt than their offensive equivalents. and receive a -1 penalty to Camouflage next turn. provide protection against most mass accelerator weapons. Anti-Air. this stunt grants +1 to the Signals skill of the unit. and +1 to one of Direct Fire or Anti Air. there is an opportunity to explore larger scale events through multiple squads in the Platoon level combat minigame. All normal rules for character association with units apply as per Diaspora page 192. there are a few ways Mass Effect characters can augment their assigned platoon. the infiltrators gain an extra aspect ―Power Drained‖. while no less potent to their unit. They also receive a -1 penalty to Camouflage for the turn after defending with the chosen skill. Biotic Specialist units who attack with either of the two chosen skills immediately gain +1 spot markers after attacking. the Specialists gain an extra aspect ―Power Drained‖. Command. colloquially called "shields". Additionally.
Movement 1. Morale O Command Range: 3 Infantry Carrier: able to transport Infantry Shield Projector: Armour +1 75 . Armour 1. The Mantis houses an element zero core which lightens the engines with a mass effect field. Direct Fire 3.Example Platoons All platoons are created at tech level T3. a high-altitude bomber. Direct Fire 3. taking out support units and delivering marines to weak points in the enemy formations. and was a bane against the Turians during the First Contact War. “Goldylocks” Platoon (Alliance) • 2x Alliance Marines • 2x Alliance M29 Grizzly Infantry Fighting Vehicles • 1x Alliance M29C Grizzly Command IFV • Platoon Fate: 6 FP An older styled platoon. no spot of enemy units required Battlefield Genius: platoon units gain Command Range +1 Command and Control of the Battlespace Overheated Weapons As Protective As a Papa Bear A61 Mantis Multirole Gunship (Citadel Races Only) The Gunship is driven by vectored-thrust engines. The only role the Mantis cannot perform is that of a true deep-space fighter. allowing it to take off vertically and hover in place using minimum fuel. the Alliance Mobile Infantry utilised the M29 Grizzly IFV to great effect. Morale OOO O Engineer: improved Aspect usage Highly Trained: Morale +1 Long Range: ignore 1 range on attacks Zone Effect: -2 to attack zone. Movement 1. Whilst slower and bulkier than its successor. Observation 2. Alliance Marines (T3 Infantry) Direct Fire 3. Its modular construction means that the versatile Mantis can be reconfigured as a low-altitude gunship. Signals 2. the Mantis remains in service in dozens of armies across the galaxy. 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. Morale OO Command Range: 2 Max Move: 3 zones Cavalry: undersized and overpowered. or even a single-stage-to-orbit spaceplane that can engage enemy craft around a planet or a space station. Movement 1. as it has no FTL drive. Hand-to-Hand 2. This also gives it far greater range and speed than the helicopters and jump-jet aircraft that once filled its niche. the Grizzly has had a long career protecting its troops well. 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. advancing deep into enemy territory for cutting supply lines and harassment of other units from unexpected directions. First rolled off the assembly lines in 2170. Command 1. a fighter. Anti-Air 2. disrupting communications. the M35 Mako.
Like an army of ninja. a huntress is practically unbeatable. 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.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. Huntresses fight individually or in pairs.Infantry Carrier Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. and a dancer's grace and alacrity. Movement 3. possessing profound tactical insight. Armour 2. and their education from that point is dedicated to sharpening their mind and body for that sole purpose. Movement 3. A61 Mantis Gunship . a hunter's eye. Direct Fire 2 Morale OO Interceptor: able to respond and act to enemy aircraft if on LAUNCH box 76 . 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 . Movement 3. focused guerrilla strikes. One-on-one. Movement 4. they are adept at ambush. Armour 2. demoralizing and defeating their enemies through intense.Ground Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Direct Fire 5. depending on the tactics preferred in their town. Armour 2.Air Attack Configuration Individual Unit Donates 1 FP to it's director platoon Is affected by consequences on Leader platoon Anti-Air 4. Armour 2. and assassination. infiltration. 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 . 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.
This makes them extremely efficient in battlefield conditions. Anti-Air 2. +1 to Anti-Air. Veteran 1. 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.Biotic Specialist: +1 to Hand-to-Hand. Direct Fire 2. they may communicate their exact thoughts and ideas at the speed of light. +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 Hard to Pin Down Overheated Weapons Asari Bodyguards (T3 Infantry) Hand-to-Hand 3." Their freedom from the need to eat or sleep allows the Geth to leave dormant garrison units in ambush at key positions. -1 to Camouflage after defending Special Forces: not automatically spotted when it shares a zone with an enemy unit. Observation 2. Veteran 1. +1 to Direct Fire. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Command 1. Movement 3. Hand-to-Hand 3. +1 spot marker and -1 to Camouflage after attacking Special Forces: not automatically spotted when it shares a zone with an enemy unit. they don't even breathe. Direct Fire 2. Veteran 1. A tactic particularly favoured by the Geth is to set 'distress signals' and then ambush the rescuers. Armour 1. Camouflage 1. The Geth make perfect ambushers—"they don't move. Morale OOO Command Range: 1 Biotic Specialist: +1 to Hand-to-Hand. Morale OOO OOO O Geth Platoons All Geth are networked to each other. Movement 2. they don't make noise. Movement 2. Armour 2. Direct Fire 1. Geth can even be packed tightly into crates and left in storage. Wireless: Command Range +1 Elite Biotic Abilities Overheated Weapons Asari Huntresses (T3 Infantry) Hand-to-Hand 3. and the fact they don't feel pain allows them to literally drop units from overhead out of nowhere. Movement 1. Highly Trained: Morale +1 Logistics Genius: units in platoon do not have the ―Overheated Weapons‖ Aspect Peerless Biotic 50+ Years of Battle Experience Asari Commando Team (T3 Infantry) Hand-to-Hand 4. shutting down their power sources to stay undetected. Geth Infantry Platoon • 4x Geth Troopers • 1x Geth Juggernaught • Platoon Fate: 6 FP Geth Heavy Weapons Platoon • 2x Geth Troopers • 2x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP 77 . +1 to Direct Fire. Wireless: Command Range +1 Protect the Matriarch Overheated Weapons Asari Matriarch (T3 Infantry Leader) Veteran 3. Armour 1. Direct Fire 3. Morale OOO Command Range: 1 Biotic Defender: +2 to Armour when used defensively. Camouflage 1.
Air2. Movement 2. Movement 2. Movement 1. Though the interior is cramped. Movement 1. Anti. Armour 1. Observation 1. Direct Fire 2. which can be used to increase mass and provide greater traction. Armour 3. Geth Anti-Armour Platoon • 4x Geth Rocket Troopers • 1x Geth Destroyer • Platoon Fate: 6 FP Be sure when assembling Geth Platoons to adjust them for the Leadership Stunt bonus. Signals 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. Carnage (TE): Direct Fire +1 Shield Projector (TE): Armour +1 Geth Network: able to use Signals in place of Command Tactical Genius: Units in platoon ignore 1 extra zone of range when attacking Close Range Nightmare Overheated Weapons Relentless Killing Machine New Stunt: Geth Network (Geth only) Due to their synthetic nature. It is designed to fulfill the role of rapid deployment that its predecessor. an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world. Direct Fire 2. or reduce its mass for limited evasive or positioning manouvers. Armour 2. Observation 1. Signals 1 Morale OOO O Long Range: ignore 1 extra zone of range when attacking Long Range: ignore 1 extra zone of range when attacking 78 . Geth repair their morale using Signals instead of Command. and that they are extensively reliant on digital communication for interaction. 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. M35 “Mako” Infantry Fighting Vehicle (Alliance / Cerberus) The M35 Mako infantry fighting vehicle was designed for the Systems Alliance's frigates. Armour 2. Observation 1. Anti-Air 2.Geth Network: able to use Signals in place of Command Battlefield Genius: platoon units gain Command Range +1 Rocket Salvo Ready Out of Ammo Intimidating Bipedal Walker Geth Destroyer (T3 Infantry Leader) Hand-to-Hand 3. fell short of accomplishing. Observation 1. It is equipped with microthrusters and a small element zero core. which varies depending on which Leader is assigned to a Platoon. 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. the M29 Grizzly. Signals 2. Geth Troopers (T3 Infantry) Hand-to-Hand 3.
and the M38 military ambulance nicknamed "Moby" because it is painted white during peacekeeping operations. Signals 1. Direct Fire 3. Wireless: Command Range +1 Find It – Kill It Overheated Weapons Power Drained 79 . 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. Movement 1. performing dangerous missions such as counterterrorism. +1 to Observation. STG operators work in independent cells. assassination. Observation 2.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. Movement 1. infiltration. STG operators are brutally practical. Hand-to-Hand 2. and sabotage. additional aspect ―Power Drained‖ to remove these bonuses. Armour 1. Observation 3. reconnaissance. usually deployed by the Citadel Council. devoted to accomplishing their mission regardless of the cost involved to others or themselves. Morale OO Command Range: 1 Scout: able to continue move when entering a zone containing an enemy Special Forces: not automatically spotted when it shares a zone with an enemy unit. Salarian Special Tasks Group Platoons • 1x STG Cell Leader • Choose 4 units from the following: STG Recon Unit STG Combat Engineers STG Infiltrators • Platoon Fate: 6 FP The Special Tasks Group (STG) is a Salarian espionage organization. Hand-to-Hand 2 Armour 1. Direct Fire 1. Armour 3. STG Recon Unit (T3 Infantry) Camoflage 3. These include a recon drone controller. Morale OO Command Range: 1 Engineer: improved Aspect usage Tech Specialists: +1 to Signals. a mobile air defense platform. Wireless: Command Range +1 We Were Never Here Overheated Weapons STG Combat Engineers (T3 Infantry) Signals 4.
Armour 1. 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 80 . Movement 2. Tech Infiltrator: +1 to Armour. Morale OO Command Range: 1 Special Forces: not automatically spotted when it shares a zone with an enemy unit. Tech Defender: +1 to Command. able to use manouver to remove free tag on ally in command. Anti-Air 1 Morale OOO O Omni-Tool Master: able to use Command skill for Sensors Special Forces: not automatically spotted when it shares a zone with an enemy unit. Hand-to-Hand 2. Movement 3.STG Infiltrators (T3 Infantry) Camouflage 3. Armour 2. Hand-to-Hand 1. +1 to Camouflage. or perhaps some of the ones on the list below: • • • • • • • • • • • • • • • • • • • Batarian Slavers Blood Pack Mercenaries Blue Suns Mercenaries Cerberus Mobile Infantry Council Spectres Drell Assassination Squad Eclipse Mercenaries Elcor Heavy Weapons Geth Armatures Husk Zombies Krogan Beserkers Krogan Biotic Battlemasters Mass Driver Orbital Artillery Quarian Commandos Quarian Engineers Rachni Swarms Thresher Maws Vorcha Irregulars Wild Varren Pack STG Cell Leader (T3 Infantry Leader) Command 4. additional aspect ―Power Drained‖ to remove these bonuses. I encourage you to create your own versions of these units. Signals 1. Direct Fire 2.
as well as how individuals choose to operate within. there are many places that the reach of the council doesn‘t extend. which in turn can seem daunting as you go ―Where do we start?!‖ But don‘t worry. highly adaptable. our options are not so limited. abnormally ambitious. creating hooks for potential plots on these worlds in the creation of aspects and their interaction with the system attributes. exploring ancient ruins and fabulous cities alike. Character creation works in a similar way. and are heavily petitioning for full member status in the Citadel Council. Humans also discovered the mass relay network that threaded the galaxy. moving from planet to planet on your quest to protect the known races from an unknown enemy from deep space. no one in the wider galactic community had ever heard of humans. They are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. Many races have petitioned for elevation to this status for a long time. individualistic and thus. as the structure of the Diaspora RPG cluster and character creation is designed to help you. This is the setting history established in the first Mass Effect game. humanity learned the secrets of mass effect physics and element zero. beginning the First Contact War. In this section. or outside. At the gaming table. with steps designed to help link your characters to each other. unlocking faster-than-light travel. they began activating every mass relay they could find. At the time of the first game. Hoping to expand their territory and driven by immense curiosity about 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. Whilst you can explore hundreds of worlds across the series. and some members of those races resent the appearance that humans are going to jump the queue ahead of them. to join the Asari. Law and Order The Mass Effect games place strong emphasis on the theme of law and order in the galaxy. With the technology from these ruins. by its very nature as programmed entertainment. permitting instantaneous passage across thousands of light-years. battling aliens and making allies (and vice versa). you get the chance to explore the galaxy. and Turians in the decision making process. encountering various alien races and establishing itself on the galactic stage. Salarians. Humans are still discovering what it takes to survive on these newly discovered worlds. such as 81 . Whilst the Citadel is seen as the primary location of galactic rule. Taking control of a pivotal character in the events of the game. This recklessness was what trigged the Turians to attack as they attempted to activate a dormant Relay. humans have an active role in galactic commerce and settlement. there are hard limits on what you can do and where you can go. Humans are new to the galaxy A little over 35 years ago. those confines.Campaigns and Themes Mass Effect is set in the year 2183 CE. 35 years after humans discovered the ruins of an ancient spacefaring race called the Protheans on Mars. 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. Cluster creation is intended for each player to suggest themes they‘d like to explore. unpredictable. Humanity began its journey among the stars. as well as confronting the prevailing opinions of humans as intelligent.
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. resources and attitude for the character. nor impossible to work around. 82 . aspect. As one character in the game puts it: synthetic races have no use whatsoever for organics — they don't have the same needs or drives as biological creatures. these potentially disastrous outcomes are neither certain. Conversely. the covert and clandestine Salarian Special Tasks Group. the Reapers possess no such inclination to deal with organics in any other way except consumption or extinction. The apex skill represents a significant investment in time. many mercenary groups employ humans as hired muscle. The Citadel Council heavily controls all research into synthetic intelligences. 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. to provide protection to interests not necessarily desired by the Council. The companion document to this rules hack.the iron fisted rule of the Asari crime lord Aria on Omega. so too is the nature of how organics deal with synthetic intelligences. Sometimes. you can always begin by using one of those characters as a starting point to developing your own. the Geth. so they have no need to trade resources or information with them. and you‘re good to go. You can always fill in the rest as you play. they are all you need to begin to create a character. the law. The introduction of both a Geth character. an ability or race. this can be explored in the ways humans protect. name them. you have probably noted things of interest you‘d like to explore. and Elite special operations groups are one place to develop them. ―Hacking Diaspora: Threats. give ‗em that race. The Quarian peoples are adrift in space. Partial Characters and Cool Stuff As you have read through this book. with them making up the largest of the minorities. or even the elite Council Spectres. Adversaries and NPCs‖ is full of characters from across the breadth of the Mass Effect universe. a stunt or two. 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. lest the same mistakes get made. Whether they are the biotic powerhouse Asari Huntresses. Tying into the first theme of humans being new to the galaxy. banning AI research almost entirely. from a synthetic point of view. Unfortunately for the council races. Organics vs Synthetics In the large scale. Along these lines. With only one skill at the Superb (+5) level. At the personal level. there is much appeal to playing highly competent beings breaking heads and taking names. Just choose one. or the corporate control of Noveria. However. C-Sec is a volunteer organisation. notably Blue Suns and Eclipse. "all organics must destroy or control synthetic life forms". They have successfully incorporated humans into their structure to help with policing and patrol duties. and is always happy to take new recruits. when other inspiration is taking a while to surface. An AI gives the view from the other side of the fence when it says that. When you are unsure what kind of aspects. take some time to decide why your character is so good at that particular skill. there are those who are sent in to do them. Diaspora supports this style of play with its pyramid skill structure. or circumvent. or stunt that interested you. exiled from their home planet by their own creations. Special Operations and Apex Skills When there are dangerous missions to perform. skills or abilities your character needs.
0 83 .HACKING DIASPORA TO Name Race Homeworld Class/Concept Rank 5 Skill Rank 4 Skills Rank 3 Skills Cluster Known Biotic Effects Tech Talents Or Combat Excellence Abilities Health Rank 1 Skills Composure Wealth Aspects Mild Consequence Medium Consequence Severe Consequence Weapon Range Stunts Rank 2 Skills / Harm Pen Stunt Stunt Stunt Gear Armour Stunts Defense Rating Ammunition Effects HD2ME Character Sheet Ver 2.
Conserves momentum. client race of the Turians Aggressive. adept at sneaky and subtle Public service peacekeepers. Tech and Combat skills not higher than rank 4. no combat skills. slavers. Warp -2 to enemy armour defense. Minimal combat training. Ariake Technologies An Earth-based electronics concern best known for their high grade omni-tools and armour. mono-gendered race of female appearance Pirates. no Biotic Training. no Tech Training. modified by Bio-Amp Implant stunt. Amphibious information seekers. Singularity Gravity sink. Place aspect on target. reliable and affordable equipment such as armour. Biotic and Tech Training skills not higher than rank 4. New Skill: Biotic Training (Page 26) Alliance Network News A galactic news network founded by Humans and broadcast through Citadel space. Combat Excellence stunt available with ranks in Tactics. Place aspect on target. Throw Shift enemy one zone. admired and distrusted equally Synthetic AI race created by. Stasis Target unable to move and takes no damage. other combat skills not higher than rank 3. Biotic and Combat skills not higher than rank 4. no Biotic or Tech Training. Effects last until the next turn only unless otherwise specified. Lasts two turns. omnitools and bio-amps.VARIANT RULES QUICK SHEETS New System Stat: ORDER O-4 O-3 O-2 O-1 O+0 O+1 O+2 O+3 O+4 Virtual chaos Ad-hoc Rule Establishment Corruption Stability Progress Licensed Institutionalisation Total Control (Page 8) Aldrin Labs A Human manufacturer providing basic. Lasts three turns. Minimal combat training. the Quarians Reptilian mercs and enforcers. Lift Target floats helplessly. Place aspect on target. Tech specialist. Hate humans Rescued from their dying world. Non-technical apex skill. Primary Biotic Effects: Barrier +2 to own armour defense rating. Number of effects equal to skill training level. and overthrew. now militantly serve the Hanar Ponderous giants. Broken by the genophage Evicted by own AI creations. no Tech Training. 84 . home is where the flotilla is. Combat specialist. adaptive predators loyal only to the strongest Engineer Vanguard Sentinel Infiltrator Biotic specialist. Three or four combat skills. no Biotic Training. target takes one additional damage shift from any successful attacks. direct and forthright Synthetic lifeforms living in computers or starships Traders and merchants. Class Packages (Page 24) Adept (Page 9) Racial Backgrounds Asari Batarians Drell Elcor Hanar Humans Geth Krogan Quarians Salarians Turians VI / AI Volus Vorcha Yahg Soldier Powerful Biotics. Zone aspect. emotive prefix declared when speaking Polite religious jellyfish who revere the Protheans as gods Newest race to join the galaxy. If used two turns in a row. clannish primitives used as cannon fodder by mercs Towering. combat skills not higher than rank 3.
If target is invalid. or a +4 bonus to unarmed biological target. one composure or health damage cumulative per use. Unstable L2 Implant Max skill rank = 3. otherwise resolves at the end of turn. Then. Advanced Biotic Effects (pages 27. Effects = Skill rank. Effects = Skill rank L1 Implant Cannot take skill. have no implant and cannot take skill. Must not take free move. If >5. No max skill rank. or both if you possess both effects. Spend one turn focussing on a target. Effects = 0 Stable L2 Implant Max skill rank = 4. Place ―Dominated‖ taggable aspect on biological target when multiple enemy targets present. those without Shielding have the Lifted effect applied to them. you are unable to act the following turn. Slam Requires: Lift effect and one of Throw or Pull effects. make a Close Combat check at +2 bonus for having one of the required effects. 28): Charge Requires: Barrier or Throw effect and Close Combat skill. Place ―Biotic Shockwave‖ aspect if have Singularity. rounding up against other biologicals. L4 Implant Aspect: ―Occasionally Distracted by VI‖. If target was unarmoured biological. high priced and very difficult to acquire for most non-Turians. may spend a FP to gain a defense bonus equal to half Medicine ranks. Unable to use this effect in consecutive turns. Next. If 0. then next turn make a full turn move. Spend one turn preparing this effect. Reave Requires: Warp effect and Medicine skill. Effects = Skill rank. 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. Younger than 300: are dying. Effected targets with the Shielding stunt are unable to move next round. or +4 for having both. Their weapons and armour are high quality. Effects = Skill rank +1. Armax Arsenal Supplier of elite Turian military units. reducing any pass costs by 1. no effects avail. They must then resist an attack equal to Biotic Training +2. Draw line on map from character (Tactics -1) zones in length. Dominate Requires: Stasis effect and Resolve skill. or Throw to target. Unable to use another Biotic effect next turn. Place ―Slammed‖ aspect on target. New Stunt: Bio-Amp Implant (Page 29) Modifies number of effects. Effects = Skill rank. apply Barrier to self. All zones affected must resist this attack. Asari Biotic No implant required. L3-R Implant Max skill rank = 3 -1 to composure track. Finally. That target becomes immune to further Domination next turn. Add 3dF to skill rank before combat to determine skill level. then next turn gain a +2 bonus to armoured or synthetic target. or +4 for both. Make a Biotic check at +2 for one effect. L3 Implant Max skill rank = 3 Effects = Skill rank. Finally. Krogan Battlemaster Older than 300: implant equivalent to current L4 without aspect. 85 . May pay a FP to resolve the effect immediately. must start again. you are unable to act the following turn. Add 1dF to skill rank before combat to determine skill level.
to weapons and armour. and to hack lone targets. Hacking Place ―Targeting Malfunction‖ taggable aspect on synthetic target when multiple enemy targets present. +1 to computer skill checks during damage control phase Electronics Disable free tag on own or ally equipment in same zone as combat action. etc. A mobile weapon platform at your command. Target the zone you are in or an adjacent zone and roll Tech Training against a difficulty of 2. heat or toxic exposure.VARIANT RULES QUICK SHEETS Devlon Industries Best known for basic armour that can withstand a variety of environmental extremes such as cold. Must have at least 1 rank in Repair skill. Transfer Aspect ―Combat Hover Drone” Cryo Blast Requires: Neural Shock talent. in same or adjacent zone to the character unless otherwise noted below. Must have at least 1 rank in Medicine skill. Advanced Tech Talents: Must also have Computer (space) skill. bypass alarms. 89) Repair New Skill: Tech Training Characters can have a total number of talents equal to number of ranks they have in the Tech Training skill. 86 . Combat Requires: Hacking Talent. Must have at least 1 rank in Medicine skill. Advanced Requires: Hacking talent. Jamming -2 penalty to enemy alertness checks. Target becomes immune to further Overloads next turn. May be taken multiple times to stack penalty. NonLethal. 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. Decryption Unlock doors. Primary Tech Talents: Damping Use defensively to contest Biotic Effects. Place ―System Rebooting‖ taggable aspect on synthetic target. Place ―Disorientated and Confused‖ taggable aspect on biological target. professional mercs. Multiple Redundancy: Use my Tech Training. Bio-Amp Manufacturers Manufacturer Aldrin Labs Armali Council Armax Arsenal Kassa Fabrication Serrice Council Sirta Foundation Spectre Gear1 Spectre Gear1 Spectre Gear1 (Page 50) Medicine Bio-Amp Solaris Amp Prodigy Gemini Polaris Savant Unity Amp HMBA Basic HMBA Adv HMBA Master (Page 31) Neural Shock Overload Note 1: See the Spectre Gear Options (page 49. including Biotics. or passing through must roll their Stamina skill against the number of shifts. place ―Suppressed by Tech‖ aspect on appropriate target. starships. Drone Stats: Range 0/1. On a success. Harm 2. and lasts 2 turns when activated. Energy Drain Move own tagged ―Overheated‖ aspect and place on an enemy with an untagged ―Overheated‖ aspect. Offensively. All Tech Talents last for one turn. access secure systems. ending their turn if they fail. Drone and Have-a-Thing: Combat Drone stunt. Substitute ranks in Tech Training for Repair skill rolls. That target becomes immune to further Hacking next turn. Pen 2. Hacking Restrictions removed to allow repeated Hacking attempts on same target. All targets in the zone. place a ―Frozen and immobilised‖ aspect on the zone for one turn. Substitute ranks in Tech Training for Medicine skill rolls.
Attacks reduce this bonus by 1 per shift. Overload Restriction removed to allow repeated Overload attempts on same target. On a success. and no ranks in either Biotic Training or Tech Training. May also pay a FP to impair all attempts to attack or target you by -1 per level of Jamming you possess whilst it is active. Primary Combat Excellence Abilities: MG Focus for one turn to dupliAssassination cate effect of ―Double Tap‖ weapon stunt with Sniper Rifles. Tactical Cloak Requires: Jamming talent. excluding the user. but must still meet all other prerequisites. Tech Armour Requires: Hacking talent. though their armour lines are generally recognized as above average. Elkoss Combine A Volus manufacturer that produces less expensive versions of items carried by high-end manufacturers. any level of Tactics skill. including possessing an appropriate weapon. after ―Shields are Down!‖ compelled. Characters unable to meet those prerequisites to take the base stunt may instead take the individual abilities as Stunts like normal. 89) Hahne-Kedar Earth-based major supplier to the Systems Alliance military. Base Jamming talent duration extends by 1 turn. Their weapons are stock quality at best. the Tech Armour detonates. and unshielded targets must resist 3 shifts of Composure damage. Characters who take this stunt may choose a number of Combat Excellence Abilities equal to their Tactics skill rank. gain a +4 bonus to armour defense when "Taking Cover!" in addition to the bonus granted by that aspect. causing all Shielded targets in same zone to have their ―Shields Down!‖ stunt tagged.VARIANT RULES QUICK SHEETS Advanced Tech Talents (cont’d): Incinerate Requires: Energy Drain talent. Combat Excellence Requires: Energy Weapon skill of at least Rank 3. Can pay a FP once per scene to place a ―Comprehensively Compromised‖ aspect on a target that you have successfully overloaded twice. Advanced Requires: Overload talent. Target an enemy with a tagged ―Overheated‖ aspect and roll Tech Training against a difficulty of 1. target takes Health damage of number of shifts. and Armour with Shields stunt. absorbed by armour. Unable to be used on successive turns against the same enemy. MG Immunity Once per scene. When neutralised. Omni-Tool Manufacturers Manufacturer Aldrin Labs Ariake Technologies Armali Council Kassa Fabrication Serrice Council Sirta Foundation Elkoss Combine Spectre Gear1 Spectre Gear1 Spectre Gear1 (Page 50) Omni-Tool Bluewire Tool Logic Arrest Tool Nexus Polaris Savant Chameleon Tool Cipher Tool HMOT Basic HMOT Adv HMOT Master Note 1: See the Spectre Gear Options (page 49. New Stunt: Combat Excellence (Page 34) This stunt grants access to a number of weapon based abilities as long as the prerequisites are met. New Stunt: MG Omni-tool (Page 33) MG Omni-tool A Military Grade Omni-tool is required to use Tech Talents. MG Carnage Duplicate effect of ―Double Tap‖ weapon stunt once per scene. Armour bonus granted by Shields boosted by +3 when this talent is activated. 87 .
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
Additional aspect from list below (or similar). Huge solitary burrowing monsters with acid spit. 91 . 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). and all travel times reduced by factor of 10. except when aspect was tagged. Humans. New T1+ Spacecraft Stunts (Page 71) Mass Effect Drive Tantalus Drive Core Internal Emissions Sink (IES) Civilian Spacecraft Frigates Spacecraft Tech Levels T1 (11 BP) (Page 70) T2 (17 BP). They offer basic protective or utilitarian items ranging from armour to omni-tools to bio-amps. "Government Owned and Operated" aspect. Cybernetic zombies created by Geth from captured Biological races. Mostly Turians. Must also have one other high energy usage system (IES). Cost 4bp. Adaptable dangerous pests that hunt in packs. or T6 (41 BP) Allows access to mass relay network. Stealth system gives +2 bonus to Nav check in detection phase. Batarians or Krogan. New T0+ Spacecraft Stunts Government Subsidy (Page 70) Adversaries Cerberus Geth Husks Mercenaries MECHs Rachni Thresher Maws Varren Vorcha (Page 62) Official part of government navy. +2 to Heat Track. +1 to V-Shift. Cost 2bp. Violent primitive race usually found in forgotten corners of dark places. Crew must adhere to SOPs. Cost 1bp. +2 bonus to maintenance checks when at government facilities "Antagonistic Crew‖ "Control System Bugs‖ "Design Flaw" "Ex-Civilian Retrofit" "Experimental Design" "Incorporates Dodgy Alien Tech‖ "Infamous Captain" "Is It Meant To Do That?‖ "Known Weakness in Tactics" "Last Generation Tech‖ "Money Sink‖ "Must Not Shoot First" "Not Built To Do This‖ "Operating Beyond Its Limits‖ "Pirate Doppelganger‖ "Poorly Maintained‖ "Protection Obligations" "Rules and Regs by the Book" "Should Have Retired Years Ago‖ "Slow To Respond‖ "Sub-standard Sub-systems‖ "Variable Training Levels" "We Have An Operative Aboard‖ Militant rogue faction of Humans. Intelligent arachnid race with hive mind.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. sometimes used by Krogan Blood Pack mercenaries. +2 bonus to repair checks to remove consequences. Mechanical robots used as supplementary guards. Synthetic AI race. Sirta Foundation A biomedical firm renowned for its humanitarian efforts and groundbreaking research into genetics.
+1 to Signals. 92 . and ―Power Drained‖ aspect. Gain +1 spot marker after attacking with either of the two chosen skills. Tech Defender (Infantry) Tech Specialist (Infantry) Tech Infiltrator (Infantry) Geth Network +1 to Command and ―Power Drained‖ aspect. which causes a -1 penalty to Camouflage the following turn. +1 to Hand-to-Hand. Geth repair their morale with Signals instead of Command. Ability to try to use a manuover to remove a free tag on an ally that is within command range. +1 to one of Armour or Observation. and get a -1 penalty to Camouflage next turn. +1 to one of Camouflage or Signals.VARIANT RULES QUICK SHEETS New Platoon Stunts Shield Projector Biotic Defender (Infantry) (Page 74) Biotic Specialist (Infantry) +1 Tech Enhancement to Armour Choose one of Armour or Hand-to-Hand: +2 bonus when chosen skill is used defensively. +1 to Armour and ―Power Drained‖ aspect. +1 bonus to one of Direct Fire or Anti-Air.
and Hanar all produce their own armour. and is here purely for reference and inspiration for aspects or plots. 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. 93 . Note 3: The Krogan armour manufactured by the Geth are not available to player characters. and are not available to other races. This weaponry is always in demand for research purposes. Note 2: Batarian armour is manufactured by Batarian State Arms and not available to other races. but may be retrieved from defeated Geth. Elcor. but rarely differs substantially from other weapons of the same type.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. Note 2: See the Spectre Gear Options section on pages 49 or 89.2 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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